vkdoom_m/src/common/engine/m_joy.cpp
2025-07-08 10:11:28 -03:00

671 lines
19 KiB
C++

/*
**
**
**---------------------------------------------------------------------------
** Copyright 2005-2016 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include <math.h>
#include "c_dispatch.h"
#include "vectors.h"
#include "m_joy.h"
#include "configfile.h"
#include "i_interface.h"
#include "d_eventbase.h"
#include "cmdlib.h"
#include "printf.h"
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
EXTERN_CVAR(Bool, joy_ps2raw)
EXTERN_CVAR(Bool, joy_dinput)
EXTERN_CVAR(Bool, joy_xinput)
extern const float JOYDEADZONE_DEFAULT = 0.1; // reduced from 0.25
extern const float JOYSENSITIVITY_DEFAULT = 1.0;
extern const float JOYTHRESH_DEFAULT = 0.05;
extern const float JOYTHRESH_TRIGGER = 0.05;
extern const float JOYTHRESH_STICK_X = 0.65;
extern const float JOYTHRESH_STICK_Y = 0.35;
extern const CubicBezier JOYCURVE[NUM_JOYCURVE] = {
{{0.3, 0.0, 0.7, 0.4}}, // DEFAULT -> QUADRATIC
{{0.0, 0.0, 1.0, 1.0}}, // LINEAR
{{0.3, 0.0, 0.7, 0.4}}, // QUADRATIC
{{0.5, 0.0, 0.7, 0.2}}, // CUBIC
};
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CUSTOM_CVARD(Bool, use_joystick, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL, "enables input from the joystick if it is present")
{
#ifdef _WIN32
joy_ps2raw->Callback();
joy_dinput->Callback();
joy_xinput->Callback();
#endif
}
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// Bits 0 is X+, 1 is X-, 2 is Y+, and 3 is Y-.
static uint8_t JoyAngleButtons[8] = { 1, 1+4, 4, 2+4, 2, 2+8, 8, 1+8 };
// CODE --------------------------------------------------------------------
//==========================================================================
//
// IJoystickConfig - Virtual Destructor
//
//==========================================================================
IJoystickConfig::~IJoystickConfig()
{
}
//==========================================================================
//
// M_SetJoystickConfigSection
//
// Sets up the config for reading or writing this controller's axis config.
//
//==========================================================================
static bool M_SetJoystickConfigSection(IJoystickConfig *joy, bool create, FConfigFile* GameConfig)
{
FString id = "Joy:";
id += joy->GetIdentifier();
if (!GameConfig) return false;
return GameConfig->SetSection(id.GetChars(), create);
}
//==========================================================================
//
// M_LoadJoystickConfig
//
//==========================================================================
bool M_LoadJoystickConfig(IJoystickConfig *joy)
{
FConfigFile* GameConfig = sysCallbacks.GetConfig ? sysCallbacks.GetConfig() : nullptr;
char key[32];
const char *value;
int axislen;
int numaxes;
joy->SetDefaultConfig();
if (!M_SetJoystickConfigSection(joy, false, GameConfig))
{
return false;
}
assert(GameConfig);
value = GameConfig->GetValueForKey("Enabled");
if (value)
{
joy->SetEnabled((bool)atoi(value));
}
if(joy->AllowsEnabledInBackground())
{
value = GameConfig->GetValueForKey("EnabledInBackground");
if (value)
{
joy->SetEnabledInBackground((bool)atoi(value));
}
}
value = GameConfig->GetValueForKey("Sensitivity");
if (value)
{
joy->SetSensitivity((float)atof(value));
}
numaxes = joy->GetNumAxes();
for (int i = 0; i < numaxes; ++i)
{
axislen = mysnprintf(key, countof(key), "Axis%u", i);
mysnprintf(key + axislen, countof(key) - axislen, "deadzone");
value = GameConfig->GetValueForKey(key);
if (value)
{
joy->SetAxisDeadZone(i, (float)atof(value));
}
mysnprintf(key + axislen, countof(key) - axislen, "scale");
value = GameConfig->GetValueForKey(key);
if (value)
{
joy->SetAxisScale(i, (float)atof(value));
}
mysnprintf(key + axislen, countof(key) - axislen, "threshold");
value = GameConfig->GetValueForKey(key);
if (value)
{
joy->SetAxisDigitalThreshold(i, (float)atof(value));
}
mysnprintf(key + axislen, countof(key) - axislen, "curve");
value = GameConfig->GetValueForKey(key);
if (value)
{
joy->SetAxisResponseCurve(i, (EJoyCurve)clamp(atoi(value), (int)JOYCURVE_CUSTOM, (int)NUM_JOYCURVE-1));
}
mysnprintf(key + axislen, countof(key) - axislen, "curve-x1");
value = GameConfig->GetValueForKey(key);
if (value)
{
joy->SetAxisResponseCurvePoint(i, 0, (float)atof(value));
}
mysnprintf(key + axislen, countof(key) - axislen, "curve-y1");
value = GameConfig->GetValueForKey(key);
if (value)
{
joy->SetAxisResponseCurvePoint(i, 1, (float)atof(value));
}
mysnprintf(key + axislen, countof(key) - axislen, "curve-x2");
value = GameConfig->GetValueForKey(key);
if (value)
{
joy->SetAxisResponseCurvePoint(i, 2, (float)atof(value));
}
mysnprintf(key + axislen, countof(key) - axislen, "curve-y2");
value = GameConfig->GetValueForKey(key);
if (value)
{
joy->SetAxisResponseCurvePoint(i, 3, (float)atof(value));
}
mysnprintf(key + axislen, countof(key) - axislen, "map");
value = GameConfig->GetValueForKey(key);
if (value)
{
EJoyAxis gameaxis = (EJoyAxis)atoi(value);
if (gameaxis < JOYAXIS_None || gameaxis >= NUM_JOYAXIS)
{
gameaxis = JOYAXIS_None;
}
joy->SetAxisMap(i, gameaxis);
}
}
return true;
}
//==========================================================================
//
// M_SaveJoystickConfig
//
// Only saves settings that are not at their defaults.
//
//==========================================================================
void M_SaveJoystickConfig(IJoystickConfig *joy)
{
FConfigFile* GameConfig = sysCallbacks.GetConfig ? sysCallbacks.GetConfig() : nullptr;
char key[32], value[32];
int axislen, numaxes;
if (GameConfig != NULL && M_SetJoystickConfigSection(joy, true, GameConfig))
{
GameConfig->ClearCurrentSection();
if (!joy->GetEnabled())
{
GameConfig->SetValueForKey("Enabled", "0");
}
if (!joy->AllowsEnabledInBackground() && joy->GetEnabledInBackground())
{
GameConfig->SetValueForKey("EnabledInBackground", "1");
}
if (!joy->IsSensitivityDefault())
{
mysnprintf(value, countof(value), "%g", joy->GetSensitivity());
GameConfig->SetValueForKey("Sensitivity", value);
}
numaxes = joy->GetNumAxes();
for (int i = 0; i < numaxes; ++i)
{
axislen = mysnprintf(key, countof(key), "Axis%u", i);
if (!joy->IsAxisDeadZoneDefault(i))
{
mysnprintf(key + axislen, countof(key) - axislen, "deadzone");
mysnprintf(value, countof(value), "%g", joy->GetAxisDeadZone(i));
GameConfig->SetValueForKey(key, value);
}
if (!joy->IsAxisScaleDefault(i))
{
mysnprintf(key + axislen, countof(key) - axislen, "scale");
mysnprintf(value, countof(value), "%g", joy->GetAxisScale(i));
GameConfig->SetValueForKey(key, value);
}
if (!joy->IsAxisDigitalThresholdDefault(i))
{
mysnprintf(key + axislen, countof(key) - axislen, "threshold");
mysnprintf(value, countof(value), "%g", joy->GetAxisDigitalThreshold(i));
GameConfig->SetValueForKey(key, value);
}
if (!joy->IsAxisResponseCurveDefault(i))
{
mysnprintf(key + axislen, countof(key) - axislen, "curve");
mysnprintf(value, countof(value), "%d", joy->GetAxisResponseCurve(i));
GameConfig->SetValueForKey(key, value);
}
if (joy->GetAxisResponseCurve(i) == JOYCURVE_CUSTOM)
{
mysnprintf(key + axislen, countof(key) - axislen, "curve-x1");
mysnprintf(value, countof(value), "%g", joy->GetAxisResponseCurvePoint(i, 0));
GameConfig->SetValueForKey(key, value);
mysnprintf(key + axislen, countof(key) - axislen, "curve-y1");
mysnprintf(value, countof(value), "%g", joy->GetAxisResponseCurvePoint(i, 1));
GameConfig->SetValueForKey(key, value);
mysnprintf(key + axislen, countof(key) - axislen, "curve-x2");
mysnprintf(value, countof(value), "%g", joy->GetAxisResponseCurvePoint(i, 2));
GameConfig->SetValueForKey(key, value);
mysnprintf(key + axislen, countof(key) - axislen, "curve-y2");
mysnprintf(value, countof(value), "%g", joy->GetAxisResponseCurvePoint(i, 3));
GameConfig->SetValueForKey(key, value);
}
if (!joy->IsAxisMapDefault(i))
{
mysnprintf(key + axislen, countof(key) - axislen, "map");
mysnprintf(value, countof(value), "%d", joy->GetAxisMap(i));
GameConfig->SetValueForKey(key, value);
}
}
// If the joystick is entirely at its defaults, delete this section
// so that we don't write out a lone section header.
if (GameConfig->SectionIsEmpty())
{
GameConfig->DeleteCurrentSection();
}
}
}
CCMD (gamepad)
{
int COMMAND = 1, IDENTIFIER = 2, VALUE = 3;
int argc = argv.argc()-1;
TArray<IJoystickConfig *> sticks;
I_GetJoysticks(sticks);
auto usage = []()
{
Printf(
"usage:"
"\n\tgamepad list"
"\n\tgamepad reset pad"
"\n\tgamepad enabled pad [0|1]"
"\n\tgamepad background pad [0|1]"
"\n\tgamepad sensitivity pad [float]"
"\n\tgamepad deadzone pad.axis [float]"
"\n\tgamepad scale pad.axis [float]"
"\n\tgamepad threshold pad.axis [float]"
"\n\tgamepad curve pad.axis [-1|0|1|2|3]"
"\n\tgamepad curve-x1 pad.axis [float]"
"\n\tgamepad curve-y1 pad.axis [float]"
"\n\tgamepad curve-x2 pad.axis [float]"
"\n\tgamepad curve-y2 pad.axis [float]"
"\n\tgamepad map pad.axis [-1|0|1|2|3|4]"
"\n"
);
};
if (argc < COMMAND)
{
return usage();
};
FName command = argv[COMMAND];
if (argc < IDENTIFIER)
{
if (command == "list")
{
for (int i = 0; i < sticks.SSize(); i++)
{
Printf("%d: '%s'\n", i, sticks[i]->GetName().GetChars());
for (int j = 0; j < sticks[i]->GetNumAxes(); j++)
{
Printf(" %d.%d: '%s'\n", i, j, sticks[i]->GetAxisName(j));
}
}
return;
}
return usage();
}
const char * id = argv[IDENTIFIER];
const char * hasAxis = strchr(id, '.');
int pad, axis;
try {
pad = (int)std::stod(id);
if (pad < 0 || pad >= sticks.SSize())
{
return (void) Printf("Pad # out of range\n");
}
} catch (...) {
return (void) Printf("Failed to parse pad #\n");
}
if (hasAxis)
{
try {
axis = (int)std::stod(hasAxis+1);
if (axis < 0 || axis >= sticks[pad]->GetNumAxes())
{
return (void) Printf("Axis # out of range\n");
}
} catch (...) {
return (void) Printf("Failed to parse axis #\n");
}
}
float value = 0;
bool set = argc >= VALUE;
if (set)
{
try {
value = std::stod(argv[VALUE]);
} catch (...) {
return (void) Printf("Failed to parse args\n");
}
}
if (command == "reset")
{
if (set) return usage();
sticks[pad]->SetDefaultConfig();
sticks[pad]->SetEnabled(true);
sticks[pad]->SetEnabledInBackground(sticks[pad]->AllowsEnabledInBackground());
sticks[pad]->SetSensitivity(1);
return;
}
if (command == "enabled")
{
if (set) sticks[pad]->SetEnabled((int)value);
return (void) Printf("%d\n", sticks[pad]->GetEnabled());
}
if (command == "background")
{
if (set) sticks[pad]->SetEnabledInBackground((int)value);
return (void) Printf("%d\n", sticks[pad]->GetEnabledInBackground());
}
if (command == "sensitivity")
{
if (set) sticks[pad]->SetSensitivity(value);
return (void) Printf("%g\n", sticks[pad]->GetSensitivity());
}
if (command == "deadzone")
{
if (set) sticks[pad]->SetAxisDeadZone(axis, value);
return (void) Printf("%g\n", sticks[pad]->GetAxisDeadZone(axis));
}
if (command == "scale")
{
if (set) sticks[pad]->SetAxisScale(axis, value);
return (void) Printf("%g\n", sticks[pad]->GetAxisScale(axis));
}
if (command == "threshold")
{
if (set) sticks[pad]->SetAxisDigitalThreshold(axis, value);
return (void) Printf("%g\n", sticks[pad]->GetAxisDigitalThreshold(axis));
}
if (command == "curve")
{
if (set) sticks[pad]->SetAxisResponseCurve(axis, (EJoyCurve)value);
return (void) Printf("%d\n", sticks[pad]->GetAxisResponseCurve(axis));
}
if (command == "curve-x1")
{
if (set) sticks[pad]->SetAxisResponseCurvePoint(axis, 0, value);
return (void) Printf("%g\n", sticks[pad]->GetAxisResponseCurvePoint(axis, 0));
}
if (command == "curve-y1")
{
if (set) sticks[pad]->SetAxisResponseCurvePoint(axis, 1, value);
return (void) Printf("%g\n", sticks[pad]->GetAxisResponseCurvePoint(axis, 1));
}
if (command == "curve-x2")
{
if (set) sticks[pad]->SetAxisResponseCurvePoint(axis, 2, value);
return (void) Printf("%g\n", sticks[pad]->GetAxisResponseCurvePoint(axis, 2));
}
if (command == "curve-y2")
{
if (set) sticks[pad]->SetAxisResponseCurvePoint(axis, 3, value);
return (void) Printf("%g\n", sticks[pad]->GetAxisResponseCurvePoint(axis, 3));
}
if (command == "map")
{
if (set) sticks[pad]->SetAxisMap(axis, (EJoyAxis)value);
return (void) Printf("%d\n", sticks[pad]->GetAxisMap(axis));
}
return usage();
}
//===========================================================================
//
// Joy_RemoveDeadZone
//
//===========================================================================
double Joy_RemoveDeadZone(double axisval, double deadzone, uint8_t *buttons)
{
uint8_t butt;
// Cancel out deadzone.
if (fabs(axisval) < deadzone)
{
axisval = 0;
butt = 0;
}
// Make the dead zone the new 0.
else if (axisval < 0)
{
axisval = (axisval + deadzone) / (1.0 - deadzone);
butt = 2; // button minus
}
else
{
axisval = (axisval - deadzone) / (1.0 - deadzone);
butt = 1; // button plus
}
if (buttons != NULL)
{
*buttons = butt;
}
return axisval;
}
//===========================================================================
//
// Joy_ApplyResponseCurveBezier
//
// Applies cubic bezier easing function
// Curve is defined by control points [(0,0) (x1,y1) (x2,y2) (1,1)]
// https://developer.mozilla.org/en-US/docs/Web/CSS/easing-function/cubic-bezier
//
//===========================================================================
double Joy_ApplyResponseCurveBezier(const CubicBezier &curve, double input)
{
// clamp + trivial cases
if (input == 0) return 0;
double sign = (input >= 0)? 1.0: -1.0;
input = abs(input);
input = (input > 1.0)? 1.0: input;
if (input == 1.0) return sign*input;
double t = input, T;
float x1 = curve.x1, y1 = curve.y1, x2 = curve.x2, y2 = curve.y2;
const int max_iter = 4;
for (auto i = 0; i < max_iter; i++)
{
T = 1-t;
double x = 3*T*T*t*x1 + 3*T*t*t*x2 + t*t*t;
double dx = 3*T*T*x1 + 6*T*t*(x2-x1) + 3*t*t*(1-x2);
// no div by 0
if (abs(dx) < 0.00001) break;
t = clamp(t - (x-input)/dx, 0.0, 1.0);
}
T = 1-t;
t = 3*T*T*t*y1 + 3*T*t*t*y2 + t*t*t;
return sign*t;
}
//===========================================================================
//
// Joy_XYAxesToButtons
//
// Given two axes, returns a button set for them. They should have already
// been sent through Joy_RemoveDeadZone. For axes that share the same
// physical stick, the angle the stick forms should determine whether or
// not the four component buttons are present. Going by deadzone alone gives
// you huge areas where you have to buttons pressed and thin strips where
// you only have one button pressed. For DirectInput gamepads, there is
// not much standard for how the right stick is presented, so we can only
// do this for the left stick for those, since X and Y axes are pretty
// standard. For XInput and Raw PS2 controllers, both sticks are processed
// through here.
//
//===========================================================================
int Joy_XYAxesToButtons(double x, double y)
{
if (x == 0 && y == 0)
{
return 0;
}
double rad = atan2(y, x);
if (rad < 0)
{
rad += 2*pi::pi();
}
// The circle is divided into eight segments for corresponding
// button combinations. Each segment is pi/4 radians wide. We offset
// by half this so that the segments are centered around the ideal lines
// their buttons represent instead of being right on the lines.
rad += pi::pi()/8; // Offset
rad *= 4/pi::pi(); // Convert range from [0,2pi) to [0,8)
return JoyAngleButtons[int(rad) & 7];
}
//===========================================================================
//
// Joy_GenerateButtonEvent
//
// Send either a button up or button down event for supplied key code
//
//===========================================================================
void Joy_GenerateButtonEvent(bool down, EKeyCodes which)
{
event_t event = { 0,0,0,0,0,0,0 };
event.type = down ? EV_KeyDown : EV_KeyUp;
event.data1 = which;
D_PostEvent(&event);
}
//===========================================================================
//
// Joy_GenerateButtonEvents
//
// Provided two bitmasks for a set of buttons, generates events to reflect
// any changes from the old to new set, where base is the key for bit 0,
// base+1 is the key for bit 1, etc.
//
//===========================================================================
void Joy_GenerateButtonEvents(int oldbuttons, int newbuttons, int numbuttons, int base)
{
int changed = oldbuttons ^ newbuttons;
if (changed != 0)
{
int mask = 1;
for (int j = 0; j < numbuttons; mask <<= 1, ++j)
{
if (changed & mask)
{
Joy_GenerateButtonEvent(newbuttons & mask, static_cast<EKeyCodes>(base + j));
}
}
}
}
void Joy_GenerateButtonEvents(int oldbuttons, int newbuttons, int numbuttons, const int *keys)
{
int changed = oldbuttons ^ newbuttons;
if (changed != 0)
{
int mask = 1;
for (int j = 0; j < numbuttons; mask <<= 1, ++j)
{
if (changed & mask)
{
Joy_GenerateButtonEvent(newbuttons & mask, static_cast<EKeyCodes>(keys[j]));
}
}
}
}