SDL  2.0
SDL_xinputhaptic.c
Go to the documentation of this file.
1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2020 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_hints.h"
30 #include "SDL_timer.h"
31 #include "SDL_windowshaptic_c.h"
32 #include "SDL_xinputhaptic_c.h"
33 #include "../../core/windows/SDL_xinput.h"
34 #include "../../joystick/windows/SDL_windowsjoystick_c.h"
35 #include "../../thread/SDL_systhread.h"
36 
37 /*
38  * Internal stuff.
39  */
40 static SDL_bool loaded_xinput = SDL_FALSE;
41 
42 
43 int
45 {
47  loaded_xinput = (WIN_LoadXInputDLL() == 0);
48  }
49 
50  if (loaded_xinput) {
51  DWORD i;
52  for (i = 0; i < XUSER_MAX_COUNT; i++) {
54  }
55  }
56  return 0;
57 }
58 
59 int
60 SDL_XINPUT_MaybeAddDevice(const DWORD dwUserid)
61 {
62  const Uint8 userid = (Uint8)dwUserid;
63  SDL_hapticlist_item *item;
64  XINPUT_VIBRATION state;
65 
66  if ((!loaded_xinput) || (dwUserid >= XUSER_MAX_COUNT)) {
67  return -1;
68  }
69 
70  /* Make sure we don't already have it */
71  for (item = SDL_hapticlist; item; item = item->next) {
72  if (item->bXInputHaptic && item->userid == userid) {
73  return -1; /* Already added */
74  }
75  }
76 
77  SDL_zero(state);
78  if (XINPUTSETSTATE(dwUserid, &state) != ERROR_SUCCESS) {
79  return -1; /* no force feedback on this device. */
80  }
81 
83  if (item == NULL) {
84  return SDL_OutOfMemory();
85  }
86 
87  SDL_zerop(item);
88 
89  /* !!! FIXME: I'm not bothering to query for a real name right now (can we even?) */
90  {
91  char buf[64];
92  SDL_snprintf(buf, sizeof(buf), "XInput Controller #%u", (unsigned int)(userid + 1));
93  item->name = SDL_strdup(buf);
94  }
95 
96  if (!item->name) {
97  SDL_free(item);
98  return -1;
99  }
100 
101  /* Copy the instance over, useful for creating devices. */
102  item->bXInputHaptic = SDL_TRUE;
103  item->userid = userid;
104 
105  return SDL_SYS_AddHapticDevice(item);
106 }
107 
108 int
109 SDL_XINPUT_MaybeRemoveDevice(const DWORD dwUserid)
110 {
111  const Uint8 userid = (Uint8)dwUserid;
112  SDL_hapticlist_item *item;
113  SDL_hapticlist_item *prev = NULL;
114 
115  if ((!loaded_xinput) || (dwUserid >= XUSER_MAX_COUNT)) {
116  return -1;
117  }
118 
119  for (item = SDL_hapticlist; item != NULL; item = item->next) {
120  if (item->bXInputHaptic && item->userid == userid) {
121  /* found it, remove it. */
122  return SDL_SYS_RemoveHapticDevice(prev, item);
123  }
124  prev = item;
125  }
126  return -1;
127 }
128 
129 /* !!! FIXME: this is a hack, remove this later. */
130 /* Since XInput doesn't offer a way to vibrate for X time, we hook into
131  * SDL_PumpEvents() to check if it's time to stop vibrating with some
132  * frequency.
133  * In practice, this works for 99% of use cases. But in an ideal world,
134  * we do this in a separate thread so that:
135  * - we aren't bound to when the app chooses to pump the event queue.
136  * - we aren't adding more polling to the event queue
137  * - we can emulate all the haptic effects correctly (start on a delay,
138  * mix multiple effects, etc).
139  *
140  * Mostly, this is here to get rumbling to work, and all the other features
141  * are absent in the XInput path for now. :(
142  */
143 static int SDLCALL
144 SDL_RunXInputHaptic(void *arg)
145 {
146  struct haptic_hwdata *hwdata = (struct haptic_hwdata *) arg;
147 
148  while (!SDL_AtomicGet(&hwdata->stopThread)) {
149  SDL_Delay(50);
150  SDL_LockMutex(hwdata->mutex);
151  /* If we're currently running and need to stop... */
152  if (hwdata->stopTicks) {
153  if ((hwdata->stopTicks != SDL_HAPTIC_INFINITY) && SDL_TICKS_PASSED(SDL_GetTicks(), hwdata->stopTicks)) {
154  XINPUT_VIBRATION vibration = { 0, 0 };
155  hwdata->stopTicks = 0;
156  XINPUTSETSTATE(hwdata->userid, &vibration);
157  }
158  }
159  SDL_UnlockMutex(hwdata->mutex);
160  }
161 
162  return 0;
163 }
164 
165 static int
166 SDL_XINPUT_HapticOpenFromUserIndex(SDL_Haptic *haptic, const Uint8 userid)
167 {
168  char threadName[32];
169  XINPUT_VIBRATION vibration = { 0, 0 }; /* stop any current vibration */
170  XINPUTSETSTATE(userid, &vibration);
171 
172  haptic->supported = SDL_HAPTIC_LEFTRIGHT;
173 
174  haptic->neffects = 1;
175  haptic->nplaying = 1;
176 
177  /* Prepare effects memory. */
178  haptic->effects = (struct haptic_effect *)
179  SDL_malloc(sizeof(struct haptic_effect) * haptic->neffects);
180  if (haptic->effects == NULL) {
181  return SDL_OutOfMemory();
182  }
183  /* Clear the memory */
184  SDL_memset(haptic->effects, 0,
185  sizeof(struct haptic_effect) * haptic->neffects);
186 
187  haptic->hwdata = (struct haptic_hwdata *) SDL_malloc(sizeof(*haptic->hwdata));
188  if (haptic->hwdata == NULL) {
189  SDL_free(haptic->effects);
190  haptic->effects = NULL;
191  return SDL_OutOfMemory();
192  }
193  SDL_memset(haptic->hwdata, 0, sizeof(*haptic->hwdata));
194 
195  haptic->hwdata->bXInputHaptic = 1;
196  haptic->hwdata->userid = userid;
197 
198  haptic->hwdata->mutex = SDL_CreateMutex();
199  if (haptic->hwdata->mutex == NULL) {
200  SDL_free(haptic->effects);
201  SDL_free(haptic->hwdata);
202  haptic->effects = NULL;
203  return SDL_SetError("Couldn't create XInput haptic mutex");
204  }
205 
206  SDL_snprintf(threadName, sizeof(threadName), "SDLXInputDev%d", (int)userid);
207  haptic->hwdata->thread = SDL_CreateThreadInternal(SDL_RunXInputHaptic, threadName, 64 * 1024, haptic->hwdata);
208 
209  if (haptic->hwdata->thread == NULL) {
210  SDL_DestroyMutex(haptic->hwdata->mutex);
211  SDL_free(haptic->effects);
212  SDL_free(haptic->hwdata);
213  haptic->effects = NULL;
214  return SDL_SetError("Couldn't create XInput haptic thread");
215  }
216 
217  return 0;
218 }
219 
220 int
222 {
223  return SDL_XINPUT_HapticOpenFromUserIndex(haptic, item->userid);
224 }
225 
226 int
227 SDL_XINPUT_JoystickSameHaptic(SDL_Haptic * haptic, SDL_Joystick * joystick)
228 {
229  return (haptic->hwdata->userid == joystick->hwdata->userid);
230 }
231 
232 int
233 SDL_XINPUT_HapticOpenFromJoystick(SDL_Haptic * haptic, SDL_Joystick * joystick)
234 {
235  SDL_hapticlist_item *item;
236  int index = 0;
237 
238  /* Since it comes from a joystick we have to try to match it with a haptic device on our haptic list. */
239  for (item = SDL_hapticlist; item != NULL; item = item->next) {
240  if (item->bXInputHaptic && item->userid == joystick->hwdata->userid) {
241  haptic->index = index;
242  return SDL_XINPUT_HapticOpenFromUserIndex(haptic, joystick->hwdata->userid);
243  }
244  ++index;
245  }
246 
247  SDL_SetError("Couldn't find joystick in haptic device list");
248  return -1;
249 }
250 
251 void
252 SDL_XINPUT_HapticClose(SDL_Haptic * haptic)
253 {
254  SDL_AtomicSet(&haptic->hwdata->stopThread, 1);
255  SDL_WaitThread(haptic->hwdata->thread, NULL);
256  SDL_DestroyMutex(haptic->hwdata->mutex);
257 }
258 
259 void
261 {
262  if (loaded_xinput) {
263  WIN_UnloadXInputDLL();
264  loaded_xinput = SDL_FALSE;
265  }
266 }
267 
268 int
270 {
271  SDL_assert(base->type == SDL_HAPTIC_LEFTRIGHT); /* should catch this at higher level */
272  return SDL_XINPUT_HapticUpdateEffect(haptic, effect, base);
273 }
274 
275 int
277 {
278  XINPUT_VIBRATION *vib = &effect->hweffect->vibration;
280  /* SDL_HapticEffect has max magnitude of 32767, XInput expects 65535 max, so multiply */
281  vib->wLeftMotorSpeed = data->leftright.large_magnitude * 2;
282  vib->wRightMotorSpeed = data->leftright.small_magnitude * 2;
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);
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 {
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
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
411 {
412 }
413 
414 void
416 {
417 }
418 
419 int
421 {
422  return SDL_Unsupported();
423 }
424 
425 int
427 {
428  return SDL_Unsupported();
429 }
430 
431 int
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
445 {
446 }
447 
448 int
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
468 {
469  return SDL_Unsupported();
470 }
471 
472 int
474 {
475  return SDL_Unsupported();
476 }
477 
478 int
480 {
481  return SDL_Unsupported();
482 }
483 
484 #endif /* SDL_HAPTIC_XINPUT */
485 
486 /* vi: set ts=4 sw=4 expandtab: */
#define SDL_assert(condition)
Definition: SDL_assert.h:171
#define SDL_AtomicSet
#define SDL_SetError
#define SDL_memset
#define SDL_LockMutex
#define SDL_malloc
#define SDL_CreateMutex
#define SDL_free
#define SDL_strdup
#define SDL_Delay
#define SDL_WaitThread
#define SDL_GetHintBoolean
#define SDL_AtomicGet
#define SDL_DestroyMutex
#define SDL_snprintf
#define SDL_UnlockMutex
#define SDL_OutOfMemory()
Definition: SDL_error.h:88
#define SDL_Unsupported()
Definition: SDL_error.h:89
The SDL haptic subsystem allows you to control haptic (force feedback) devices.
#define SDL_HAPTIC_INFINITY
Used to play a device an infinite number of times.
Definition: SDL_haptic.h:360
#define SDL_HAPTIC_LEFTRIGHT
Left/Right effect supported.
Definition: SDL_haptic.h:183
#define SDL_HINT_XINPUT_ENABLED
A variable that lets you disable the detection and use of Xinput gamepad devices.
Definition: SDL_hints.h:473
#define SDLCALL
Definition: SDL_internal.h:49
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: SDL_opengl.h:1974
GLuint index
GLenum GLuint GLenum GLsizei const GLchar * buf
#define SDL_zero(x)
Definition: SDL_stdinc.h:426
SDL_bool
Definition: SDL_stdinc.h:168
@ SDL_TRUE
Definition: SDL_stdinc.h:170
@ SDL_FALSE
Definition: SDL_stdinc.h:169
uint8_t Uint8
Definition: SDL_stdinc.h:185
#define SDL_zerop(x)
Definition: SDL_stdinc.h:427
uint32_t Uint32
Definition: SDL_stdinc.h:209
SDL_Thread * SDL_CreateThreadInternal(int(*fn)(void *), const char *name, const size_t stacksize, void *data)
Definition: SDL_thread.c:391
Uint32 SDL_GetTicks(void)
Get the number of milliseconds since the SDL library initialization.
#define SDL_TICKS_PASSED(A, B)
Compare SDL ticks values, and return true if A has passed B.
Definition: SDL_timer.h:56
struct xkb_state * state
int SDL_SYS_AddHapticDevice(SDL_hapticlist_item *item)
SDL_hapticlist_item * SDL_hapticlist
int SDL_SYS_RemoveHapticDevice(SDL_hapticlist_item *prev, SDL_hapticlist_item *item)
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
int SDL_XINPUT_HapticPause(SDL_Haptic *haptic)
int SDL_XINPUT_HapticStopEffect(SDL_Haptic *haptic, struct haptic_effect *effect)
int SDL_XINPUT_HapticUpdateEffect(SDL_Haptic *haptic, struct haptic_effect *effect, SDL_HapticEffect *data)
void SDL_XINPUT_HapticDestroyEffect(SDL_Haptic *haptic, struct haptic_effect *effect)
int SDL_XINPUT_HapticSetGain(SDL_Haptic *haptic, int gain)
int SDL_XINPUT_HapticNewEffect(SDL_Haptic *haptic, struct haptic_effect *effect, SDL_HapticEffect *base)
int SDL_XINPUT_MaybeRemoveDevice(const DWORD dwUserid)
int SDL_XINPUT_JoystickSameHaptic(SDL_Haptic *haptic, SDL_Joystick *joystick)
void SDL_XINPUT_HapticQuit(void)
int SDL_XINPUT_HapticOpenFromJoystick(SDL_Haptic *haptic, SDL_Joystick *joystick)
void SDL_XINPUT_HapticClose(SDL_Haptic *haptic)
int SDL_XINPUT_MaybeAddDevice(const DWORD dwUserid)
int SDL_XINPUT_HapticOpen(SDL_Haptic *haptic, SDL_hapticlist_item *item)
int SDL_XINPUT_HapticInit(void)
int SDL_XINPUT_HapticStopAll(SDL_Haptic *haptic)
int SDL_XINPUT_HapticRunEffect(SDL_Haptic *haptic, struct haptic_effect *effect, Uint32 iterations)
int SDL_XINPUT_HapticSetAutocenter(SDL_Haptic *haptic, int autocenter)
int SDL_XINPUT_HapticGetEffectStatus(SDL_Haptic *haptic, struct haptic_effect *effect)
int SDL_XINPUT_HapticUnpause(SDL_Haptic *haptic)
#define NULL
Definition: begin_code.h:163
set set set set set set set set set set set set set set set set set set set set *set set set macro pixldst base
struct SDL_hapticlist_item * next
SDL_HapticEffect effect
Definition: SDL_syshaptic.h:32
struct haptic_hweffect * hweffect
Definition: SDL_syshaptic.h:33
SDL_atomic_t stopThread
static SDL_Haptic * haptic
Definition: testhaptic.c:25
static SDL_Joystick * joystick
Definition: testjoystick.c:37
static int iterations
Definition: testsprite2.c:45
The generic template for any haptic effect.
Definition: SDL_haptic.h:810
SDL_HapticLeftRight leftright
Definition: SDL_haptic.h:817