diff options
-rw-r--r-- | backends/wininput.c | 57 | ||||
-rw-r--r-- | backends/wininput.md | 27 |
2 files changed, 80 insertions, 4 deletions
diff --git a/backends/wininput.c b/backends/wininput.c index 627891e..876e276 100644 --- a/backends/wininput.c +++ b/backends/wininput.c @@ -510,7 +510,7 @@ static int wininput_handle(size_t num, managed_fd* fds){ else if(cfg.request[u].ident.fields.type == joystick){ if(cfg.request[u].ident.fields.control >> 8 != current_joystick){ joy_info.dwSize = sizeof(joy_info); - joy_info.dwFlags = JOY_RETURNALL; + joy_info.dwFlags = JOY_RETURNALL | JOY_RETURNPOVCTS; if(joyGetPosEx((cfg.request[u].ident.fields.control >> 8) - 1, &joy_info) != JOYERR_NOERROR){ LOGPF("Failed to query joystick %d", cfg.request[u].ident.fields.control >> 8); //early exit because other joystick probably won't be connected either (though this may be wrong) @@ -523,7 +523,7 @@ static int wininput_handle(size_t num, managed_fd* fds){ if(cfg.request[u].ident.fields.channel == button){ //button query if(joy_info.dwFlags & JOY_RETURNBUTTONS){ - key_state = (joy_info.dwButtons & button_masks[(cfg.request[u].ident.fields.control & 0xFF)]) > 0 ? 1 : 0; + key_state = (joy_info.dwButtons & button_masks[(cfg.request[u].ident.fields.control & 0xFF) - 1]) > 0 ? 1 : 0; if(key_state != cfg.request[u].state){ if(key_state){ val.normalised = 1.0; @@ -541,12 +541,61 @@ static int wininput_handle(size_t num, managed_fd* fds){ } } else{ + if(!cfg.request[u].max){ + cfg.request[u].max = 0xFFFF; + } + val.raw.u64 = cfg.request[u].state; - //TODO handle axis requests + //axis requests, every single access to these structures is stupid. + switch(cfg.request[u].ident.fields.control & 0xFF){ + case 'x': + if(joy_info.dwFlags & JOY_RETURNX){ + val.raw.u64 = joy_info.dwXpos; + } + break; + case 'y': + if(joy_info.dwFlags & JOY_RETURNY){ + val.raw.u64 = joy_info.dwYpos; + } + break; + case 'z': + if(joy_info.dwFlags & JOY_RETURNZ){ + val.raw.u64 = joy_info.dwZpos; + } + break; + case 'r': + if(joy_info.dwFlags & JOY_RETURNR){ + val.raw.u64 = joy_info.dwRpos; + } + break; + case 'u': + if(joy_info.dwFlags & JOY_RETURNU){ + val.raw.u64 = joy_info.dwUpos; + } + break; + case 'v': + if(joy_info.dwFlags & JOY_RETURNV){ + val.raw.u64 = joy_info.dwVpos; + } + break; + case 'p': + if(joy_info.dwFlags & (JOY_RETURNPOV | JOY_RETURNPOVCTS)){ + val.raw.u64 = joy_info.dwPOV; + } + break; + } + + if(val.raw.u64 != cfg.request[u].state){ + val.normalised = (double) (val.raw.u64 - cfg.request[u].min) / (double) (cfg.request[u].max - cfg.request[u].min); + cfg.request[u].state = val.raw.u64; + push_event = 1; + } } } if(push_event){ + //clamp value just to be safe + val.normalised = clamp(val.normalised, 1.0, 0.0); //push current value to all channels DBGPF("Pushing event %f on request %" PRIsize_t, val.normalised, u); for(n = 0; n < cfg.request[u].channels; n++){ @@ -609,7 +658,7 @@ static void wininput_start_joystick(){ cfg.request[p].max = joy_caps.wVmax; break; } - DBGPF("Updated limits on request %" PRIsize_t " to %" PRIu32 " / %" PRIu32, p, cfg.request[p].min, cfg.request[p].max); + DBGPF("Updated limits on request %" PRIsize_t " (%c) to %" PRIu32 " / %" PRIu32, p, cfg.request[p].ident.fields.control & 0xFF, cfg.request[p].min, cfg.request[p].max); } } } diff --git a/backends/wininput.md b/backends/wininput.md index 6e665bb..bcf6a1b 100644 --- a/backends/wininput.md +++ b/backends/wininput.md @@ -77,6 +77,33 @@ input.a > wi1.key.a input.X > wi1.key.escape ``` +Joystick and gamepad controllers with up to 32 buttons and 6 axes plus POV hat can be mapped as inputs to the +MIDIMonster. When starting up, the MIDIMonster will output a list of all connected and usable game controllers. + +Controllers can be mapped using the syntax + +* `joy<n>.<axisname>` for axes, where `<n>` is the ID of the controller and `<axisname>` is one of + * `x`, `y`: Main joystick / analog controller axes + * `z`: Third axis / joystick rotation + * `r`: Fourth axis / Rudder controller / Slider + * `u`, `v`: non-specific fifth/sixth axis +* `joy<n>.button<b>` for buttons, with `<n>` again being the controller ID and `b` being the button number between + 1 and 32 (the maximum supported by Windows) + +Use the Windows game controller input calibration and configuration tool to identify the axes and button IDs +relevant to your controller. + +For button channels, the channel value will either be `0` or `1.0`, for axis channels it will be the normalized +value of the axis (with calibration offsets applied), with the exception of the POV axis, where the channel value +will be in some way correlated with the direction of view. + +Example mappings: +``` +input.joy1.x > movinghead.pan +input.joy1.y > movinghead.tilt +input.joy1.button1 > movinghead.dim +``` + #### Known bugs / problems Joysticks can only be used as input to the MIDIMonster, as Windows does not provide a method to emulate |