thug/Code/Sys/SIO/XBox/p_siodev.cpp
2016-02-14 08:39:12 +11:00

761 lines
28 KiB
C++

/*****************************************************************************
** **
** Neversoft Entertainment **
** **
** Copyright (C) 1999 - All Rights Reserved **
** **
******************************************************************************
** **
** Project: SYS Library **
** **
** Module: SYS (SYS_) **
** **
** File name: siodev.cpp **
** **
** Created: 05/26/2000 - spg **
** **
** Description: Generic input device **
** **
*****************************************************************************/
/*****************************************************************************
** Includes **
*****************************************************************************/
#include <xtl.h>
#include <stdlib.h>
#include <string.h>
#include <core/defines.h>
#include <sys/sioman.h>
#include <sys/mem/memman.h>
#include <sk/parkeditor2/parked.h>
#include <gel/scripting/script.h>
#include <gfx/2d/screenelemman.h>
//#include <libpad.h>
/*****************************************************************************
** Externals **
*****************************************************************************/
/*****************************************************************************
** DBG Defines **
*****************************************************************************/
namespace SIO
{
// Maps Xbox thumbstick values in the range [-32767, 32767] to PS2 thumstick values in the range [0, 255].
#define XboxThumbToPS2Thumb( v ) (( v + 32767 ) / 256 )
// K: Index of the last pad to have a button pressed. Used when a level is chosen in the skateshop.
// The pad used to control the player is whatever pad was used to choose the level.
int gLastPadPressed=0;
/*****************************************************************************
** Private Types **
*****************************************************************************/
/*****************************************************************************
** Private Data **
*****************************************************************************/
/*****************************************************************************
** Public Data **
*****************************************************************************/
/*****************************************************************************
** Private Prototypes **
*****************************************************************************/
/*****************************************************************************
** Private Functions **
*****************************************************************************/
static void set_xbox_actuators( HANDLE handle, unsigned short left_motor, unsigned short right_motor )
{
// Want this to be static since otherwise it would potentially go out of scope and be written to.
static XINPUT_FEEDBACK input_feedback[32];
static int next_index = 0;
// The Ps2 left motor is the high frequency motor, the right motor is a simple on/off low frequency motor.
// On the Xbox it is the reverse (although the left motor has more control than simple on/off).
input_feedback[next_index].Header.dwStatus = 0;
input_feedback[next_index].Header.hEvent = NULL;
input_feedback[next_index].Rumble.wLeftMotorSpeed = right_motor;
input_feedback[next_index].Rumble.wRightMotorSpeed = left_motor;
DWORD status = XInputSetState( handle, &input_feedback[next_index] );
Dbg_Assert(( status == ERROR_IO_PENDING ) || ( status == ERROR_SUCCESS ) || ( status == ERROR_DEVICE_NOT_CONNECTED ));
// Cycle array member.
if( ++next_index >= 32 )
{
next_index = 0;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::process( void )
{
m_plugged_in = false;
switch( m_state )
{
case vIDLE:
break;
case vBUSY:
wait();
break;
case vACQUIRING:
acquisition_pending();
break;
case vACQUIRED:
read_data();
break;
default:
break;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::wait( void )
{
Dbg_MsgAssert(( m_next_state >= 0 ) && ( m_next_state <= vNUM_STATES ),( "No next state set for wait state" ));
if ( get_status() != vNOTREADY )
{
m_state = m_next_state;
m_next_state = vIDLE;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::read_data ( void )
{
XINPUT_STATE xis;
HRESULT hr;
m_plugged_in = false;
if( m_data.m_handle == NULL )
{
return;
}
hr = XInputGetState( m_data.m_handle, &xis );
if( hr != ERROR_SUCCESS )
{
XInputClose( m_data.m_handle );
m_data.m_handle = NULL;
m_data.m_valid = false;
Unacquire();
Acquire();
return;
}
m_data.m_valid = true;
m_plugged_in = true;
// Convert this data back into PS2-style 'raw' data for a DUALSHOCK2.
m_data.m_control_data[0] = 0; // 'Valid' info flag.
m_data.m_control_data[1] = ( 0x07 << 4 ) | 16; // DUALSHOCK2 id + data length.
m_data.m_control_data[2] = 0xFF; // Turn off all buttons by default.
m_data.m_control_data[3] = 0xFF; // Turn off all buttons by default.
m_data.m_control_data[2] ^= ( xis.Gamepad.wButtons & XINPUT_GAMEPAD_START ) ? ( 1 << 3 ) : 0; // XBox 'Start' = PS2 'Start'.
m_data.m_control_data[2] ^= ( xis.Gamepad.wButtons & XINPUT_GAMEPAD_BACK ) ? ( 1 << 0 ) : 0; // XBox 'Back' = PS2 'Select'.
m_data.m_control_data[2] ^= ( xis.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB ) ? ( 1 << 1 ) : 0; // Xbox 'Left Stick Button' = PS2 'Left Stick Button'.
m_data.m_control_data[2] ^= ( xis.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB ) ? ( 1 << 2 ): 0; // Xbox 'Right Stick Button' = PS2 'Right Stick Button'.
// TRC 1.4-1-26 to eliminate crosstalk must disregard values below 0x20.
m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y] >= 0x20 ) ? ( 1 << 4 ) : 0; // XBox 'Y' = PS2 'Triangle'.
m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B] >= 0x20 ) ? ( 1 << 5 ) : 0; // XBox 'B' = PS2 'Circle'.
m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A] >= 0x20 ) ? ( 1 << 6 ) : 0; // XBox 'A' = PS2 'X'.
m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X] >= 0x20 ) ? ( 1 << 7 ) : 0; // XBox 'X' = PS2 'Square'.
if( Ed::CParkEditor::Instance()->EditingCustomPark())
{
// In the Park Editor, black and white buttons are L1 and L2, triggers are R1 and R2... unless the gap name keyboard is active :(
bool keyboard_active = false;
Front::CScreenElementManager *p_screen_elem_man = Front::CScreenElementManager::Instance();
if( p_screen_elem_man )
{
Front::CScreenElement *p_keyboard = p_screen_elem_man->GetElement( Script::GenerateCRC( "keyboard_anchor" ) , Front::CScreenElementManager::DONT_ASSERT );
if( p_keyboard )
{
keyboard_active = true;
}
}
if( keyboard_active )
{
m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] > 0x20 ) ? ( 1 << 1 ) : 0; // XBox 'Right Trigger'= PS2 'R2'.
}
else
{
m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] > 0x20 ) ? ( 1 << 2 ) : 0; // XBox 'Right Trigger'= PS2 'L1'.
}
m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER] > 0x20 ) ? ( 1 << 0 ) : 0; // XBox 'Left Trigger' = PS2 'L2'.
// New! Black and white are no longer mapped to R2 and L2 but are treated as seperate buttons
//m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE] > 0x20 ) ? ( 1 << 1 ) : 0; // XBox 'White' = PS2 'R2'.
//m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK] > 0x20 ) ? ( 1 << 3 ) : 0; // XBox 'Black' = PS2 'R1'.
}
else
{
// New! Black and white are no longer mapped to R2 and L2 but are treated as seperate buttons
// Outside of the Park Editor, either black or white buttons act as L1 and R1...
//m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE] > 0x20 ) ? (( 1 << 2 ) | ( 1 << 3 )) : 0; // XBox 'White' = PS2 'L1' + PS2 'R1'.
// m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK] > 0x20 ) ? (( 1 << 2 ) | ( 1 << 3 )) : 0; // XBox 'Black'= PS2 'L1' + PS2 'R1'.
//m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK] > 0x20 ) ? (( 1 << 0 ) | ( 1 << 1 )) : 0; // XBox 'Black'= PS2 'L2' + PS2 'R2'.
// ...triggers function as both L1/L2 and R1/R2.
m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER] > 128 ) ? ( 1 << 0 ) : 0; // XBox 'Left Trigger pressed down > halfway' = PS2 'L2'.
m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] > 128 ) ? ( 1 << 1 ) : 0; // XBox 'Right Trigger pressed down > halfway' = PS2 'R2'.
m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER] > 0x20 ) ? ( 1 << 2 ) : 0; // XBox 'Left Trigger' = PS2 'L1'.
m_data.m_control_data[3] ^= ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] > 0x20 ) ? ( 1 << 3 ) : 0; // XBox 'Right Trigger' = PS2 'R1'.
}
// Make analog buttons full depression if pressed.
// Xbox analog buttons return analog value in range [0, 255].
m_data.m_control_data[12] = ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y] > 0x20 ) ? xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y] : 0; // XBox 'Y' = PS2 Analog 'Triangle'.
m_data.m_control_data[13] = ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B] > 0x20 ) ? xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B] : 0; // XBox 'B' = PS2 Analog 'Circle'.
m_data.m_control_data[14] = ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A] > 0x20 ) ? xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A] : 0; // XBox 'A' = PS2 Analog 'X'.
m_data.m_control_data[15] = ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X] > 0x20 ) ? xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X] : 0; // XBox 'X' = PS2 'Square'.
m_data.m_control_data[16] = ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER] > 0x20 ) ? xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER] : 0; // XBox 'Left Trigger' = PS2 Analog 'L1'.
m_data.m_control_data[17] = ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] > 0x20 ) ? xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] : 0; // XBox 'Right Trigger' = PS2 Analog 'R1'.
// Black and white are no longer mapped to R2 and L2, but are treated as separate buttons.
//m_data.m_control_data[18] = ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE] > 0x20 ) ? xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE] : 0; // XBox 'White' = PS2 Analog 'L2'.
//m_data.m_control_data[19] = ( xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK] > 0x20 ) ? xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK] : 0; // XBox 'Black' = PS2 Analog 'R2'.
m_data.m_control_data[18]=0;
m_data.m_control_data[19]=0;
// Zero out the d-pad pressure values.
m_data.m_control_data[8] = 0x00;
m_data.m_control_data[9] = 0x00;
m_data.m_control_data[10] = 0x00;
m_data.m_control_data[11] = 0x00;
// Handle 8 position d-pad.
m_data.m_control_data[2] ^= ( xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ) ? ( 1 << 4 ) : 0; // XBox 'DPad Up' = PS2 'DPad Up'.
m_data.m_control_data[10] = ( xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ) ? 0xFF : 0; // XBox 'DPad Up' = PS2 'DPad Up'.
m_data.m_control_data[2] ^= ( xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT ) ? ( 1 << 5 ) : 0; // XBox 'DPad Right' = PS2 'DPad Right'.
m_data.m_control_data[8] = ( xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT ) ? 0xFF : 0; // XBox 'DPad Right' = PS2 'DPad Right'.
m_data.m_control_data[2] ^= ( xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ) ? ( 1 << 6 ) : 0; // XBox 'DPad Down' = PS2 'DPad Down'.
m_data.m_control_data[11] = ( xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ) ? 0xFF : 0; // XBox 'DPad Down' = PS2 'DPad Down'.
m_data.m_control_data[2] ^= ( xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ) ? ( 1 << 7 ) : 0; // XBox 'DPad Left' = PS2 'DPad Left'.
m_data.m_control_data[9] = ( xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ) ? 0xFF : 0; // XBox 'DPad Left' = PS2 'DPad Left'.
// Xbox thumbsticks return analog value in range [-32767, 32767].
m_data.m_control_data[4] = XboxThumbToPS2Thumb( xis.Gamepad.sThumbRX ); // Analog stick right (X direction).
m_data.m_control_data[5] = XboxThumbToPS2Thumb( -xis.Gamepad.sThumbRY ); // Analog stick right (Y direction).
m_data.m_control_data[6] = XboxThumbToPS2Thumb( xis.Gamepad.sThumbLX ); // Analog stick left (X direction).
m_data.m_control_data[7] = XboxThumbToPS2Thumb( -xis.Gamepad.sThumbLY ); // Analog stick left (Y direction).
// K: Use m_control_data[20] to store the state of the black & white buttons.
m_data.m_control_data[20]=0;
if (xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK] > 0x20)
{
m_data.m_control_data[20] |= (1<<0);
}
if (xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE] > 0x20)
{
m_data.m_control_data[20] |= (1<<1);
}
uint32 buttons = 0xFFFF ^ (( m_data.m_control_data[2] << 8 ) | m_data.m_control_data[3] );
// Skate3 specific code, removed for now.
if( buttons )
{
m_pressed = true;
}
else
{
m_pressed = false;
}
if(( xis.Gamepad.wButtons & XINPUT_GAMEPAD_START) || xis.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A] >= 0x20 )
{
m_start_or_a_pressed = true;
}
else
{
m_start_or_a_pressed = false;
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool Device::IsPluggedIn( void )
{
return m_plugged_in;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::acquisition_pending( void )
{
int status;
if( m_data.m_handle == NULL )
{
++m_unplugged_counter;
// Retry to connect every second or so.
if(( m_unplugged_counter & 0x3F ) == m_unplugged_retry )
{
m_data.m_handle = XInputOpen( XDEVICE_TYPE_GAMEPAD, m_data.m_port, XDEVICE_NO_SLOT, NULL );
}
if( m_data.m_handle == NULL )
{
return;
}
}
status = get_status();
if(( status == vCONNECTED ) || ( status == vREADY ))
{
// Sucessful. Now query the controller for capabilities.
m_unplugged_counter = 0;
query_capabilities();
}
// failed to acquire controller
// stay in this state and continue to try to acquire it or prompt the user if it is mandatory
// that they have a controller in
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::query_capabilities( void )
{
// Currently assumes standard XBox controller.
int id = vANALOG_CTRL;
m_data.m_type = id;
switch( id )
{
case vANALOG_CTRL:
{
m_data.m_caps.SetMask( mANALOG_BUTTONS );
m_data.m_num_actuators = 2;
m_data.m_actuator_max[0] = 255;
m_data.m_actuator_max[1] = 255;
m_data.m_caps.SetMask( mACTUATORS );
m_state = vBUSY;
m_next_state = vACQUIRED;
return;
}
default:
{
Dbg_Message( "Detected Controller of unknown type in %d:%d", m_data.m_port, m_data.m_slot );
break;
}
}
m_state = vACQUIRED;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
int Device::get_status( void )
{
if( m_data.m_handle )
{
XINPUT_STATE state;
if( XInputGetState( m_data.m_handle, &state ) == ERROR_SUCCESS )
{
return vREADY;
}
else
{
// Could do more checking here of the return value.
return vDISCONNECTED;
}
}
return vDISCONNECTED;
}
/*****************************************************************************
** Public Functions **
*****************************************************************************/
Device::Device ( int index, int port, int slot )
{
m_node = new Lst::Node< Device > ( this );
Dbg_AssertType ( m_node, Lst::Node< Device > );
Dbg_Assert( port < vMAX_PORT );
Dbg_Assert( slot < vMAX_SLOT );
m_state = vIDLE;
m_next_state = vIDLE;
m_index = index;
// Initialize device
m_data.m_port = port;
m_data.m_slot = slot;
m_data.m_caps.ClearAll();
m_data.m_num_actuators = 0;
m_data.m_valid = false;
memset( m_data.m_actuator_direct, 0, ACTUATOR_BUFFER_LENGTH );
memset( m_data.m_actuator_align, 0xFF, ACTUATOR_BUFFER_LENGTH );
m_data.m_actuator_align[0] = 0;
m_data.m_actuator_align[1] = 1;
memset( m_data.m_control_data, 0, CTRL_BUFFER_LENGTH );
// m_data.m_prealbuffer = Mem::Malloc( scePadDmaBufferMax * sizeof( uint128) + 63 );
m_data.m_dma_buff = (unsigned char*)((((uint32)m_data.m_prealbuffer)+63)&~63);
// Random retry for unplugged controllers.
m_unplugged_retry = rand() & 0x3F;
// memset( m_data.m_dma_buff, 0, sizeof( uint128 ) * scePadDmaBufferMax );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
Device::~Device ( void )
{
Dbg_AssertType ( m_node, Lst::Node< Device > );
// Mem::Free( m_data.m_prealbuffer );
XInputClose( m_data.m_handle );
delete m_node;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::Acquire( void )
{
Dbg_Message( "Acquiring controller port %d slot %d\n", m_data.m_port, m_data.m_slot );
if( m_state == vIDLE )
{
// Acquire device handle.
m_data.m_handle = XInputOpen( XDEVICE_TYPE_GAMEPAD, m_data.m_port, XDEVICE_NO_SLOT, NULL );
// if( m_data.m_handle )
{
// Store capabilites of the device
// XINPUT_CAPABILITIES caps;
// XInputGetCapabilities( m_data.m_handle, &caps );
// memset( m_data.m_control_data, 0, CTRL_BUFFER_LENGTH );
m_data.m_valid = false;
m_state = vACQUIRING;
return;
}
}
Dbg_Warning( "failed to open controller port %d slot %d\n", m_data.m_port, m_data.m_slot );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::Unacquire ( void )
{
Dbg_Message( "Unacquiring controller port %d slot %d\n", m_data.m_port, m_data.m_slot );
if( m_state == vACQUIRED )
{
m_data.m_handle = NULL;
}
m_state = vIDLE;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::ActivateActuator( int act_num, int percent )
{
// Do nothing if the actuators are disabled.
if( m_data.m_actuators_disabled )
{
return;
}
// First, make sure we're in a ready state and our controller has actuators
read_data();
if(( m_state == vACQUIRED ) && ( m_data.m_caps.TestMask( mACTUATORS )))
{
if(( act_num >= 0 ) && ( act_num < m_data.m_num_actuators ))
{
unsigned short left_motor, right_motor;
float act_strength = ((float)percent * m_data.m_actuator_max[act_num] ) * 0.01f;
m_data.m_actuator_direct[act_num] = (unsigned char)act_strength;
// Scale the values from [0,255] to [0,65535].
if( act_num == 0 )
{
left_motor = (unsigned short)( act_strength * 256.0f );
right_motor = (unsigned short)m_data.m_actuator_direct[1] * 256;
}
else
{
left_motor = (unsigned short)m_data.m_actuator_direct[0] * 256;
right_motor = (unsigned short)( act_strength * 256.0f );
}
set_xbox_actuators( m_data.m_handle, left_motor, right_motor );
}
}
}
/******************************************************************/
/* These disable or enable pad vibration.
/******************************************************************/
void Device::DisableActuators()
{
// If disabled already do nothing.
if( m_data.m_actuators_disabled )
{
return;
}
// Run through all the actuators and make sure they're off.
if(( m_state == vACQUIRED ) && ( m_data.m_caps.TestMask( mACTUATORS )))
{
for( int i = 0; i < m_data.m_num_actuators; ++i )
{
// Switch it off.
m_data.m_actuator_direct[i] = 0;
}
set_xbox_actuators( m_data.m_handle, 0, 0 );
}
// Set the flag.
m_data.m_actuators_disabled = true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::EnableActuators( void )
{
m_data.m_actuators_disabled = false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::ResetActuators( void )
{
if( m_data.m_actuators_disabled )
{
// If disabled, then should be off anyway but toggle the states to make sure.
EnableActuators();
DisableActuators();
}
else
{
// If enabled, then we disable them, which switched them off and then enable them again (in the off position).
DisableActuators();
EnableActuators();
}
}
/******************************************************************/
/* */
/* Ken: This gets called for each pad device when the game gets */
/* paused. It remembers whether the pad was vibrating & switches */
/* off vibration.
/* */
/******************************************************************/
void Device::Pause( void )
{
// If paused already do nothing.
if( !m_data.m_paused_ref.InUse())
{
// First, make sure we're in a ready state and our controller has actuators
if(( m_state == vACQUIRED ) && ( m_data.m_caps.TestMask( mACTUATORS )))
{
for( int i = 0; i<m_data.m_num_actuators; ++i )
{
// Save the old actuator vibration strength.
m_data.m_actuator_old_direct[i] = m_data.m_actuator_direct[i];
// Then switch it off.
m_data.m_actuator_direct[i] = 0;
}
set_xbox_actuators( m_data.m_handle, 0, 0 );
}
}
m_data.m_paused_ref.Acquire();
}
/******************************************************************/
/* */
/* Restores the vibration status. */
/* */
/******************************************************************/
void Device::UnPause( void )
{
// If not paused, do nothing.
if( m_data.m_paused_ref.InUse())
{
m_data.m_paused_ref.Release();
if( !m_data.m_paused_ref.InUse())
{
// First, make sure we're in a ready state and our controller has actuators
if(( m_state == vACQUIRED ) && ( m_data.m_caps.TestMask( mACTUATORS )))
{
for( int i = 0; i < m_data.m_num_actuators; ++i )
{
// Restore the saved vibration strength.
m_data.m_actuator_direct[i] = m_data.m_actuator_old_direct[i];
}
set_xbox_actuators( m_data.m_handle,
(unsigned short)m_data.m_actuator_direct[0] * 256,
(unsigned short)m_data.m_actuator_direct[1] * 256 );
}
}
}
}
/******************************************************************/
/* Switches off vibration, and also zeros the saved */
/* vibration levels too so that unpausing will not */
/* switch them on again for goodness sake. */
/******************************************************************/
void Device::StopAllVibrationIncludingSaved()
{
// First, make sure we're in a ready state and our controller has actuators
if(( m_state == vACQUIRED ) && ( m_data.m_caps.TestMask( mACTUATORS )))
{
for( int i = 0; i < m_data.m_num_actuators; ++i )
{
m_data.m_actuator_direct[i] = 0;
m_data.m_actuator_old_direct[i] = 0;
}
set_xbox_actuators( m_data.m_handle, 0, 0 );
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::ActivatePressureSensitiveMode( void )
{
if( m_data.m_caps.TestMask( mANALOG_BUTTONS ))
{
// if( scePadEnterPressMode( m_data.m_port, m_data.m_slot ) == 1 )
{
m_state = vBUSY;
m_next_state = vACQUIRED;
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void Device::DeactivatePressureSensitiveMode( void )
{
if( m_data.m_caps.TestMask( mANALOG_BUTTONS ))
{
// if( scePadExitPressMode( m_data.m_port, m_data.m_slot ) == 1 )
{
m_state = vBUSY;
m_next_state = vACQUIRED;
}
}
}
/******************************************************************/
/* */
/* */
/******************************************************************/
} // namespace SIO