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Diffstat (limited to '3rdparty/SDL2/src/haptic/windows/SDL_xinputhaptic.c')
-rw-r--r--3rdparty/SDL2/src/haptic/windows/SDL_xinputhaptic.c486
1 files changed, 0 insertions, 486 deletions
diff --git a/3rdparty/SDL2/src/haptic/windows/SDL_xinputhaptic.c b/3rdparty/SDL2/src/haptic/windows/SDL_xinputhaptic.c
deleted file mode 100644
index afbab456a0d..00000000000
--- a/3rdparty/SDL2/src/haptic/windows/SDL_xinputhaptic.c
+++ /dev/null
@@ -1,486 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
-
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
-
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
-
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
-*/
-#include "../../SDL_internal.h"
-
-#include "SDL_error.h"
-#include "SDL_haptic.h"
-#include "../SDL_syshaptic.h"
-
-#if SDL_HAPTIC_XINPUT
-
-#include "SDL_assert.h"
-#include "SDL_hints.h"
-#include "SDL_timer.h"
-#include "SDL_windowshaptic_c.h"
-#include "SDL_xinputhaptic_c.h"
-#include "../../core/windows/SDL_xinput.h"
-#include "../../joystick/windows/SDL_windowsjoystick_c.h"
-#include "../../thread/SDL_systhread.h"
-
-/*
- * Internal stuff.
- */
-static SDL_bool loaded_xinput = SDL_FALSE;
-
-
-int
-SDL_XINPUT_HapticInit(void)
-{
- if (SDL_GetHintBoolean(SDL_HINT_XINPUT_ENABLED, SDL_TRUE)) {
- loaded_xinput = (WIN_LoadXInputDLL() == 0);
- }
-
- if (loaded_xinput) {
- DWORD i;
- for (i = 0; i < XUSER_MAX_COUNT; i++) {
- SDL_XINPUT_MaybeAddDevice(i);
- }
- }
- return 0;
-}
-
-int
-SDL_XINPUT_MaybeAddDevice(const DWORD dwUserid)
-{
- const Uint8 userid = (Uint8)dwUserid;
- SDL_hapticlist_item *item;
- XINPUT_VIBRATION state;
-
- if ((!loaded_xinput) || (dwUserid >= XUSER_MAX_COUNT)) {
- return -1;
- }
-
- /* Make sure we don't already have it */
- for (item = SDL_hapticlist; item; item = item->next) {
- if (item->bXInputHaptic && item->userid == userid) {
- return -1; /* Already added */
- }
- }
-
- SDL_zero(state);
- if (XINPUTSETSTATE(dwUserid, &state) != ERROR_SUCCESS) {
- return -1; /* no force feedback on this device. */
- }
-
- item = (SDL_hapticlist_item *)SDL_malloc(sizeof(SDL_hapticlist_item));
- if (item == NULL) {
- return SDL_OutOfMemory();
- }
-
- SDL_zerop(item);
-
- /* !!! FIXME: I'm not bothering to query for a real name right now (can we even?) */
- {
- char buf[64];
- SDL_snprintf(buf, sizeof(buf), "XInput Controller #%u", (unsigned int)(userid + 1));
- item->name = SDL_strdup(buf);
- }
-
- if (!item->name) {
- SDL_free(item);
- return -1;
- }
-
- /* Copy the instance over, useful for creating devices. */
- item->bXInputHaptic = SDL_TRUE;
- item->userid = userid;
-
- return SDL_SYS_AddHapticDevice(item);
-}
-
-int
-SDL_XINPUT_MaybeRemoveDevice(const DWORD dwUserid)
-{
- const Uint8 userid = (Uint8)dwUserid;
- SDL_hapticlist_item *item;
- SDL_hapticlist_item *prev = NULL;
-
- if ((!loaded_xinput) || (dwUserid >= XUSER_MAX_COUNT)) {
- return -1;
- }
-
- for (item = SDL_hapticlist; item != NULL; item = item->next) {
- if (item->bXInputHaptic && item->userid == userid) {
- /* found it, remove it. */
- return SDL_SYS_RemoveHapticDevice(prev, item);
- }
- prev = item;
- }
- return -1;
-}
-
-/* !!! FIXME: this is a hack, remove this later. */
-/* Since XInput doesn't offer a way to vibrate for X time, we hook into
- * SDL_PumpEvents() to check if it's time to stop vibrating with some
- * frequency.
- * In practice, this works for 99% of use cases. But in an ideal world,
- * we do this in a separate thread so that:
- * - we aren't bound to when the app chooses to pump the event queue.
- * - we aren't adding more polling to the event queue
- * - we can emulate all the haptic effects correctly (start on a delay,
- * mix multiple effects, etc).
- *
- * Mostly, this is here to get rumbling to work, and all the other features
- * are absent in the XInput path for now. :(
- */
-static int SDLCALL
-SDL_RunXInputHaptic(void *arg)
-{
- struct haptic_hwdata *hwdata = (struct haptic_hwdata *) arg;
-
- while (!SDL_AtomicGet(&hwdata->stopThread)) {
- SDL_Delay(50);
- SDL_LockMutex(hwdata->mutex);
- /* If we're currently running and need to stop... */
- if (hwdata->stopTicks) {
- if ((hwdata->stopTicks != SDL_HAPTIC_INFINITY) && SDL_TICKS_PASSED(SDL_GetTicks(), hwdata->stopTicks)) {
- XINPUT_VIBRATION vibration = { 0, 0 };
- hwdata->stopTicks = 0;
- XINPUTSETSTATE(hwdata->userid, &vibration);
- }
- }
- SDL_UnlockMutex(hwdata->mutex);
- }
-
- return 0;
-}
-
-static int
-SDL_XINPUT_HapticOpenFromUserIndex(SDL_Haptic *haptic, const Uint8 userid)
-{
- char threadName[32];
- XINPUT_VIBRATION vibration = { 0, 0 }; /* stop any current vibration */
- XINPUTSETSTATE(userid, &vibration);
-
- haptic->supported = SDL_HAPTIC_LEFTRIGHT;
-
- haptic->neffects = 1;
- haptic->nplaying = 1;
-
- /* Prepare effects memory. */
- haptic->effects = (struct haptic_effect *)
- SDL_malloc(sizeof(struct haptic_effect) * haptic->neffects);
- if (haptic->effects == NULL) {
- return SDL_OutOfMemory();
- }
- /* Clear the memory */
- SDL_memset(haptic->effects, 0,
- sizeof(struct haptic_effect) * haptic->neffects);
-
- haptic->hwdata = (struct haptic_hwdata *) SDL_malloc(sizeof(*haptic->hwdata));
- if (haptic->hwdata == NULL) {
- SDL_free(haptic->effects);
- haptic->effects = NULL;
- return SDL_OutOfMemory();
- }
- SDL_memset(haptic->hwdata, 0, sizeof(*haptic->hwdata));
-
- haptic->hwdata->bXInputHaptic = 1;
- haptic->hwdata->userid = userid;
-
- haptic->hwdata->mutex = SDL_CreateMutex();
- if (haptic->hwdata->mutex == NULL) {
- SDL_free(haptic->effects);
- SDL_free(haptic->hwdata);
- haptic->effects = NULL;
- return SDL_SetError("Couldn't create XInput haptic mutex");
- }
-
- SDL_snprintf(threadName, sizeof(threadName), "SDLXInputDev%d", (int)userid);
- haptic->hwdata->thread = SDL_CreateThreadInternal(SDL_RunXInputHaptic, threadName, 64 * 1024, haptic->hwdata);
-
- if (haptic->hwdata->thread == NULL) {
- SDL_DestroyMutex(haptic->hwdata->mutex);
- SDL_free(haptic->effects);
- SDL_free(haptic->hwdata);
- haptic->effects = NULL;
- return SDL_SetError("Couldn't create XInput haptic thread");
- }
-
- return 0;
-}
-
-int
-SDL_XINPUT_HapticOpen(SDL_Haptic * haptic, SDL_hapticlist_item *item)
-{
- return SDL_XINPUT_HapticOpenFromUserIndex(haptic, item->userid);
-}
-
-int
-SDL_XINPUT_JoystickSameHaptic(SDL_Haptic * haptic, SDL_Joystick * joystick)
-{
- return (haptic->hwdata->userid == joystick->hwdata->userid);
-}
-
-int
-SDL_XINPUT_HapticOpenFromJoystick(SDL_Haptic * haptic, SDL_Joystick * joystick)
-{
- SDL_hapticlist_item *item;
- int index = 0;
-
- /* Since it comes from a joystick we have to try to match it with a haptic device on our haptic list. */
- for (item = SDL_hapticlist; item != NULL; item = item->next) {
- if (item->bXInputHaptic && item->userid == joystick->hwdata->userid) {
- haptic->index = index;
- return SDL_XINPUT_HapticOpenFromUserIndex(haptic, joystick->hwdata->userid);
- }
- ++index;
- }
-
- SDL_SetError("Couldn't find joystick in haptic device list");
- return -1;
-}
-
-void
-SDL_XINPUT_HapticClose(SDL_Haptic * haptic)
-{
- SDL_AtomicSet(&haptic->hwdata->stopThread, 1);
- SDL_WaitThread(haptic->hwdata->thread, NULL);
- SDL_DestroyMutex(haptic->hwdata->mutex);
-}
-
-void
-SDL_XINPUT_HapticQuit(void)
-{
- if (loaded_xinput) {
- WIN_UnloadXInputDLL();
- loaded_xinput = SDL_FALSE;
- }
-}
-
-int
-SDL_XINPUT_HapticNewEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * base)
-{
- SDL_assert(base->type == SDL_HAPTIC_LEFTRIGHT); /* should catch this at higher level */
- return SDL_XINPUT_HapticUpdateEffect(haptic, effect, base);
-}
-
-int
-SDL_XINPUT_HapticUpdateEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * data)
-{
- XINPUT_VIBRATION *vib = &effect->hweffect->vibration;
- SDL_assert(data->type == SDL_HAPTIC_LEFTRIGHT);
- vib->wLeftMotorSpeed = data->leftright.large_magnitude;
- vib->wRightMotorSpeed = data->leftright.small_magnitude;
- SDL_LockMutex(haptic->hwdata->mutex);
- if (haptic->hwdata->stopTicks) { /* running right now? Update it. */
- XINPUTSETSTATE(haptic->hwdata->userid, vib);
- }
- SDL_UnlockMutex(haptic->hwdata->mutex);
- return 0;
-}
-
-int
-SDL_XINPUT_HapticRunEffect(SDL_Haptic * haptic, struct haptic_effect *effect, Uint32 iterations)
-{
- XINPUT_VIBRATION *vib = &effect->hweffect->vibration;
- SDL_assert(effect->effect.type == SDL_HAPTIC_LEFTRIGHT); /* should catch this at higher level */
- SDL_LockMutex(haptic->hwdata->mutex);
- if (effect->effect.leftright.length == SDL_HAPTIC_INFINITY || iterations == SDL_HAPTIC_INFINITY) {
- haptic->hwdata->stopTicks = SDL_HAPTIC_INFINITY;
- } else if ((!effect->effect.leftright.length) || (!iterations)) {
- /* do nothing. Effect runs for zero milliseconds. */
- } else {
- haptic->hwdata->stopTicks = SDL_GetTicks() + (effect->effect.leftright.length * iterations);
- if ((haptic->hwdata->stopTicks == SDL_HAPTIC_INFINITY) || (haptic->hwdata->stopTicks == 0)) {
- haptic->hwdata->stopTicks = 1; /* fix edge cases. */
- }
- }
- SDL_UnlockMutex(haptic->hwdata->mutex);
- return (XINPUTSETSTATE(haptic->hwdata->userid, vib) == ERROR_SUCCESS) ? 0 : -1;
-}
-
-int
-SDL_XINPUT_HapticStopEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
-{
- XINPUT_VIBRATION vibration = { 0, 0 };
- SDL_LockMutex(haptic->hwdata->mutex);
- haptic->hwdata->stopTicks = 0;
- SDL_UnlockMutex(haptic->hwdata->mutex);
- return (XINPUTSETSTATE(haptic->hwdata->userid, &vibration) == ERROR_SUCCESS) ? 0 : -1;
-}
-
-void
-SDL_XINPUT_HapticDestroyEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
-{
- SDL_XINPUT_HapticStopEffect(haptic, effect);
-}
-
-int
-SDL_XINPUT_HapticGetEffectStatus(SDL_Haptic * haptic, struct haptic_effect *effect)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticSetGain(SDL_Haptic * haptic, int gain)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticPause(SDL_Haptic * haptic)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticUnpause(SDL_Haptic * haptic)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticStopAll(SDL_Haptic * haptic)
-{
- XINPUT_VIBRATION vibration = { 0, 0 };
- SDL_LockMutex(haptic->hwdata->mutex);
- haptic->hwdata->stopTicks = 0;
- SDL_UnlockMutex(haptic->hwdata->mutex);
- return (XINPUTSETSTATE(haptic->hwdata->userid, &vibration) == ERROR_SUCCESS) ? 0 : -1;
-}
-
-#else /* !SDL_HAPTIC_XINPUT */
-
-#include "../../core/windows/SDL_windows.h"
-
-typedef struct SDL_hapticlist_item SDL_hapticlist_item;
-
-int
-SDL_XINPUT_HapticInit(void)
-{
- return 0;
-}
-
-int
-SDL_XINPUT_MaybeAddDevice(const DWORD dwUserid)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_MaybeRemoveDevice(const DWORD dwUserid)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticOpen(SDL_Haptic * haptic, SDL_hapticlist_item *item)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_JoystickSameHaptic(SDL_Haptic * haptic, SDL_Joystick * joystick)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticOpenFromJoystick(SDL_Haptic * haptic, SDL_Joystick * joystick)
-{
- return SDL_Unsupported();
-}
-
-void
-SDL_XINPUT_HapticClose(SDL_Haptic * haptic)
-{
-}
-
-void
-SDL_XINPUT_HapticQuit(void)
-{
-}
-
-int
-SDL_XINPUT_HapticNewEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * base)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticUpdateEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * data)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticRunEffect(SDL_Haptic * haptic, struct haptic_effect *effect, Uint32 iterations)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticStopEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
-{
- return SDL_Unsupported();
-}
-
-void
-SDL_XINPUT_HapticDestroyEffect(SDL_Haptic * haptic, struct haptic_effect *effect)
-{
-}
-
-int
-SDL_XINPUT_HapticGetEffectStatus(SDL_Haptic * haptic, struct haptic_effect *effect)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticSetGain(SDL_Haptic * haptic, int gain)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticPause(SDL_Haptic * haptic)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticUnpause(SDL_Haptic * haptic)
-{
- return SDL_Unsupported();
-}
-
-int
-SDL_XINPUT_HapticStopAll(SDL_Haptic * haptic)
-{
- return SDL_Unsupported();
-}
-
-#endif /* SDL_HAPTIC_XINPUT */
-
-/* vi: set ts=4 sw=4 expandtab: */