Force Feeback for Linux

This commit is contained in:
SpinDizzy 2020-10-21 08:19:51 +00:00
parent db013491b4
commit 402baf87b8
4 changed files with 466 additions and 20 deletions

View file

@ -276,12 +276,8 @@ void CDriveBoard::Reset(void)
m_z80.Reset(); // always reset to provide a valid Z80 state
#ifdef SUPERMODEL_WIN32
if (!m_config["ForceFeedback"].ValueAsDefault<bool>(false))
m_attached = false;
#else
m_attached = false;
#endif
// Stop any effects that may still be playing
if (m_attached)

View file

@ -1389,9 +1389,7 @@ static Util::Config::Node DefaultConfig()
// Other sound options
config.Set("LegacySoundDSP", false); // New config option for games that do not play correctly with MAME's SCSP sound core.
// CDriveBoard
#ifdef SUPERMODEL_WIN32
config.Set("ForceFeedback", false);
#endif
// Platform-specific/UI
config.Set("New3DEngine", true);
config.Set("QuadRendering", false);
@ -1417,12 +1415,22 @@ static Util::Config::Node DefaultConfig()
config.Set("XInputConstForceThreshold", "30");
config.Set("XInputConstForceMax", "100");
config.Set("XInputVibrateMax", "100");
// SDL ForceFeedback
config.Set("SDLConstForceMax", "100");
config.Set("SDLSelfCenterMax", "100");
config.Set("SDLFrictionMax", "100");
config.Set("SDLVibrateMax", "100");
#ifdef NET_BOARD
// NetBoard
config.Set("EmulateNet", false);
#endif
#else
config.Set("InputSystem", "sdl");
// SDL ForceFeedback
config.Set("SDLConstForceMax", "100");
config.Set("SDLSelfCenterMax", "100");
config.Set("SDLFrictionMax", "100");
config.Set("SDLVibrateMax", "100");
#endif
config.Set("Outputs", "none");
return config;
@ -1498,9 +1506,7 @@ static void Help(void)
puts("");
#endif
puts("Input Options:");
#ifdef SUPERMODEL_WIN32
puts(" -force-feedback Enable force feedback (DirectInput, XInput)");
#endif
puts(" -config-inputs Configure keyboards, mice, and game controllers");
#ifdef SUPERMODEL_WIN32
printf(" -input-system=<s> Input system [Default: %s]\n", defaultConfig["InputSystem"].ValueAs<std::string>().c_str());
@ -1599,10 +1605,8 @@ static ParsedCommandLine ParseCommandLine(int argc, char **argv)
{ "-net", { "EmulateNet", true } },
{ "-no-net", { "EmulateNet", false } },
#endif
#ifdef SUPERMODEL_WIN32
{ "-no-force-feedback", { "ForceFeedback", false } },
{ "-force-feedback", { "ForceFeedback", true } },
#endif
};
for (int i = 1; i < argc; i++)
@ -1841,7 +1845,7 @@ int main(int argc, char **argv)
// Create input system
if (selectedInputSystem == "sdl")
InputSystem = new CSDLInputSystem();
InputSystem = new CSDLInputSystem(s_runtime_config);
#ifdef SUPERMODEL_WIN32
else if (selectedInputSystem == "dinput")
InputSystem = new CDirectInputSystem(s_runtime_config, s_window, false, false);

View file

@ -166,13 +166,14 @@ SDLKeyMapStruct CSDLInputSystem::s_keyMap[] =
{ "UNDO", SDL_SCANCODE_UNDO }
};
CSDLInputSystem::CSDLInputSystem()
CSDLInputSystem::CSDLInputSystem(const Util::Config::Node& config)
: CInputSystem("SDL"),
m_keyState(nullptr),
m_mouseX(0),
m_mouseY(0),
m_mouseZ(0),
m_mouseButtons(0)
m_mouseButtons(0),
m_config(config)
{
//
}
@ -186,8 +187,12 @@ void CSDLInputSystem::OpenJoysticks()
{
// Open all available joysticks
int numJoys = SDL_NumJoysticks();
int numHapticAxes = 0;
int possibleEffect = 0;
for (int joyNum = 0; joyNum < numJoys; joyNum++)
{
numHapticAxes = 0;
SDL_Joystick *joystick = SDL_JoystickOpen(joyNum);
if (joystick == nullptr)
{
@ -197,23 +202,165 @@ void CSDLInputSystem::OpenJoysticks()
// Gather joystick details (name, num POVs & buttons and which axes are available)
JoyDetails joyDetails;
hapticInfo hapticDatas;
const char *pName = SDL_JoystickName(joystick);
strncpy(joyDetails.name, pName, MAX_NAME_LENGTH);
joyDetails.name[MAX_NAME_LENGTH] = '\0';
joyDetails.numAxes = SDL_JoystickNumAxes(joystick);
if (SDL_JoystickIsHaptic(joystick))
joyDetails.hasFFeedback = true;
else
joyDetails.hasFFeedback = false;
if (joyDetails.hasFFeedback)
{
hapticDatas.SDLhaptic = SDL_HapticOpenFromJoystick(joystick);
if (hapticDatas.SDLhaptic == NULL)
{
ErrorLog("Unable to obtain haptic interface for joystick %s. Force feedback will be disabled for this joystick.", joyDetails.name);
joyDetails.hasFFeedback = false;
numHapticAxes = 0;
}
else
{
numHapticAxes = SDL_HapticNumAxes(hapticDatas.SDLhaptic);
// depending device, SDL_HapticNumAxes return wrong number of ffb axes (bug on device driver on windows or other ?)
// ie : saitek cyborg evo force joystick returns 3 ffb axes instead of 2 ffb axes, this leads to unable to create effects on this device
// generally, none of commercial ffb products have more than 2 ffb axes
// in this case, we need to force the correct number of ffb axes by adding manually a new sdl2 function
// see https://forums.libsdl.org/viewtopic.php?t=5195
// enabled this code if you have a saitek cyborg evo force or if you find another device that return wrong number of ffb axis
// don't forget to edit sdl2 source code in Supermodel project
//#define HAPTIC_MOD
#if (defined _WIN32 && defined HAPTIC_MOD)
if (numHapticAxes > 2)
{
DebugLog("Joystick : %s return more than 2 ffb axes, need sdl2 addon SDL_HapticSetAxes() to bypass\n", SDL_HapticName(joyNum));
if (strcmp(joyDetails.name, "Saitek Cyborg Evo Force") == 0) // remove if any other particular case
SDL_HapticSetAxes(hapticDatas.SDLhaptic, 2); // /!\ function manually added to SDL2 project
}
#endif
// sdl2 bug on linux only ?
// SDL_HapticNumAxes() : on win it reports good number of haptic axe, on linux 18.04 it reports always 2 haptic axes (bad) whatever the device
// file : SDL2-2.0.10\src\haptic\linux\SDL_syshaptic.c
// function : static int SDL_SYS_HapticOpenFromFD(SDL_Haptic * haptic, int fd)
// haptic->naxes = 2; // Hardcoded for now, not sure if it's possible to find out. <- note from the sdl2 devs
#ifndef _WIN32
if (!HasBasicForce(hapticDatas.SDLhaptic)) numHapticAxes = 0;
#endif
DebugLog("joy num %d haptic num axe %d name : %s\n", joyNum, numHapticAxes, SDL_HapticName(joyNum));
}
}
for (int axisNum = 0; axisNum < NUM_JOY_AXES; axisNum++)
{
joyDetails.hasAxis[axisNum] = joyDetails.numAxes > axisNum;
joyDetails.axisHasFF[axisNum] = false; // SDL 1.2 does not support force feedback
if (numHapticAxes > 0 && joyDetails.hasAxis[axisNum]) // unable to know which axes have ffb
joyDetails.axisHasFF[axisNum] = true;
else
joyDetails.axisHasFF[axisNum] = false;
char *axisName = joyDetails.axisName[axisNum];
strcpy(axisName, CInputSystem::GetDefaultAxisName(axisNum)); // SDL 1.2 does not support axis names
strcpy(axisName, CInputSystem::GetDefaultAxisName(axisNum));
}
joyDetails.numPOVs = SDL_JoystickNumHats(joystick);
joyDetails.numButtons = SDL_JoystickNumButtons(joystick);
joyDetails.hasFFeedback = false; // SDL 1.2 does not support force feedback
if (joyDetails.hasFFeedback && hapticDatas.SDLhaptic != NULL && numHapticAxes > 0) // not a pad but wheel or joystick
{
SDL_HapticSetAutocenter(hapticDatas.SDLhaptic, 0);
SDL_HapticSetGain(hapticDatas.SDLhaptic, 100);
possibleEffect = SDL_HapticQuery(hapticDatas.SDLhaptic);
// constant effect
if (possibleEffect & SDL_HAPTIC_CONSTANT)
{
SDL_memset(&eff, 0, sizeof(SDL_HapticEffect));
eff.type = SDL_HAPTIC_CONSTANT;
eff.periodic.direction.type = SDL_HAPTIC_CARTESIAN;
eff.constant.direction.dir[0] = 0;
eff.constant.length = 30;
eff.constant.delay = 0;
eff.constant.level = 0;
hapticDatas.effectConstantForceID = SDL_HapticNewEffect(hapticDatas.SDLhaptic, &eff);;
if (hapticDatas.effectConstantForceID < 0)
ErrorLog("Unable to create constant force effect for joystick %s (joy id=%d). Constant force will not be applied.", joyDetails.name, joyNum + 1);
}
// vibration effect
if (possibleEffect & SDL_HAPTIC_SINE)
{
SDL_memset(&eff, 0, sizeof(SDL_HapticEffect));
eff.type = SDL_HAPTIC_SINE;
eff.periodic.direction.type = SDL_HAPTIC_CARTESIAN;
eff.constant.length = 500;
eff.constant.delay = 0;
eff.periodic.period = 50;
eff.periodic.magnitude = 0;
hapticDatas.effectVibrationID = SDL_HapticNewEffect(hapticDatas.SDLhaptic, &eff);
if (hapticDatas.effectVibrationID < 0)
ErrorLog("Unable to create vibration effect for joystick %s (joy id=%d). Vibration will not be applied.", joyDetails.name, joyNum + 1);
}
// spring effect
if (possibleEffect & SDL_HAPTIC_SPRING)
{
SDL_memset(&eff, 0, sizeof(SDL_HapticEffect));
eff.type = SDL_HAPTIC_SPRING;
eff.periodic.direction.type = SDL_HAPTIC_CARTESIAN;
eff.condition.delay = 0;
eff.condition.length = SDL_HAPTIC_INFINITY;
eff.condition.left_sat[0] = 0xFFFF;
eff.condition.right_sat[0] = 0xFFFF;
eff.condition.left_coeff[0] = 0;
eff.condition.right_coeff[0] = 0;
hapticDatas.effectSpringForceID = SDL_HapticNewEffect(hapticDatas.SDLhaptic, &eff);
if (hapticDatas.effectSpringForceID < 0)
ErrorLog("Unable to create spring force effect for joystick %s (joy id=%d). Spring force will not be applied.", joyDetails.name, joyNum + 1);
}
// friction effect
if (possibleEffect & SDL_HAPTIC_FRICTION)
{
SDL_memset(&eff, 0, sizeof(SDL_HapticEffect));
eff.type = SDL_HAPTIC_FRICTION;
eff.periodic.direction.type = SDL_HAPTIC_CARTESIAN;
eff.condition.delay = 0;
eff.condition.length = SDL_HAPTIC_INFINITY;
eff.condition.left_sat[0] = 0xFFFF;
eff.condition.right_sat[0] = 0xFFFF;
eff.condition.left_coeff[0] = 0;
eff.condition.right_coeff[0] = 0;
hapticDatas.effectFrictionForceID = SDL_HapticNewEffect(hapticDatas.SDLhaptic, &eff);
if (hapticDatas.effectFrictionForceID < 0)
ErrorLog("Unable to create friction force effect for joystick %s (joy id=%d). Friction force will not be applied.", joyDetails.name, joyNum + 1);
}
}
if (joyDetails.hasFFeedback && hapticDatas.SDLhaptic != NULL && numHapticAxes == 0) // pad with rumble. Note : SDL_HapticRumbleSupported() is not enough to detect rumble pad only because joystick or wheel may have also rumble
{
if (SDL_HapticRumbleInit(hapticDatas.SDLhaptic) < 0)
{
ErrorLog("Unable to create rumble effect for pad %s (pad id=%d). Rumble will not be applied.SDL_HapticRumbleInit failed : %s", joyDetails.name, joyNum + 1, SDL_GetError());
joyDetails.axisHasFF[AXIS_X] = false;
joyDetails.axisHasFF[AXIS_Y] = false;
}
else
{
joyDetails.axisHasFF[AXIS_X] = true; // Force feedback simulated on X axis sticks (fake)
joyDetails.axisHasFF[AXIS_Y] = true; // Force feedback simulated on Y axis sticks (fake)
}
}
m_joysticks.push_back(joystick);
m_joyDetails.push_back(joyDetails);
m_SDLHapticDatas.push_back(hapticDatas);
}
}
@ -222,18 +369,33 @@ void CSDLInputSystem::CloseJoysticks()
// Close all previously opened joysticks
for (size_t i = 0; i < m_joysticks.size(); i++)
{
JoyDetails joyDetails = m_joyDetails[i];
if (joyDetails.hasFFeedback)
{
if (m_SDLHapticDatas[i].effectConstantForceID >= 0)
SDL_HapticDestroyEffect(m_SDLHapticDatas[i].SDLhaptic, m_SDLHapticDatas[i].effectConstantForceID);
if (m_SDLHapticDatas[i].effectVibrationID >= 0)
SDL_HapticDestroyEffect(m_SDLHapticDatas[i].SDLhaptic, m_SDLHapticDatas[i].effectVibrationID);
if (m_SDLHapticDatas[i].effectSpringForceID >= 0)
SDL_HapticDestroyEffect(m_SDLHapticDatas[i].SDLhaptic, m_SDLHapticDatas[i].effectSpringForceID);
if (m_SDLHapticDatas[i].effectFrictionForceID >= 0)
SDL_HapticDestroyEffect(m_SDLHapticDatas[i].SDLhaptic, m_SDLHapticDatas[i].effectFrictionForceID);
SDL_HapticClose(m_SDLHapticDatas[i].SDLhaptic);
}
SDL_Joystick *joystick = m_joysticks[i];
SDL_JoystickClose(joystick);
}
m_joysticks.clear();
m_joyDetails.clear();
m_SDLHapticDatas.clear();
}
bool CSDLInputSystem::InitializeSystem()
{
// Make sure joystick subsystem is initialized and joystick events are enabled
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK) != 0)
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) != 0)
{
ErrorLog("Unable to initialize SDL joystick subsystem (%s).\n", SDL_GetError());
@ -334,8 +496,48 @@ bool CSDLInputSystem::IsJoyButPressed(int joyNum, int butNum)
bool CSDLInputSystem::ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceFeedbackCmd ffCmd)
{
// SDL 1.2 does not support force feedback
return false;
switch (ffCmd.id)
{
case FFStop:
StopAllEffect(joyNum);
break;
case FFConstantForce:
sdlConstForceMax = m_config["SDLConstForceMax"].ValueAs<unsigned>();
if (sdlConstForceMax == 0)
return false;
// note sr2 centering val=0.047244 and val=0.062992 alternatively (const value)
// max val between -1 to 1 (left right)
if (ffCmd.force == 0.0f)
StopConstanteforce(joyNum);
else if (ffCmd.force > 0.0f)
ConstantForceEffect(ffCmd.force * (float)(sdlConstForceMax / 100.0f), -1, 100, joyNum);
else if (ffCmd.force < 0.0f)
ConstantForceEffect(-ffCmd.force * (float)(sdlConstForceMax / 100.0f), 1, 100, joyNum);
break;
case FFSelfCenter:
sdlSelfCenterMax = m_config["SDLSelfCenterMax"].ValueAs<unsigned>();
if (sdlSelfCenterMax == 0)
return false;
SpringForceEffect(ffCmd.force * (float)(sdlSelfCenterMax / 100.0f), joyNum);
break;
case FFFriction:
sdlFrictionMax = m_config["SDLFrictionMax"].ValueAs<unsigned>();
if (sdlFrictionMax == 0)
return false;
FrictionForceEffect(ffCmd.force * (float)(sdlFrictionMax / 100.0f), joyNum);
break;
case FFVibrate:
sdlVibrateMax = m_config["SDLVibrateMax"].ValueAs<unsigned>();
if (sdlVibrateMax == 0)
return false;
VibrationEffect(ffCmd.force * (float)(sdlVibrateMax / 100.0f), joyNum);
break;
}
return true;
}
int CSDLInputSystem::GetNumKeyboards()
@ -418,3 +620,209 @@ void CSDLInputSystem::SetMouseVisibility(bool visible)
{
SDL_ShowCursor(visible ? SDL_ENABLE : SDL_DISABLE);
}
void CSDLInputSystem::StopAllEffect(int joyNum)
{
StopConstanteforce(joyNum);
StopVibrationforce(joyNum);
StopSpringforce(joyNum);
StopFrictionforce(joyNum);
}
void CSDLInputSystem::StopConstanteforce(int joyNum)
{
// stop constante effect or rumble constant effect
SDL_memset(&eff, 0, sizeof(SDL_HapticEffect));
eff.type = SDL_HAPTIC_CONSTANT;
eff.periodic.direction.type = SDL_HAPTIC_CARTESIAN;
eff.constant.direction.dir[0] = 0;
eff.constant.length = 30;
eff.constant.delay = 0;
eff.constant.level = 0;
if (SDL_HapticEffectSupported(m_SDLHapticDatas[joyNum].SDLhaptic, &eff))
{
SDL_HapticUpdateEffect(m_SDLHapticDatas[joyNum].SDLhaptic, m_SDLHapticDatas[joyNum].effectConstantForceID, &eff);
}
else
{
SDL_HapticRumbleStop(m_SDLHapticDatas[joyNum].SDLhaptic);
}
}
void CSDLInputSystem::StopVibrationforce(int joyNum)
{
// stop vibration-rumble effect
SDL_memset(&eff, 0, sizeof(SDL_HapticEffect));
eff.type = SDL_HAPTIC_SINE;
eff.periodic.direction.type = SDL_HAPTIC_CARTESIAN;
eff.constant.length = 500;
eff.constant.delay = 0;
eff.periodic.period = 50;
eff.periodic.magnitude = 0;
if (SDL_HapticEffectSupported(m_SDLHapticDatas[joyNum].SDLhaptic, &eff))
{
SDL_HapticUpdateEffect(m_SDLHapticDatas[joyNum].SDLhaptic, m_SDLHapticDatas[joyNum].effectVibrationID, &eff);
}
else
{
SDL_HapticRumbleStop(m_SDLHapticDatas[joyNum].SDLhaptic);
}
}
void CSDLInputSystem::StopSpringforce(int joyNum)
{
// stop spring effect
SDL_memset(&eff, 0, sizeof(SDL_HapticEffect));
eff.type = SDL_HAPTIC_SPRING;
eff.periodic.direction.type = SDL_HAPTIC_CARTESIAN;
eff.condition.delay = 0;
eff.condition.length = SDL_HAPTIC_INFINITY;
eff.condition.left_sat[0] = 0xFFFF;
eff.condition.right_sat[0] = 0xFFFF;
eff.condition.left_coeff[0] = 0;
eff.condition.right_coeff[0] = 0;
if (SDL_HapticEffectSupported(m_SDLHapticDatas[joyNum].SDLhaptic, &eff))
{
SDL_HapticUpdateEffect(m_SDLHapticDatas[joyNum].SDLhaptic, m_SDLHapticDatas[joyNum].effectSpringForceID, &eff);
}
}
void CSDLInputSystem::StopFrictionforce(int joyNum)
{
// stop friction effect
SDL_memset(&eff, 0, sizeof(SDL_HapticEffect));
eff.type = SDL_HAPTIC_FRICTION;
eff.periodic.direction.type = SDL_HAPTIC_CARTESIAN;
eff.condition.delay = 0;
eff.condition.length = SDL_HAPTIC_INFINITY;
eff.condition.left_sat[0] = 0xFFFF;
eff.condition.right_sat[0] = 0xFFFF;
eff.condition.left_coeff[0] = 0;
eff.condition.right_coeff[0] = 0;
if (SDL_HapticEffectSupported(m_SDLHapticDatas[joyNum].SDLhaptic, &eff))
{
SDL_HapticUpdateEffect(m_SDLHapticDatas[joyNum].SDLhaptic, m_SDLHapticDatas[joyNum].effectFrictionForceID, &eff);
}
}
void CSDLInputSystem::VibrationEffect(float strength, int joyNum)
{
SDL_memset(&eff, 0, sizeof(SDL_HapticEffect));
eff.type = SDL_HAPTIC_SINE;
eff.constant.direction.type = SDL_HAPTIC_CARTESIAN;
eff.periodic.delay = 0;
eff.periodic.length = SDL_HAPTIC_INFINITY;
eff.periodic.period = 50;
eff.periodic.magnitude = (int)(strength * INT16_MAX);
if (SDL_HapticEffectSupported(m_SDLHapticDatas[joyNum].SDLhaptic, &eff))
{
SDL_HapticUpdateEffect(m_SDLHapticDatas[joyNum].SDLhaptic, m_SDLHapticDatas[joyNum].effectVibrationID, &eff);
SDL_HapticRunEffect(m_SDLHapticDatas[joyNum].SDLhaptic, m_SDLHapticDatas[joyNum].effectVibrationID, 1);
}
else
{
if (strength != 0.0f)
SDL_HapticRumblePlay(m_SDLHapticDatas[joyNum].SDLhaptic, strength, 0);
else
SDL_HapticRumbleStop(m_SDLHapticDatas[joyNum].SDLhaptic);
}
}
void CSDLInputSystem::ConstantForceEffect(float force, int dir, int length, int joyNum)
{
SDL_memset(&eff, 0, sizeof(SDL_HapticEffect));
eff.type = SDL_HAPTIC_CONSTANT;
eff.constant.direction.type = SDL_HAPTIC_CARTESIAN;
eff.constant.direction.dir[0] = 0; // in cartesian mode dir on x set 0 on y set 1
eff.constant.length = length;
eff.constant.level = (int)(dir * (force * INT16_MAX));
if (SDL_HapticEffectSupported(m_SDLHapticDatas[joyNum].SDLhaptic, &eff))
{
SDL_HapticUpdateEffect(m_SDLHapticDatas[joyNum].SDLhaptic, m_SDLHapticDatas[joyNum].effectConstantForceID, &eff);
SDL_HapticRunEffect(m_SDLHapticDatas[joyNum].SDLhaptic, m_SDLHapticDatas[joyNum].effectConstantForceID, 1);
}
else
{
if (force != 0.0f)
SDL_HapticRumblePlay(m_SDLHapticDatas[joyNum].SDLhaptic, force, 200);
else
SDL_HapticRumbleStop(m_SDLHapticDatas[joyNum].SDLhaptic);
}
}
void CSDLInputSystem::SpringForceEffect(float force, int joyNum)
{
SDL_memset(&eff, 0, sizeof(SDL_HapticEffect));
eff.type = SDL_HAPTIC_SPRING;
eff.constant.direction.type = SDL_HAPTIC_CARTESIAN;
eff.condition.delay = 0;
eff.condition.length = SDL_HAPTIC_INFINITY;
eff.condition.left_sat[0] = 0xffff;
eff.condition.right_sat[0] = 0xffff;
eff.condition.left_coeff[0] = (int)(force * INT16_MAX);
eff.condition.right_coeff[0] = (int)(force * INT16_MAX);
if (SDL_HapticEffectSupported(m_SDLHapticDatas[joyNum].SDLhaptic, &eff))
{
SDL_HapticUpdateEffect(m_SDLHapticDatas[joyNum].SDLhaptic, m_SDLHapticDatas[joyNum].effectSpringForceID, &eff);
SDL_HapticRunEffect(m_SDLHapticDatas[joyNum].SDLhaptic, m_SDLHapticDatas[joyNum].effectSpringForceID, 1);
}
}
void CSDLInputSystem::FrictionForceEffect(float force, int joyNum)
{
SDL_memset(&eff, 0, sizeof(SDL_HapticEffect));
eff.type = SDL_HAPTIC_FRICTION;
eff.constant.direction.type = SDL_HAPTIC_CARTESIAN;
eff.condition.delay = 0;
eff.condition.length = SDL_HAPTIC_INFINITY;
eff.condition.left_sat[0] = 0xffff;
eff.condition.right_sat[0] = 0xffff;
eff.condition.left_coeff[0] = (int)(force * INT16_MAX);
eff.condition.right_coeff[0] = (int)(force * INT16_MAX);
if (SDL_HapticEffectSupported(m_SDLHapticDatas[joyNum].SDLhaptic, &eff))
{
SDL_HapticUpdateEffect(m_SDLHapticDatas[joyNum].SDLhaptic, m_SDLHapticDatas[joyNum].effectFrictionForceID, &eff);
SDL_HapticRunEffect(m_SDLHapticDatas[joyNum].SDLhaptic, m_SDLHapticDatas[joyNum].effectFrictionForceID, 1);
}
}
// due to the sdl2 SDL_HapticNumAxes() bug in linux (always return 2 in linux)
// test if haptic controller has the most basic constant force effect
// if it has -> ffb wheel or ffb joystick
// if it hasn't -> pad
bool CSDLInputSystem::HasBasicForce(SDL_Haptic* hap)
{
SDL_memset(&eff, 0, sizeof(SDL_HapticEffect));
eff.type = SDL_HAPTIC_CONSTANT;
eff.periodic.direction.type = SDL_HAPTIC_CARTESIAN;
eff.constant.direction.dir[0] = 0;
eff.constant.length = 30;
eff.constant.delay = 0;
eff.constant.level = 0;
if (SDL_HapticEffectSupported(hap, &eff))
return true;
else
return false;
}

View file

@ -49,6 +49,8 @@ struct SDLKeyMapStruct
class CSDLInputSystem : public CInputSystem
{
private:
const Util::Config::Node& m_config;
// Lookup table to map key names to SDLKeys
static SDLKeyMapStruct s_keyMap[];
@ -68,6 +70,22 @@ private:
short m_mouseWheelDir;
Uint8 m_mouseButtons;
// SDL2 ffb
SDL_HapticEffect eff;
unsigned sdlConstForceMax;
unsigned sdlSelfCenterMax;
unsigned sdlFrictionMax;
unsigned sdlVibrateMax;
struct hapticInfo
{
SDL_Haptic* SDLhaptic = NULL;
int effectConstantForceID = -1;
int effectVibrationID = -1;
int effectSpringForceID = -1;
int effectFrictionForceID = -1;
};
std::vector<hapticInfo> m_SDLHapticDatas;
/*
* Opens all attached joysticks.
*/
@ -104,11 +122,31 @@ protected:
bool ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceFeedbackCmd ffCmd);
void StopAllEffect(int joyNum);
void StopConstanteforce(int joyNum);
void StopVibrationforce(int joyNum);
void StopSpringforce(int joyNum);
void StopFrictionforce(int joyNum);
void VibrationEffect(float strength, int joyNum);
void ConstantForceEffect(float force, int dir, int length, int joyNum);
void SpringForceEffect(float force, int joyNum);
void FrictionForceEffect(float force, int joyNum);
bool HasBasicForce(SDL_Haptic* hap);
public:
/*
* Constructs an SDL input system.
*/
CSDLInputSystem();
CSDLInputSystem(const Util::Config::Node& config);
~CSDLInputSystem();