jak-project/game/sce/libpad.cpp

156 lines
4.7 KiB
C++

#include "libpad.h"
#include "common/util/Assert.h"
#include "game/graphics/display.h"
#include "game/graphics/gfx.h"
#include "game/kernel/common/kernel_types.h"
#include "game/system/hid/input_bindings.h"
/*!
* @file libpad.cpp
* Stub implementation of the EE pad (controller) library
*/
namespace ee {
int scePadPortOpen(int port, int slot, void*) {
// we are expected to return a non-zero file descriptor.
// we return the port + 1 and succeed always.
// the game just opens this once at the beginning, we don't have to implement closing/reopening.
ASSERT(slot == 0);
return port + 1;
}
int scePadGetState(int /*port*/, int /*slot*/) {
// pretend we always have a controller connected
return scePadStateStable;
}
// controller mode array for DS2s
// the game will try very hard to force into dualshock mode so let's not even try
static const int libpad_DualShock2_ModeIDs[2] = {
(int)PadMode::Controller, // no vibration or pressure sensitive buttons
(int)PadMode::DualShock2 // vibration + pressure sensitive buttons
};
int scePadInfoMode(int /*port*/, int /*slot*/, int term, int offs) {
if (term == InfoModeCurExID) {
// return vibration mode ID. that's just dualshock mode.
return libpad_DualShock2_ModeIDs[1];
} else if (term == InfoModeCurID) {
// return mode ID. just dualshock.
return libpad_DualShock2_ModeIDs[1];
} else if (term == InfoModeCurExOffs) {
// offset of current mode ID
return 1;
} else if (term == InfoModeIdTable) {
if (offs == -1)
return 2;
return libpad_DualShock2_ModeIDs[offs]; // ?
}
// invalid controller or some other error
return 0;
}
// reads controller data and writes it to a buffer in rdata (must be at least 32 bytes large).
// returns buffer size (32) or 0 on error.
int scePadRead(int port, int /*slot*/, u8* rdata) {
auto cpad = (CPadInfo*)(rdata);
cpad->valid = 0; // success
cpad->status = 0x70 /* (dualshock2) */ | (20 / 2); /* (dualshock2 data size) */
std::optional<std::shared_ptr<PadData>> pad_data = std::nullopt;
if (Display::GetMainDisplay()) {
if (Gfx::g_debug_settings.treat_pad0_as_pad1) {
if (port == 0) {
pad_data = Display::GetMainDisplay()->get_input_manager()->get_current_data(1);
} else {
pad_data = Display::GetMainDisplay()->get_input_manager()->get_current_data(0);
}
} else {
pad_data = Display::GetMainDisplay()->get_input_manager()->get_current_data(port);
}
}
if (pad_data) {
std::tie(cpad->rightx, cpad->righty) = pad_data.value()->analog_right();
std::tie(cpad->leftx, cpad->lefty) = pad_data.value()->analog_left();
// pressure sensitivity. ignore for now.
for (size_t i = 0; i < PAD_DATA_PRESSURE_INDEX_ORDER.size(); i++) {
cpad->abutton[i] =
pad_data.value()->button_data.at(PAD_DATA_PRESSURE_INDEX_ORDER.at(i)) * 255;
}
cpad->button0 = 0;
for (size_t i = 0; i < pad_data.value()->button_data.size(); i++) {
cpad->button0 |= pad_data.value()->button_data.at(i) << i;
}
}
return 32;
}
int scePadSetActDirect(int port, int /*slot*/, const u8* data) {
// offsets are set by scePadSetActAlign, but we already know the game uses 0 for big motor and 1
// for small motor
// also, the "slow" motor corresponds to the "large" motor on the PS2
if (Display::GetMainDisplay()) {
if (!Display::GetMainDisplay()->get_input_manager()->controller_has_rumble(port)) {
return 0;
}
Display::GetMainDisplay()->get_input_manager()->enqueue_update_rumble(port, data[1],
data[0] * 255);
return 1; // TODO - assuming 1 means rumble is supported, and 0 is no?
}
return 0;
}
int scePadSetActAlign(int /*port*/, int /*slot*/, const u8* /*data*/) {
return 1;
}
// we also don't care
int scePadSetMainMode(int /*port*/, int /*slot*/, int /*offs*/, int /*lock*/) {
return 1;
}
// async pad functions are gonna be synchronous so this always succeeds
int scePadGetReqState(int /*port*/, int /*slot*/) {
return scePadReqStateComplete;
}
int scePadInfoAct(int /*port*/, int /*slot*/, int actno, int term) {
if (actno == -1)
return 2; // i think?
if (actno < 2) {
if (term == InfoActSub) {
return 1; // whatever
} else if (term == InfoActFunc) {
return 1; // whatever
} else if (term == InfoActSize) {
return 0; // whatever
} else if (term == InfoActCurr) {
return 1; // whatever
}
}
return 0;
}
int scePadInfoPressMode(int /*port*/, int /*slot*/) {
return 0; // we do NOT support pressure sensitive buttons right now
}
int scePadEnterPressMode(int /*port*/, int /*slot*/) {
return 1; // we dont support pressure button, but if we did this would work straight away
}
} // namespace ee