SDL  2.0
SDL_xinputhaptic.c
Go to the documentation of this file.
1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
4 
5  This software is provided 'as-is', without any express or implied
6  warranty. In no event will the authors be held liable for any damages
7  arising from the use of this software.
8 
9  Permission is granted to anyone to use this software for any purpose,
10  including commercial applications, and to alter it and redistribute it
11  freely, subject to the following restrictions:
12 
13  1. The origin of this software must not be misrepresented; you must not
14  claim that you wrote the original software. If you use this software
15  in a product, an acknowledgment in the product documentation would be
16  appreciated but is not required.
17  2. Altered source versions must be plainly marked as such, and must not be
18  misrepresented as being the original software.
19  3. This notice may not be removed or altered from any source distribution.
20 */
21 #include "../../SDL_internal.h"
22 
23 #include "SDL_error.h"
24 #include "SDL_haptic.h"
25 #include "../SDL_syshaptic.h"
26 
27 #if SDL_HAPTIC_XINPUT
28 
29 #include "SDL_assert.h"
30 #include "SDL_hints.h"
31 #include "SDL_timer.h"
32 #include "SDL_windowshaptic_c.h"
33 #include "SDL_xinputhaptic_c.h"
34 #include "../../core/windows/SDL_xinput.h"
35 #include "../../joystick/windows/SDL_windowsjoystick_c.h"
36 #include "../../thread/SDL_systhread.h"
37 
38 /*
39  * Internal stuff.
40  */
41 static SDL_bool loaded_xinput = SDL_FALSE;
42 
43 
44 int
46 {
48  loaded_xinput = (WIN_LoadXInputDLL() == 0);
49  }
50 
51  if (loaded_xinput) {
52  DWORD i;
53  for (i = 0; i < XUSER_MAX_COUNT; i++) {
55  }
56  }
57  return 0;
58 }
59 
60 int
61 SDL_XINPUT_MaybeAddDevice(const DWORD dwUserid)
62 {
63  const Uint8 userid = (Uint8)dwUserid;
64  SDL_hapticlist_item *item;
65  XINPUT_VIBRATION state;
66 
67  if ((!loaded_xinput) || (dwUserid >= XUSER_MAX_COUNT)) {
68  return -1;
69  }
70 
71  /* Make sure we don't already have it */
72  for (item = SDL_hapticlist; item; item = item->next) {
73  if (item->bXInputHaptic && item->userid == userid) {
74  return -1; /* Already added */
75  }
76  }
77 
78  SDL_zero(state);
79  if (XINPUTSETSTATE(dwUserid, &state) != ERROR_SUCCESS) {
80  return -1; /* no force feedback on this device. */
81  }
82 
84  if (item == NULL) {
85  return SDL_OutOfMemory();
86  }
87 
88  SDL_zerop(item);
89 
90  /* !!! FIXME: I'm not bothering to query for a real name right now (can we even?) */
91  {
92  char buf[64];
93  SDL_snprintf(buf, sizeof(buf), "XInput Controller #%u", (unsigned int)(userid + 1));
94  item->name = SDL_strdup(buf);
95  }
96 
97  if (!item->name) {
98  SDL_free(item);
99  return -1;
100  }
101 
102  /* Copy the instance over, useful for creating devices. */
103  item->bXInputHaptic = SDL_TRUE;
104  item->userid = userid;
105 
106  return SDL_SYS_AddHapticDevice(item);
107 }
108 
109 int
110 SDL_XINPUT_MaybeRemoveDevice(const DWORD dwUserid)
111 {
112  const Uint8 userid = (Uint8)dwUserid;
113  SDL_hapticlist_item *item;
114  SDL_hapticlist_item *prev = NULL;
115 
116  if ((!loaded_xinput) || (dwUserid >= XUSER_MAX_COUNT)) {
117  return -1;
118  }
119 
120  for (item = SDL_hapticlist; item != NULL; item = item->next) {
121  if (item->bXInputHaptic && item->userid == userid) {
122  /* found it, remove it. */
123  return SDL_SYS_RemoveHapticDevice(prev, item);
124  }
125  prev = item;
126  }
127  return -1;
128 }
129 
130 /* !!! FIXME: this is a hack, remove this later. */
131 /* Since XInput doesn't offer a way to vibrate for X time, we hook into
132  * SDL_PumpEvents() to check if it's time to stop vibrating with some
133  * frequency.
134  * In practice, this works for 99% of use cases. But in an ideal world,
135  * we do this in a separate thread so that:
136  * - we aren't bound to when the app chooses to pump the event queue.
137  * - we aren't adding more polling to the event queue
138  * - we can emulate all the haptic effects correctly (start on a delay,
139  * mix multiple effects, etc).
140  *
141  * Mostly, this is here to get rumbling to work, and all the other features
142  * are absent in the XInput path for now. :(
143  */
144 static int SDLCALL
145 SDL_RunXInputHaptic(void *arg)
146 {
147  struct haptic_hwdata *hwdata = (struct haptic_hwdata *) arg;
148 
149  while (!SDL_AtomicGet(&hwdata->stopThread)) {
150  SDL_Delay(50);
151  SDL_LockMutex(hwdata->mutex);
152  /* If we're currently running and need to stop... */
153  if (hwdata->stopTicks) {
154  if ((hwdata->stopTicks != SDL_HAPTIC_INFINITY) && SDL_TICKS_PASSED(SDL_GetTicks(), hwdata->stopTicks)) {
155  XINPUT_VIBRATION vibration = { 0, 0 };
156  hwdata->stopTicks = 0;
157  XINPUTSETSTATE(hwdata->userid, &vibration);
158  }
159  }
160  SDL_UnlockMutex(hwdata->mutex);
161  }
162 
163  return 0;
164 }
165 
166 static int
167 SDL_XINPUT_HapticOpenFromUserIndex(SDL_Haptic *haptic, const Uint8 userid)
168 {
169  char threadName[32];
170  XINPUT_VIBRATION vibration = { 0, 0 }; /* stop any current vibration */
171  XINPUTSETSTATE(userid, &vibration);
172 
173  haptic->supported = SDL_HAPTIC_LEFTRIGHT;
174 
175  haptic->neffects = 1;
176  haptic->nplaying = 1;
177 
178  /* Prepare effects memory. */
179  haptic->effects = (struct haptic_effect *)
180  SDL_malloc(sizeof(struct haptic_effect) * haptic->neffects);
181  if (haptic->effects == NULL) {
182  return SDL_OutOfMemory();
183  }
184  /* Clear the memory */
185  SDL_memset(haptic->effects, 0,
186  sizeof(struct haptic_effect) * haptic->neffects);
187 
188  haptic->hwdata = (struct haptic_hwdata *) SDL_malloc(sizeof(*haptic->hwdata));
189  if (haptic->hwdata == NULL) {
190  SDL_free(haptic->effects);
191  haptic->effects = NULL;
192  return SDL_OutOfMemory();
193  }
194  SDL_memset(haptic->hwdata, 0, sizeof(*haptic->hwdata));
195 
196  haptic->hwdata->bXInputHaptic = 1;
197  haptic->hwdata->userid = userid;
198 
199  haptic->hwdata->mutex = SDL_CreateMutex();
200  if (haptic->hwdata->mutex == NULL) {
201  SDL_free(haptic->effects);
202  SDL_free(haptic->hwdata);
203  haptic->effects = NULL;
204  return SDL_SetError("Couldn't create XInput haptic mutex");
205  }
206 
207  SDL_snprintf(threadName, sizeof(threadName), "SDLXInputDev%d", (int)userid);
208  haptic->hwdata->thread = SDL_CreateThreadInternal(SDL_RunXInputHaptic, threadName, 64 * 1024, haptic->hwdata);
209 
210  if (haptic->hwdata->thread == NULL) {
211  SDL_DestroyMutex(haptic->hwdata->mutex);
212  SDL_free(haptic->effects);
213  SDL_free(haptic->hwdata);
214  haptic->effects = NULL;
215  return SDL_SetError("Couldn't create XInput haptic thread");
216  }
217 
218  return 0;
219 }
220 
221 int
222 SDL_XINPUT_HapticOpen(SDL_Haptic * haptic, SDL_hapticlist_item *item)
223 {
224  return SDL_XINPUT_HapticOpenFromUserIndex(haptic, item->userid);
225 }
226 
227 int
228 SDL_XINPUT_JoystickSameHaptic(SDL_Haptic * haptic, SDL_Joystick * joystick)
229 {
230  return (haptic->hwdata->userid == joystick->hwdata->userid);
231 }
232 
233 int
234 SDL_XINPUT_HapticOpenFromJoystick(SDL_Haptic * haptic, SDL_Joystick * joystick)
235 {
236  SDL_hapticlist_item *item;
237  int index = 0;
238 
239  /* Since it comes from a joystick we have to try to match it with a haptic device on our haptic list. */
240  for (item = SDL_hapticlist; item != NULL; item = item->next) {
241  if (item->bXInputHaptic && item->userid == joystick->hwdata->userid) {
242  haptic->index = index;
243  return SDL_XINPUT_HapticOpenFromUserIndex(haptic, joystick->hwdata->userid);
244  }
245  ++index;
246  }
247 
248  SDL_SetError("Couldn't find joystick in haptic device list");
249  return -1;
250 }
251 
252 void
253 SDL_XINPUT_HapticClose(SDL_Haptic * haptic)
254 {
255  SDL_AtomicSet(&haptic->hwdata->stopThread, 1);
256  SDL_WaitThread(haptic->hwdata->thread, NULL);
257  SDL_DestroyMutex(haptic->hwdata->mutex);
258 }
259 
260 void
262 {
263  if (loaded_xinput) {
264  WIN_UnloadXInputDLL();
265  loaded_xinput = SDL_FALSE;
266  }
267 }
268 
269 int
270 SDL_XINPUT_HapticNewEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * base)
271 {
272  SDL_assert(base->type == SDL_HAPTIC_LEFTRIGHT); /* should catch this at higher level */
273  return SDL_XINPUT_HapticUpdateEffect(haptic, effect, base);
274 }
275 
276 int
277 SDL_XINPUT_HapticUpdateEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * data)
278 {
279  XINPUT_VIBRATION *vib = &effect->hweffect->vibration;
281  vib->wLeftMotorSpeed = data->leftright.large_magnitude;
282  vib->wRightMotorSpeed = data->leftright.small_magnitude;
283  SDL_LockMutex(haptic->hwdata->mutex);
284  if (haptic->hwdata->stopTicks) { /* running right now? Update it. */
285  XINPUTSETSTATE(haptic->hwdata->userid, vib);
286  }
287  SDL_UnlockMutex(haptic->hwdata->mutex);
288  return 0;
289 }
290 
291 int
292 SDL_XINPUT_HapticRunEffect(SDL_Haptic * haptic, struct haptic_effect *effect, Uint32 iterations)
293 {
294  XINPUT_VIBRATION *vib = &effect->hweffect->vibration;
295  SDL_assert(effect->effect.type == SDL_HAPTIC_LEFTRIGHT); /* should catch this at higher level */
296  SDL_LockMutex(haptic->hwdata->mutex);
297  if (effect->effect.leftright.length == SDL_HAPTIC_INFINITY || iterations == SDL_HAPTIC_INFINITY) {
298  haptic->hwdata->stopTicks = SDL_HAPTIC_INFINITY;
299  } else if ((!effect->effect.leftright.length) || (!iterations)) {
300  /* do nothing. Effect runs for zero milliseconds. */
301  } else {
302  haptic->hwdata->stopTicks = SDL_GetTicks() + (effect->effect.leftright.length * iterations);
303  if ((haptic->hwdata->stopTicks == SDL_HAPTIC_INFINITY) || (haptic->hwdata->stopTicks == 0)) {
304  haptic->hwdata->stopTicks = 1; /* fix edge cases. */
305  }
306  }
307  SDL_UnlockMutex(haptic->hwdata->mutex);
308  return (XINPUTSETSTATE(haptic->hwdata->userid, vib) == ERROR_SUCCESS) ? 0 : -1;
309 }
310 
311 int
312 SDL_XINPUT_HapticStopEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
313 {
314  XINPUT_VIBRATION vibration = { 0, 0 };
315  SDL_LockMutex(haptic->hwdata->mutex);
316  haptic->hwdata->stopTicks = 0;
317  SDL_UnlockMutex(haptic->hwdata->mutex);
318  return (XINPUTSETSTATE(haptic->hwdata->userid, &vibration) == ERROR_SUCCESS) ? 0 : -1;
319 }
320 
321 void
322 SDL_XINPUT_HapticDestroyEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
323 {
324  SDL_XINPUT_HapticStopEffect(haptic, effect);
325 }
326 
327 int
328 SDL_XINPUT_HapticGetEffectStatus(SDL_Haptic * haptic, struct haptic_effect *effect)
329 {
330  return SDL_Unsupported();
331 }
332 
333 int
334 SDL_XINPUT_HapticSetGain(SDL_Haptic * haptic, int gain)
335 {
336  return SDL_Unsupported();
337 }
338 
339 int
340 SDL_XINPUT_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter)
341 {
342  return SDL_Unsupported();
343 }
344 
345 int
346 SDL_XINPUT_HapticPause(SDL_Haptic * haptic)
347 {
348  return SDL_Unsupported();
349 }
350 
351 int
352 SDL_XINPUT_HapticUnpause(SDL_Haptic * haptic)
353 {
354  return SDL_Unsupported();
355 }
356 
357 int
358 SDL_XINPUT_HapticStopAll(SDL_Haptic * haptic)
359 {
360  XINPUT_VIBRATION vibration = { 0, 0 };
361  SDL_LockMutex(haptic->hwdata->mutex);
362  haptic->hwdata->stopTicks = 0;
363  SDL_UnlockMutex(haptic->hwdata->mutex);
364  return (XINPUTSETSTATE(haptic->hwdata->userid, &vibration) == ERROR_SUCCESS) ? 0 : -1;
365 }
366 
367 #else /* !SDL_HAPTIC_XINPUT */
368 
369 #include "../../core/windows/SDL_windows.h"
370 
372 
373 int
375 {
376  return 0;
377 }
378 
379 int
380 SDL_XINPUT_MaybeAddDevice(const DWORD dwUserid)
381 {
382  return SDL_Unsupported();
383 }
384 
385 int
386 SDL_XINPUT_MaybeRemoveDevice(const DWORD dwUserid)
387 {
388  return SDL_Unsupported();
389 }
390 
391 int
392 SDL_XINPUT_HapticOpen(SDL_Haptic * haptic, SDL_hapticlist_item *item)
393 {
394  return SDL_Unsupported();
395 }
396 
397 int
398 SDL_XINPUT_JoystickSameHaptic(SDL_Haptic * haptic, SDL_Joystick * joystick)
399 {
400  return SDL_Unsupported();
401 }
402 
403 int
404 SDL_XINPUT_HapticOpenFromJoystick(SDL_Haptic * haptic, SDL_Joystick * joystick)
405 {
406  return SDL_Unsupported();
407 }
408 
409 void
410 SDL_XINPUT_HapticClose(SDL_Haptic * haptic)
411 {
412 }
413 
414 void
416 {
417 }
418 
419 int
420 SDL_XINPUT_HapticNewEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * base)
421 {
422  return SDL_Unsupported();
423 }
424 
425 int
426 SDL_XINPUT_HapticUpdateEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * data)
427 {
428  return SDL_Unsupported();
429 }
430 
431 int
432 SDL_XINPUT_HapticRunEffect(SDL_Haptic * haptic, struct haptic_effect *effect, Uint32 iterations)
433 {
434  return SDL_Unsupported();
435 }
436 
437 int
438 SDL_XINPUT_HapticStopEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
439 {
440  return SDL_Unsupported();
441 }
442 
443 void
444 SDL_XINPUT_HapticDestroyEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
445 {
446 }
447 
448 int
449 SDL_XINPUT_HapticGetEffectStatus(SDL_Haptic * haptic, struct haptic_effect *effect)
450 {
451  return SDL_Unsupported();
452 }
453 
454 int
455 SDL_XINPUT_HapticSetGain(SDL_Haptic * haptic, int gain)
456 {
457  return SDL_Unsupported();
458 }
459 
460 int
461 SDL_XINPUT_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter)
462 {
463  return SDL_Unsupported();
464 }
465 
466 int
467 SDL_XINPUT_HapticPause(SDL_Haptic * haptic)
468 {
469  return SDL_Unsupported();
470 }
471 
472 int
473 SDL_XINPUT_HapticUnpause(SDL_Haptic * haptic)
474 {
475  return SDL_Unsupported();
476 }
477 
478 int
479 SDL_XINPUT_HapticStopAll(SDL_Haptic * haptic)
480 {
481  return SDL_Unsupported();
482 }
483 
484 #endif /* SDL_HAPTIC_XINPUT */
485 
486 /* vi: set ts=4 sw=4 expandtab: */
int SDL_XINPUT_HapticInit(void)
int SDL_XINPUT_HapticSetGain(SDL_Haptic *haptic, int gain)
#define SDL_LockMutex
int SDL_XINPUT_HapticUnpause(SDL_Haptic *haptic)
SDL_atomic_t stopThread
int SDL_XINPUT_HapticGetEffectStatus(SDL_Haptic *haptic, struct haptic_effect *effect)
int SDL_XINPUT_MaybeAddDevice(const DWORD dwUserid)
#define SDL_CreateMutex
struct xkb_state * state
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: SDL_opengl.h:1967
int SDL_XINPUT_HapticOpenFromJoystick(SDL_Haptic *haptic, SDL_Joystick *joystick)
The SDL Haptic subsystem allows you to control haptic (force feedback) devices.
int SDL_XINPUT_HapticStopEffect(SDL_Haptic *haptic, struct haptic_effect *effect)
static int iterations
Definition: testsprite2.c:43
uint32_t Uint32
An unsigned 32-bit integer type.
Definition: SDL_stdinc.h:161
#define SDL_zerop(x)
Definition: SDL_stdinc.h:362
int SDL_SYS_RemoveHapticDevice(SDL_hapticlist_item *prev, SDL_hapticlist_item *item)
#define SDL_GetHintBoolean
#define SDL_HINT_XINPUT_ENABLED
A variable that lets you disable the detection and use of Xinput gamepad devices. ...
Definition: SDL_hints.h:338
#define SDL_HAPTIC_INFINITY
Used to play a device an infinite number of times.
Definition: SDL_haptic.h:339
SDL_hapticlist_item * SDL_hapticlist
struct SDL_hapticlist_item * next
SDL_Thread * SDL_CreateThreadInternal(int(*fn)(void *), const char *name, const size_t stacksize, void *data)
Definition: SDL_thread.c:427
int SDL_XINPUT_MaybeRemoveDevice(const DWORD dwUserid)
The generic template for any haptic effect.
Definition: SDL_haptic.h:785
int SDL_XINPUT_HapticNewEffect(SDL_Haptic *haptic, struct haptic_effect *effect, SDL_HapticEffect *base)
Uint32 SDL_GetTicks(void)
Get the number of milliseconds since the SDL library initialization.
uint8_t Uint8
An unsigned 8-bit integer type.
Definition: SDL_stdinc.h:143
void SDL_free(void *mem)
int SDL_XINPUT_HapticRunEffect(SDL_Haptic *haptic, struct haptic_effect *effect, Uint32 iterations)
int SDL_XINPUT_HapticSetAutocenter(SDL_Haptic *haptic, int autocenter)
#define SDL_zero(x)
Definition: SDL_stdinc.h:361
void SDL_XINPUT_HapticClose(SDL_Haptic *haptic)
GLenum GLuint GLenum GLsizei const GLchar * buf
GLuint index
#define SDL_Delay
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
#define SDL_assert(condition)
Definition: SDL_assert.h:167
int SDL_XINPUT_HapticOpen(SDL_Haptic *haptic, SDL_hapticlist_item *item)
#define NULL
Definition: begin_code.h:143
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
SDL_bool
Definition: SDL_stdinc.h:130
void SDL_XINPUT_HapticQuit(void)
SDL_HapticEffect effect
Definition: SDL_syshaptic.h:32
static SDL_Haptic * haptic
Definition: testhaptic.c:25
struct haptic_hweffect * hweffect
Definition: SDL_syshaptic.h:33
#define SDL_SetError
#define SDL_DestroyMutex
SDL_HapticLeftRight leftright
Definition: SDL_haptic.h:793
#define SDL_strdup
#define SDL_AtomicSet
int SDL_XINPUT_HapticUpdateEffect(SDL_Haptic *haptic, struct haptic_effect *effect, SDL_HapticEffect *data)
#define SDL_AtomicGet
int SDL_XINPUT_JoystickSameHaptic(SDL_Haptic *haptic, SDL_Joystick *joystick)
#define SDL_snprintf
#define SDL_UnlockMutex
int SDL_XINPUT_HapticStopAll(SDL_Haptic *haptic)
#define SDL_malloc
#define SDL_TICKS_PASSED(A, B)
Compare SDL ticks values, and return true if A has passed B.
Definition: SDL_timer.h:56
#define SDL_HAPTIC_LEFTRIGHT
Left/Right effect supported.
Definition: SDL_haptic.h:172
int SDL_XINPUT_HapticPause(SDL_Haptic *haptic)
#define SDLCALL
Definition: SDL_internal.h:31
#define SDL_Unsupported()
Definition: SDL_error.h:53
void SDL_XINPUT_HapticDestroyEffect(SDL_Haptic *haptic, struct haptic_effect *effect)
#define SDL_memset
int SDL_SYS_AddHapticDevice(SDL_hapticlist_item *item)
#define SDL_WaitThread