Opentk/Source/OpenTK/Platform/SDL2/Sdl2JoystickDriver.cs
2014-01-31 15:03:51 +01:00

720 lines
26 KiB
C#

#region License
//
// The Open Toolkit Library License
//
// Copyright (c) 2006 - 2013 Stefanos Apostolopoulos for the Open Toolkit library.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do
// so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
//
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using OpenTK.Input;
namespace OpenTK.Platform.SDL2
{
class Sdl2JoystickDriver : IJoystickDriver, IJoystickDriver2, IGamePadDriver, IDisposable
{
const float RangeMultiplier = 1.0f / 32768.0f;
readonly MappedGamePadDriver gamepad_driver = new MappedGamePadDriver();
bool disposed;
class Sdl2JoystickDetails
{
public IntPtr Handle { get; set; }
public Guid Guid { get; set; }
public int PacketNumber { get; set; }
public int HatCount { get; set; }
public int BallCount { get; set; }
public bool IsConnected { get; set; }
public readonly JoystickHatState[] Hat =
new JoystickHatState[JoystickState.MaxHats];
}
// For IJoystickDriver2 implementation
int last_joystick_instance = 0;
readonly List<JoystickDevice> joysticks = new List<JoystickDevice>(4);
readonly Dictionary<int, int> sdl_instanceid_to_joysticks = new Dictionary<int, int>();
// For IJoystickDriver implementation
IList<JoystickDevice> joysticks_readonly;
#if USE_SDL2_GAMECONTROLLER
class Sdl2GamePad
{
public IntPtr Handle { get; private set; }
public GamePadState State;
public GamePadCapabilities Capabilities;
public Sdl2GamePad(IntPtr handle)
{
Handle = handle;
}
}
int last_controllers_instance = 0;
readonly List<Sdl2GamePad> controllers = new List<Sdl2GamePad>(4);
readonly Dictionary<int, int> sdl_instanceid_to_controllers = new Dictionary<int, int>();
#endif
public Sdl2JoystickDriver()
{
joysticks_readonly = joysticks.AsReadOnly();
}
#region Private Members
JoystickDevice<Sdl2JoystickDetails> OpenJoystick(int id)
{
JoystickDevice<Sdl2JoystickDetails> joystick = null;
int num_axes = 0;
int num_buttons = 0;
int num_hats = 0;
int num_balls = 0;
IntPtr handle = SDL.JoystickOpen(id);
if (handle != IntPtr.Zero)
{
num_axes = SDL.JoystickNumAxes(handle);
num_buttons = SDL.JoystickNumButtons(handle);
num_hats = SDL.JoystickNumHats(handle);
num_balls = SDL.JoystickNumBalls(handle);
joystick = new JoystickDevice<Sdl2JoystickDetails>(id, num_axes, num_buttons);
joystick.Description = SDL.JoystickName(handle);
joystick.Details.Handle = handle;
joystick.Details.Guid = SDL.JoystickGetGUID(handle).ToGuid();
joystick.Details.HatCount = num_hats;
joystick.Details.BallCount = num_balls;
Debug.Print("[SDL2] Joystick device {0} opened successfully. ", id);
Debug.Print("\t\t'{0}' has {1} axes, {2} buttons, {3} hats, {4} balls",
joystick.Description, joystick.Axis.Count, joystick.Button.Count,
joystick.Details.HatCount, joystick.Details.BallCount);
}
else
{
Debug.Print("[SDL2] Failed to open joystick device {0}", id);
}
return joystick;
}
bool IsJoystickValid(int id)
{
return id >= 0 && id < joysticks.Count;
}
bool IsJoystickInstanceValid(int instance_id)
{
return sdl_instanceid_to_joysticks.ContainsKey(instance_id);
}
OpenTK.Input.HatPosition TranslateHat(HatPosition value)
{
if ((value & HatPosition.LeftUp) == value)
return OpenTK.Input.HatPosition.UpLeft;
if ((value & HatPosition.RightUp) == value)
return OpenTK.Input.HatPosition.UpRight;
if ((value & HatPosition.LeftDown) == value)
return OpenTK.Input.HatPosition.DownLeft;
if ((value & HatPosition.RightDown) == value)
return OpenTK.Input.HatPosition.DownRight;
if ((value & HatPosition.Up) == value)
return OpenTK.Input.HatPosition.Up;
if ((value & HatPosition.Right) == value)
return OpenTK.Input.HatPosition.Right;
if ((value & HatPosition.Down) == value)
return OpenTK.Input.HatPosition.Down;
if ((value & HatPosition.Left) == value)
return OpenTK.Input.HatPosition.Left;
return OpenTK.Input.HatPosition.Centered;
}
#if USE_SDL2_GAMECONTROLLER
bool IsControllerValid(int id)
{
return id >= 0 && id < controllers.Count;
}
bool IsControllerInstanceValid(int instance_id)
{
return sdl_instanceid_to_controllers.ContainsKey(instance_id);
}
GamePadAxes GetBoundAxes(IntPtr gamecontroller)
{
GamePadAxes axes = 0;
axes |= IsAxisBind(gamecontroller, GameControllerAxis.LeftX) ? GamePadAxes.LeftX : 0;
axes |= IsAxisBind(gamecontroller, GameControllerAxis.LeftY) ? GamePadAxes.LeftY : 0;
axes |= IsAxisBind(gamecontroller, GameControllerAxis.RightX) ? GamePadAxes.RightX : 0;
axes |= IsAxisBind(gamecontroller, GameControllerAxis.RightY) ? GamePadAxes.RightY : 0;
axes |= IsAxisBind(gamecontroller, GameControllerAxis.TriggerLeft) ? GamePadAxes.LeftTrigger : 0;
axes |= IsAxisBind(gamecontroller, GameControllerAxis.TriggerRight) ? GamePadAxes.RightTrigger : 0;
return axes;
}
Buttons GetBoundButtons(IntPtr gamecontroller)
{
Buttons buttons = 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.A) ? Buttons.A : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.B) ? Buttons.B : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.X) ? Buttons.X : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.Y) ? Buttons.Y : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.START) ? Buttons.Start : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.BACK) ? Buttons.Back : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.LEFTSHOULDER) ? Buttons.LeftShoulder : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.RIGHTSHOULDER) ? Buttons.RightShoulder : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.LEFTSTICK) ? Buttons.LeftStick : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.RIGHTSTICK) ? Buttons.RightStick : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.GUIDE) ? Buttons.BigButton : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.DPAD_DOWN) ? Buttons.DPadDown : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.DPAD_UP) ? Buttons.DPadUp : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.DPAD_LEFT) ? Buttons.DPadLeft : 0;
buttons |= IsButtonBind(gamecontroller, GameControllerButton.DPAD_RIGHT) ? Buttons.DPadRight : 0;
return buttons;
}
bool IsAxisBind(IntPtr gamecontroller, GameControllerAxis axis)
{
GameControllerButtonBind bind =
SDL.GameControllerGetBindForAxis(gamecontroller, axis);
return bind.BindType == GameControllerBindType.Axis;
}
bool IsButtonBind(IntPtr gamecontroller, GameControllerButton button)
{
GameControllerButtonBind bind =
SDL.GameControllerGetBindForButton(gamecontroller, button);
return bind.BindType == GameControllerBindType.Button;
}
GamePadAxes TranslateAxis(GameControllerAxis axis)
{
switch (axis)
{
case GameControllerAxis.LeftX:
return GamePadAxes.LeftX;
case GameControllerAxis.LeftY:
return GamePadAxes.LeftY;
case GameControllerAxis.RightX:
return GamePadAxes.RightX;
case GameControllerAxis.RightY:
return GamePadAxes.RightY;
case GameControllerAxis.TriggerLeft:
return GamePadAxes.LeftTrigger;
case GameControllerAxis.TriggerRight:
return GamePadAxes.RightTrigger;
default:
throw new ArgumentOutOfRangeException(
String.Format("[SDL] Unknown axis {0}", axis));
}
}
Buttons TranslateButton(GameControllerButton button)
{
switch (button)
{
case GameControllerButton.A:
return Buttons.A;
case GameControllerButton.B:
return Buttons.B;
case GameControllerButton.X:
return Buttons.X;
case GameControllerButton.Y:
return Buttons.Y;
case GameControllerButton.LEFTSHOULDER:
return Buttons.LeftShoulder;
case GameControllerButton.RIGHTSHOULDER:
return Buttons.RightShoulder;
case GameControllerButton.LEFTSTICK:
return Buttons.LeftStick;
case GameControllerButton.RIGHTSTICK:
return Buttons.RightStick;
case GameControllerButton.DPAD_UP:
return Buttons.DPadUp;
case GameControllerButton.DPAD_DOWN:
return Buttons.DPadDown;
case GameControllerButton.DPAD_LEFT:
return Buttons.DPadLeft;
case GameControllerButton.DPAD_RIGHT:
return Buttons.DPadRight;
case GameControllerButton.BACK:
return Buttons.Back;
case GameControllerButton.START:
return Buttons.Start;
case GameControllerButton.GUIDE:
return Buttons.BigButton;
default:
Debug.Print("[SDL2] Unknown button {0}", button);
return 0;
}
}
#endif
#endregion
#region Public Members
public void ProcessJoystickEvent(JoyDeviceEvent ev)
{
int id = ev.Which;
if (id < 0)
{
Debug.Print("[SDL2] Invalid joystick id {0} in {1}", id, ev.Type);
return;
}
switch (ev.Type)
{
case EventType.JOYDEVICEADDED:
{
IntPtr handle = SDL.JoystickOpen(id);
if (handle != IntPtr.Zero)
{
int device_id = id;
int instance_id = last_joystick_instance++;
JoystickDevice<Sdl2JoystickDetails> joystick = OpenJoystick(id);
if (joystick != null)
{
joystick.Details.IsConnected = true;
if (device_id < joysticks.Count)
{
joysticks[device_id] = joystick;
}
else
{
joysticks.Add(joystick);
}
sdl_instanceid_to_joysticks.Add(instance_id, device_id);
}
}
}
break;
case EventType.JOYDEVICEREMOVED:
if (IsJoystickInstanceValid(id))
{
int instance_id = id;
int device_id = sdl_instanceid_to_joysticks[instance_id];
JoystickDevice<Sdl2JoystickDetails> joystick = (JoystickDevice<Sdl2JoystickDetails>)joysticks[device_id];
joystick.Details.IsConnected = false;
sdl_instanceid_to_joysticks.Remove(instance_id);
}
else
{
Debug.Print("[SDL2] Invalid joystick id {0} in {1}", id, ev.Type);
}
break;
}
}
public void ProcessJoystickEvent(JoyAxisEvent ev)
{
int id = ev.Which;
if (IsJoystickInstanceValid(id))
{
int index = sdl_instanceid_to_joysticks[id];
JoystickDevice<Sdl2JoystickDetails> joystick = (JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
float value = ev.Value * RangeMultiplier;
joystick.SetAxis((JoystickAxis)ev.Axis, value);
joystick.Details.PacketNumber = Math.Max(0, unchecked(joystick.Details.PacketNumber + 1));
}
else
{
Debug.Print("[SDL2] Invalid joystick id {0} in {1}", id, ev.Type);
}
}
public void ProcessJoystickEvent(JoyBallEvent ev)
{
int id = ev.Which;
if (IsJoystickInstanceValid(id))
{
int index = sdl_instanceid_to_joysticks[id];
JoystickDevice<Sdl2JoystickDetails> joystick = (JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
// Todo: does it make sense to support balls?
joystick.Details.PacketNumber = Math.Max(0, unchecked(joystick.Details.PacketNumber + 1));
}
else
{
Debug.Print("[SDL2] Invalid joystick id {0} in {1}", id, ev.Type);
}
}
public void ProcessJoystickEvent(JoyButtonEvent ev)
{
int id = ev.Which;
if (IsJoystickInstanceValid(id))
{
int index = sdl_instanceid_to_joysticks[id];
JoystickDevice<Sdl2JoystickDetails> joystick = (JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
joystick.SetButton((JoystickButton)ev.Button, ev.State == State.Pressed);
joystick.Details.PacketNumber = Math.Max(0, unchecked(joystick.Details.PacketNumber + 1));
}
else
{
Debug.Print("[SDL2] Invalid joystick id {0} in {1}", id, ev.Type);
}
}
public void ProcessJoystickEvent(JoyHatEvent ev)
{
int id = ev.Which;
if (IsJoystickInstanceValid(id))
{
int index = sdl_instanceid_to_joysticks[id];
JoystickDevice<Sdl2JoystickDetails> joystick = (JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
if (ev.Hat >= 0 && ev.Hat < JoystickState.MaxHats)
{
joystick.Details.Hat[ev.Hat] = new JoystickHatState(TranslateHat(ev.Value));
}
else
{
Debug.Print("[SDL2] Hat {0} out of range [0, {1}]", ev.Hat, JoystickState.MaxHats);
}
joystick.Details.PacketNumber = Math.Max(0, unchecked(joystick.Details.PacketNumber + 1));
}
else
{
Debug.Print("[SDL2] Invalid joystick id {0} in {1}", id, ev.Type);
}
}
#if USE_SDL2_GAMECONTROLLER
public void ProcessControllerEvent(ControllerDeviceEvent ev)
{
int id = ev.Which;
if (id < 0)
{
Debug.Print("[SDL2] Invalid controller id {0} in {1}", id, ev.Type);
return;
}
switch (ev.Type)
{
case EventType.CONTROLLERDEVICEADDED:
IntPtr handle = SDL.GameControllerOpen(id);
if (handle != IntPtr.Zero)
{
// The id variable here corresponds to a device_id between 0 and Sdl.NumJoysticks().
// It is only used in the ADDED event. All other events use an instance_id which increases
// monotonically in each ADDED event.
// The idea is that device_id refers to the n-th connected joystick, whereas instance_id
// refers to the actual hardware device behind the n-th joystick.
// Yes, it's confusing.
int device_id = id;
int instance_id = last_controllers_instance++;
Sdl2GamePad pad = new Sdl2GamePad(handle);
IntPtr joystick = SDL.GameControllerGetJoystick(handle);
if (joystick != IntPtr.Zero)
{
pad.Capabilities = new GamePadCapabilities(
GamePadType.GamePad,
GetBoundAxes(joystick),
GetBoundButtons(joystick),
true);
pad.State.SetConnected(true);
// Connect this device and add the relevant device index
if (controllers.Count <= id)
{
controllers.Add(pad);
}
else
{
controllers[device_id] = pad;
}
sdl_instanceid_to_controllers.Add(instance_id, device_id);
}
else
{
Debug.Print("[SDL2] Failed to retrieve joystick from game controller. Error: {0}", SDL.GetError());
}
}
break;
case EventType.CONTROLLERDEVICEREMOVED:
if (IsControllerInstanceValid(id))
{
int instance_id = id;
int device_id = sdl_instanceid_to_controllers[instance_id];
controllers[device_id].State.SetConnected(false);
sdl_instanceid_to_controllers.Remove(device_id);
}
else
{
Debug.Print("[SDL2] Invalid game controller instance {0} in {1}", id, ev.Type);
}
break;
case EventType.CONTROLLERDEVICEREMAPPED:
if (IsControllerInstanceValid(id))
{
// Todo: what should we do in this case?
}
else
{
Debug.Print("[SDL2] Invalid game controller instance {0} in {1}", id, ev.Type);
}
break;
}
}
public void ProcessControllerEvent(ControllerAxisEvent ev)
{
int instance_id = ev.Which;
if (IsControllerInstanceValid(instance_id))
{
int id = sdl_instanceid_to_controllers[instance_id];
controllers[id].State.SetAxis(TranslateAxis(ev.Axis), ev.Value);
}
else
{
Debug.Print("[SDL2] Invalid game controller instance {0} in {1}", instance_id, ev.Type);
}
}
public void ProcessControllerEvent(ControllerButtonEvent ev)
{
int instance_id = ev.Which;
if (IsControllerInstanceValid(instance_id))
{
int id = sdl_instanceid_to_controllers[instance_id];
controllers[id].State.SetButton(TranslateButton(ev.Button), ev.State == State.Pressed);
}
else
{
Debug.Print("[SDL2] Invalid game controller instance {0} in {1}", instance_id, ev.Type);
}
}
#endif
#endregion
#region IJoystickDriver Members
public IList<JoystickDevice> Joysticks
{
get
{
return joysticks_readonly;
}
}
public void Poll()
{
// Do nothing
}
#endregion
#region IGamePadDriver Members
#if USE_SDL2_GAMECONTOLLER
public GamePadCapabilities GetCapabilities(int index)
{
if (IsControllerValid(index))
{
return controllers[index].Capabilities;
}
return new GamePadCapabilities();
}
public GamePadState GetState(int index)
{
if (IsControllerValid(index))
{
return controllers[index].State;
}
return new GamePadState();
}
public string GetName(int index)
{
return String.Empty;
}
#else
public GamePadCapabilities GetCapabilities(int index)
{
return gamepad_driver.GetCapabilities(index);
}
public GamePadState GetState(int index)
{
return gamepad_driver.GetState(index);
}
public string GetName(int index)
{
return gamepad_driver.GetName(index);
}
public bool SetVibration(int index, float left, float right)
{
return false;
}
#endif
#endregion
#region IJoystickDriver2 Members
JoystickState IJoystickDriver2.GetState(int index)
{
JoystickState state = new JoystickState();
if (IsJoystickValid(index))
{
JoystickDevice<Sdl2JoystickDetails> joystick =
(JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
for (int i = 0; i < joystick.Axis.Count; i++)
{
state.SetAxis(JoystickAxis.Axis0 + i, (short)(joystick.Axis[i] * short.MaxValue + 0.5f));
}
for (int i = 0; i < joystick.Button.Count; i++)
{
state.SetButton(JoystickButton.Button0 + i, joystick.Button[i]);
}
for (int i = 0; i < joystick.Details.HatCount; i++)
{
state.SetHat(JoystickHat.Hat0 + i, joystick.Details.Hat[i]);
}
state.SetIsConnected(joystick.Details.IsConnected);
state.SetPacketNumber(joystick.Details.PacketNumber);
}
return state;
}
JoystickCapabilities IJoystickDriver2.GetCapabilities(int index)
{
if (IsJoystickValid(index))
{
JoystickDevice<Sdl2JoystickDetails> joystick =
(JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
return new JoystickCapabilities(
joystick.Axis.Count,
joystick.Button.Count,
joystick.Details.IsConnected);
}
return new JoystickCapabilities();
}
Guid IJoystickDriver2.GetGuid(int index)
{
Guid guid = new Guid();
if (IsJoystickValid(index))
{
JoystickDevice<Sdl2JoystickDetails> joystick =
(JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
return joystick.Details.Guid;
}
return guid;
}
#endregion
#region IDisposable Members
void Dispose(bool manual)
{
if (!disposed)
{
if (manual)
{
Debug.Print("Disposing {0}", GetType());
foreach (var j in joysticks)
{
var joystick = (JoystickDevice<Sdl2JoystickDetails>)j;
IntPtr handle = joystick.Details.Handle;
SDL.JoystickClose(handle);
}
joysticks.Clear();
}
else
{
Debug.Print("{0} leaked, did you forget to call Dispose()?", GetType());
}
disposed = true;
}
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
~Sdl2JoystickDriver()
{
Dispose(false);
}
#endregion
}
}