Well two wonderful answers !!
@Josh thank you very much for this, it would be great !
@Rick thank you for your proposition, yes i posted a demand on this but in the mean time i worked a little around this and was a bit disappointed
to see my lua call Cfunction working with Lua5.1 but not in LuaJit editor
I post here the sources for XInput gamepad and if you can help with that, i will really thank you a lot !
gamepad.h
/**
* Gamepad Input Library
* Sean Middleditch <sean@middleditch.us>
* Copyright (C) 2010,2011 Sean Middleditch
* LICENSE: MIT/X
*/
#if !defined(GAMEPAD_H)
#define GAMEPAD_H 1
#if defined(__cplusplus)
extern "C" {
#endif
#if defined(GAMEPAD_STATIC_LIB)
# define GAMEPAD_API
#else
# if defined(_WIN32)
# if defined(GAMEPAD_EXPORT)
# define GAMEPAD_API __declspec(dllexport)
# else
# define GAMEPAD_API __declspec(dllimport)
# endif
# elif defined(__GNUC__) && defined(GAMEPAD_EXPORT)
# define GAMEPAD_API __attribute__((visibility("default")))
# else
# define GAMEPAD_API extern
# endif
#endif
/**
* Enumeration of the possible devices.
*
* Only four devices are supported as this is the limit of Windows.
*/
enum GAMEPAD_DEVICE {
GAMEPAD_0 = 0, /**< First gamepad */
GAMEPAD_1 = 1, /**< Second gamepad */
GAMEPAD_2 = 2, /**< Third gamepad */
GAMEPAD_3 = 3, /**< Fourth gamepad */
GAMEPAD_COUNT /**< Maximum number of supported gamepads */
};
/**
* Enumeration of the possible buttons.
*/
enum GAMEPAD_BUTTON {
BUTTON_DPAD_UP = 0, /**< UP on the direction pad */
BUTTON_DPAD_DOWN = 1, /**< DOWN on the direction pad */
BUTTON_DPAD_LEFT = 2, /**< LEFT on the direction pad */
BUTTON_DPAD_RIGHT = 3, /**< RIGHT on the direction pad */
BUTTON_START = 4, /**< START button */
BUTTON_BACK = 5, /**< BACK button */
BUTTON_LEFT_THUMB = 6, /**< Left analog stick button */
BUTTON_RIGHT_THUMB = 7, /**< Right analog stick button */
BUTTON_LEFT_SHOULDER = 8, /**< Left bumper button */
BUTTON_RIGHT_SHOULDER = 9, /**< Right bumper button */
BUTTON_A = 12, /**< A button */
BUTTON_B = 13, /**< B button */
BUTTON_X = 14, /**< X button */
BUTTON_Y = 15, /**< Y button */
BUTTON_COUNT /**< Maximum number of supported buttons */
};
/**
* Enumeration of the possible pressure/trigger buttons.
*/
enum GAMEPAD_TRIGGER {
TRIGGER_LEFT = 0, /**< Left trigger */
TRIGGER_RIGHT = 1, /**< Right trigger */
TRIGGER_COUNT /**< Number of triggers */
};
/**
* Enumeration of the analog sticks.
*/
enum GAMEPAD_STICK {
STICK_LEFT = 0, /**< Left stick */
STICK_RIGHT = 1, /**< Right stick */
STICK_COUNT /**< Number of analog sticks */
};
/**
* Enumeration of main stick directions.
*
* This is used for some of the convenience routines in the library.
*/
enum GAMEPAD_STICKDIR {
STICKDIR_CENTER = 0, /**< CENTER, no direction */
STICKDIR_UP = 1, /**< UP direction */
STICKDIR_DOWN = 2, /**< DOWN direction */
STICKDIR_LEFT = 3, /**< LEFT direction */
STICKDIR_RIGHT = 4, /**< RIGHT direction */
STICKDIR_COUNT
};
/**
* Enumeration for true/false values
*/
enum GAMEPAD_BOOL {
GAMEPAD_FALSE = 0, /**< FALSE value for boolean parameters */
GAMEPAD_TRUE = 1 /**< TRUE value for boolean parameters */
};
typedef enum GAMEPAD_DEVICE GAMEPAD_DEVICE;
typedef enum GAMEPAD_BUTTON GAMEPAD_BUTTON;
typedef enum GAMEPAD_TRIGGER GAMEPAD_TRIGGER;
typedef enum GAMEPAD_STICK GAMEPAD_STICK;
typedef enum GAMEPAD_STICKDIR GAMEPAD_STICKDIR;
typedef enum GAMEPAD_BOOL GAMEPAD_BOOL;
#define GAMEPAD_DEADZONE_LEFT_STICK 7849 /**< Suggested deadzone magnitude for left analog stick */
#define GAMEPAD_DEADZONE_RIGHT_STICK 8689 /**< Suggested deadzone magnitude for right analog stick */
#define GAMEPAD_DEADZONE_TRIGGER 30 /**< Suggested deadzone for triggers */
/**
* Initialize the library.
*
* This is critical on non-Windows platforms.
*/
GAMEPAD_API void GamepadInit(void);
/**
* Shutdown the library.
*
* This will release resources allocated by the library internally.
*
* This should be called after forking as well.
*/
GAMEPAD_API void GamepadShutdown(void);
/**
* Updates the state of the gamepads.
*
* This must be called (at least) once per game loop.
*/
GAMEPAD_API void GamepadUpdate(void);
/**
* Test if a particular gamepad is connected.
*
* \param device The device to check.
* \returns GAMEPAD_TRUE if the device is connected, GAMEPAD_FALSE if it is not.
*/
GAMEPAD_API GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device);
/**
* Test if a particular button is being pressed.
*
* \param device The device to check.
* \param button The button to check.
* \returns GAMEPAD_TRUE if the button is down, GAMEPAD_FALSE if it is not.
*/
GAMEPAD_API GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button);
/**
* Test if a particular button has been depressed since the previous call to GamepadUpdate.
*
* \param device The device to check.
* \param button The button to check.
* \returns GAMEPAD_TRUE if the button has been pressed, GAMEPAD_FALSE if it is not or if it was depressed the previous frame.
*/
GAMEPAD_API GAMEPAD_BOOL GamepadButtonTriggered(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button);
/**
* Test if a particular button has been released since the previous call to GamepadUpdate.
*
* \param device The device to check.
* \param button The button to check.
* \returns GAMEPAD_TRUE if the button has been released, GAMEPAD_FALSE if it is down or if it was not down the previous frame.
*/
GAMEPAD_API GAMEPAD_BOOL GamepadButtonReleased(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button);
/**
* Get the trigger value (depression magnitude) in its raw form.
*
* \param device The device to check.
* \param trigger The trigger to check.
* \returns Trigger depression magnitude (0 to 32767).
*/
GAMEPAD_API int GamepadTriggerValue(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
/**
* Get the trigger value (depression magnitude) in normalized form.
*
* \param device The device to check.
* \param trigger The trigger to check.
* \returns Trigger depression magnitude (0 to 1).
*/
GAMEPAD_API float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
/**
* Test if a trigger is depressed
*
* \param device The device to check.
* \param trigger The trigger to check.
* \returns GAMEPAD_TRUE if down, GAMEPAD_FALSE otherwise.
*/
GAMEPAD_API GAMEPAD_BOOL GamepadTriggerDown(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
/**
* Test if a trigger is depressed
*
* \param device The device to check.
* \param trigger The trigger to check.
* \returns GAMEPAD_TRUE if triggered, GAMEPAD_FALSE otherwise.
*/
GAMEPAD_API GAMEPAD_BOOL GamepadTriggerTriggered(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
/**
* Test if a trigger is depressed
*
* \param device The device to check.
* \param trigger The trigger to check.
* \returns GAMEPAD_TRUE if released, GAMEPAD_FALSE otherwise.
*/
GAMEPAD_API GAMEPAD_BOOL GamepadTriggerReleased(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger);
/**
* Set the rumble motors on/off.
*
* To turn off the rumble effect, set values to 0 for both motors.
*
* The left motor is the low-frequency/strong motor, and the right motor is the high-frequency/weak motor.
*
* \param device The device to update.
* \param left Left motor strengh (0 to 1).
* \param right Right motor strengh (0 to 1).
*/
GAMEPAD_API void GamepadSetRumble(GAMEPAD_DEVICE device, float left, float right);
/**
* Query the position of an analog stick as raw values.
*
* The values retrieved by this function represent the magnitude of the analog
* stick in each direction. Note that it shouldn't be possible to get full
* magnitude in one direction unless the other direction has a magnitude of
* zero, as the stick has a circular movement range.
*
* \param device The device to check.
* \param stick The stick to check.
* \param outX Pointer to integer to store the X magnitude in (-32767 to 32767).
* \param outX Pointer to integer to store the Y magnitude in (-32767 to 32767).
*/
GAMEPAD_API void GamepadStickXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, int* outX, int* outY);
/**
* Query the position of an analog stick as normalized values.
*
* The values retrieved by this function represent the magnitude of the analog
* stick in each direction. Note that it shouldn't be possible to get full
* magnitude in one direction unless the other direction has a magnitude of
* zero, as the stick has a circular movement range.
*
* \param device The device to check.
* \param stick The stick to check.
* \param outX Pointer to float to store the X magnitude in (-1 to 1).
* \param outX Pointer to float to store the Y magnitude in (-1 to 1).
*/
GAMEPAD_API void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float* outX, float* outY);
/**
* Query the magnitude of an analog stick.
*
* This returns the normalized value of the magnitude of the stick. That is,
* if the stick is pushed all the way in any direction, it returns 1.0.
*
* \param device The device to check.
* \param stick The stick to check.
* \returns The magnitude of the stick (0 to 1).
*/
GAMEPAD_API float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick);
/**
* Query the direction of a stick (in radians).
*
* This returns the direction of the stick. This value is in radians, not
* degrees. Zero is to the right, and the angle increases in a
* counter-clockwise direction.
*
* \param device The device to check.
* \param stick The stick to check.
* \returns The angle of the stick (0 to 2*PI).
*/
GAMEPAD_API float GamepadStickAngle(GAMEPAD_DEVICE device, GAMEPAD_STICK stick);
/**
* Get the direction the stick is pushed in (if any).
*
* This is a useful utility function for when the stick should be treated as a simple
* directional pad, such as for menu UIs.
*
* \param device The device to check.
* \param stick The trigger to check.
* \returns The stick's current direction.
*/
GAMEPAD_API GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick);
/**
* Test whether a stick has been pressed in a particular direction since the last update.
*
* This only returns true if the stick was centered last frame.
*
* This is a useful utility function for when the stick should be treated as a simple
* directional pad, such as for menu UIs.
*
* \param device The device to check.
* \param stick The trigger to check.
* \param stickdir The direction to check for.
* \returns GAMEPAD_TRUE if the stick is pressed in the specified direction, GAMEPAD_FALSE otherwise.
*/
GAMEPAD_API GAMEPAD_BOOL GamepadStickDirTriggered(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, GAMEPAD_STICKDIR dir);
#if defined(__cplusplus)
} /* extern "C" */
#endif
#endif
Second post for C code :
/**
* Gamepad Input Library
* Sean Middleditch
* Copyright (C) 2010 Sean Middleditch
* LICENSE: MIT/X
*/
#include <math.h>
#include <string.h>
#include <errno.h>
#include <malloc.h>
#define GAMEPAD_EXPORT 1
#include "gamepad.h"
/* Platform-specific includes */
#if defined(_WIN32)
# define WIN32_LEAN_AND_MEAN 1
# undef UNICODE
# include "windows.h"
# include "xinput.h"
# pragma comment(lib, "xinput.lib")
#elif defined(__linux__)
# include <linux/joystick.h>
# include <stdio.h>
# include <fcntl.h>
# include <unistd.h>
# include <libudev.h>
#else
# error "Unknown platform in gamepad.c"
#endif
/* the Lua interpreter */
lua_State* L;
#define BUTTON_TO_FLAG(B) (1 << (B))
/* Axis information */
typedef struct GAMEPAD_AXIS GAMEPAD_AXIS;
struct GAMEPAD_AXIS {
int x, y;
float nx, ny;
float length;
float angle;
GAMEPAD_STICKDIR dirLast, dirCurrent;
};
/* Trigger value information */
typedef struct GAMEPAD_TRIGINFO GAMEPAD_TRIGINFO;
struct GAMEPAD_TRIGINFO {
int value;
float length;
GAMEPAD_BOOL pressedLast, pressedCurrent;
};
/* Structure for state of a particular gamepad */
typedef struct GAMEPAD_STATE GAMEPAD_STATE;
struct GAMEPAD_STATE {
GAMEPAD_AXIS stick[sTICK_COUNT];
GAMEPAD_TRIGINFO trigger[TRIGGER_COUNT];
int bLast, bCurrent, flags;
#if defined(__linux__)
char* device;
int fd;
int effect;
#endif
};
/* State of the four gamepads */
static GAMEPAD_STATE STATE[4];
/* Note whether a gamepad is currently connected */
#define FLAG_CONNECTED (1<<0)
#define FLAG_RUMBLE (1<<1)
/* Prototypes for utility functions */
static void GamepadResetState (GAMEPAD_DEVICE gamepad);
static void GamepadUpdateCommon (void);
static void GamepadUpdateDevice (GAMEPAD_DEVICE gamepad);
static void GamepadUpdateStick (GAMEPAD_AXIS* axis, float deadzone);
static void GamepadUpdateTrigger (GAMEPAD_TRIGINFO* trig);
/* Various values of PI */
#define PI_1_4 0.78539816339744f
#define PI_1_2 1.57079632679489f
#define PI_3_4 2.35619449019234f
#define PI 3.14159265358979f
/* Platform-specific implementation code */
#if defined(_WIN32)
void GamepadInit(void) {
int i;
for (i = 0; i != GAMEPAD_COUNT; ++i) {
STATE[i].flags = 0;
}
}
void GamepadUpdate(void) {
GamepadUpdateCommon();
}
static void GamepadUpdateDevice(GAMEPAD_DEVICE gamepad) {
XINPUT_STATE xs;
if (XInputGetState(gamepad, &xs) == 0) {
/* reset if the device was not already connected */
if ((STATE[gamepad].flags & FLAG_CONNECTED) == 0) {
GamepadResetState(gamepad);
}
/* mark that we are connected w/ rumble support */
STATE[gamepad].flags |= FLAG_CONNECTED|FLAG_RUMBLE;
/* update state */
STATE[gamepad].bCurrent = xs.Gamepad.wButtons;
STATE[gamepad].trigger[TRIGGER_LEFT].value = xs.Gamepad.bLeftTrigger;
STATE[gamepad].trigger[TRIGGER_RIGHT].value = xs.Gamepad.bRightTrigger;
STATE[gamepad].stick[sTICK_LEFT].x = xs.Gamepad.sThumbLX;
STATE[gamepad].stick[sTICK_LEFT].y = xs.Gamepad.sThumbLY;
STATE[gamepad].stick[sTICK_RIGHT].x = xs.Gamepad.sThumbRX;
STATE[gamepad].stick[sTICK_RIGHT].y = xs.Gamepad.sThumbRY;
} else {
/* disconnected */
STATE[gamepad].flags &= ~FLAG_CONNECTED;
}
}
void GamepadShutdown(void) {
/* no Win32 shutdown required */
}
void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right) {
if ((STATE[gamepad].flags & FLAG_RUMBLE) != 0) {
XINPUT_VIBRATION vib;
ZeroMemory(&vib, sizeof(vib));
vib.wLeftMotorSpeed = (WORD)(left * 65535);
vib.wRightMotorSpeed = (WORD)(right * 65535);
XInputSetState(gamepad, &vib);
}
}
#elif defined(__linux__)
/* UDev handles */
static struct udev* UDEV = NULL;
static struct udev_monitor* MON = NULL;
static void GamepadAddDevice(const char* devPath);
static void GamepadRemoveDevice(const char* devPath);
/* Helper to add a new device */
static void GamepadAddDevice(const char* devPath) {
int i;
/* try to find a free controller */
for (i = 0; i != GAMEPAD_COUNT; ++i) {
if ((STATE[i].flags & FLAG_CONNECTED) == 0) {
break;
}
}
if (i == GAMEPAD_COUNT) {
return;
}
/* copy the device path */
STATE[i].device = strdup(devPath);
if (STATE[i].device == NULL) {
return;
}
/* reset device state */
GamepadResetState(i);
/* attempt to open the device in read-write mode, which we need fo rumble */
STATE[i].fd = open(STATE[i].device, O_RDWR|O_NONBLOCK);
if (STATE[i].fd != -1) {
STATE[i].flags = FLAG_CONNECTED|FLAG_RUMBLE;
return;
}
/* attempt to open in read-only mode if access was denied */
if (errno == EACCES) {
STATE[i].fd = open(STATE[i].device, O_RDONLY|O_NONBLOCK);
if (STATE[i].fd != -1) {
STATE[i].flags = FLAG_CONNECTED;
return;
}
}
/* could not open the device at all */
free(STATE[i].device);
STATE[i].device = NULL;
}
/* Helper to remove a device */
static void GamepadRemoveDevice(const char* devPath) {
int i;
for (i = 0; i != GAMEPAD_COUNT; ++i) {
if (STATE[i].device != NULL && strcmp(STATE[i].device, devPath) == 0) {
if (STATE[i].fd != -1) {
close(STATE[i].fd);
STATE[i].fd = -1;
}
free(STATE[i].device);
STATE[i].device = 0;
STATE[i].flags = 0;
break;
}
}
}
void GamepadInit(void) {
struct udev_list_entry* devices;
struct udev_list_entry* item;
struct udev_enumerate* enu;
int i;
/* initialize connection state */
for (i = 0; i != GAMEPAD_COUNT; ++i) {
STATE[i].flags = 0;
STATE[i].fd = STATE[i].effect = -1;
}
/* open the udev handle */
UDEV = udev_new();
if (UDEV == NULL) {
/* FIXME: flag error? */
return;
}
/* open monitoring device (safe to fail) */
MON = udev_monitor_new_from_netlink(UDEV, "udev");
/* FIXME: flag error if hot-plugging can't be supported? */
if (MON != NULL) {
udev_monitor_enable_receiving(MON);
udev_monitor_filter_add_match_subsystem_devtype(MON, "input", NULL);
}
/* enumerate joypad devices */
enu = udev_enumerate_new(UDEV);
udev_enumerate_add_match_subsystem(enu, "input");
udev_enumerate_scan_devices(enu);
devices = udev_enumerate_get_list_entry(enu);
udev_list_entry_foreach(item, devices) {
const char* name;
const char* sysPath;
const char* devPath;
struct udev_device* dev;
name = udev_list_entry_get_name(item);
dev = udev_device_new_from_syspath(UDEV, name);
sysPath = udev_device_get_syspath(dev);
devPath = udev_device_get_devnode(dev);
if (sysPath != NULL && devPath != NULL && strstr(sysPath, "/js") != 0) {
GamepadAddDevice(devPath);
}
udev_device_unref(dev);
}
/* cleanup */
udev_enumerate_unref(enu);
}
void GamepadUpdate(void) {
if (MON != NULL) {
fd_set r;
struct timeval tv;
int fd = udev_monitor_get_fd(MON);
/* set up a poll on the udev device */
FD_ZERO(&r);
FD_SET(fd, &r);
tv.tv_sec = 0;
tv.tv_usec = 0;
select(fd + 1, &r, 0, 0, &tv);
/* test if we have a device change */
if (FD_ISSET(fd, &r)) {
struct udev_device* dev = udev_monitor_receive_device(MON);
if (dev) {
const char* devNode = udev_device_get_devnode(dev);
const char* sysPath = udev_device_get_syspath(dev);
const char* action = udev_device_get_action(dev);
sysPath = udev_device_get_syspath(dev);
action = udev_device_get_action(dev);
if (strstr(sysPath, "/js") != 0) {
if (strcmp(action, "remove") == 0) {
GamepadRemoveDevice(devNode);
} else if (strcmp(action, "add") == 0) {
GamepadAddDevice(devNode);
}
}
udev_device_unref(dev);
}
}
}
GamepadUpdateCommon();
}
static void GamepadUpdateDevice(GAMEPAD_DEVICE gamepad) {
if (STATE[gamepad].flags & FLAG_CONNECTED) {
struct js_event je;
while (read(STATE[gamepad].fd, &je, sizeof(je)) > 0) {
int button;
switch (je.type) {
case JS_EVENT_BUTTON:
/* determine which button the event is for */
switch (je.number) {
case 0: button = BUTTON_A; break;
case 1: button = BUTTON_B; break;
case 2: button = BUTTON_X; break;
case 3: button = BUTTON_Y; break;
case 4: button = BUTTON_LEFT_SHOULDER; break;
case 5: button = BUTTON_RIGHT_SHOULDER; break;
case 6: button = BUTTON_BACK; break;
case 7: button = BUTTON_START; break;
case 8: button = 0; break; /* XBOX button */
case 9: button = BUTTON_LEFT_THUMB; break;
case 10: button = BUTTON_RIGHT_THUMB; break;
default: button = 0; break;
}
/* set or unset the button */
if (je.value) {
STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(button);
} else {
STATE[gamepad].bCurrent ^= BUTTON_TO_FLAG(button);
}
break;
case JS_EVENT_AXIS:
/* normalize and store the axis */
switch (je.number) {
case 0: STATE[gamepad].stick[sTICK_LEFT].x = je.value; break;
case 1: STATE[gamepad].stick[sTICK_LEFT].y = -je.value; break;
case 2: STATE[gamepad].trigger[TRIGGER_LEFT].value = (je.value + 32768) >> 8; break;
case 3: STATE[gamepad].stick[sTICK_RIGHT].x = je.value; break;
case 4: STATE[gamepad].stick[sTICK_RIGHT].y = -je.value; break;
case 5: STATE[gamepad].trigger[TRIGGER_RIGHT].value = (je.value + 32768) >> 8; break;
case 6:
if (je.value == -32767) {
STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_LEFT);
STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT);
} else if (je.value == 32767) {
STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT);
STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_LEFT);
} else {
STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_LEFT) & ~BUTTON_TO_FLAG(BUTTON_DPAD_RIGHT);
}
break;
case 7:
if (je.value == -32767) {
STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_UP);
STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_DOWN);
} else if (je.value == 32767) {
STATE[gamepad].bCurrent |= BUTTON_TO_FLAG(BUTTON_DPAD_DOWN);
STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_UP);
} else {
STATE[gamepad].bCurrent &= ~BUTTON_TO_FLAG(BUTTON_DPAD_UP) & ~BUTTON_TO_FLAG(BUTTON_DPAD_DOWN);
}
break;
default: break;
}
break;
default:
break;
}
}
}
}
void GamepadShutdown(void) {
int i;
/* cleanup udev */
udev_monitor_unref(MON);
udev_unref(UDEV);
/* cleanup devices */
for (i = 0; i != GAMEPAD_COUNT; ++i) {
if (STATE[i].device != NULL) {
free(STATE[i].device);
}
if (STATE[i].fd != -1) {
close(STATE[i].fd);
}
}
}
void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right) {
if (STATE[gamepad].fd != -1) {
struct input_event play;
/* delete any existing effect */
if (STATE[gamepad].effect != -1) {
/* stop the effect */
play.type = EV_FF;
play.code = STATE[gamepad].effect;
play.value = 0;
write(STATE[gamepad].fd, (const void*)&play, sizeof(play));
/* delete the effect */
ioctl(STATE[gamepad].fd, EVIOCRMFF, STATE[gamepad].effect);
}
/* if rumble parameters are non-zero, start the new effect */
if (left != 0.f || right != 0.f) {
struct ff_effect ff;
/* define an effect for this rumble setting */
ff.type = FF_RUMBLE;
ff.id = -1;
ff.u.rumble.strong_magnitude = (unsigned short)(left * 65535);
ff.u.rumble.weak_magnitude = (unsigned short)(right * 65535);
ff.replay.length = 5;
ff.replay.delay = 0;
/* upload the effect */
if (ioctl(STATE[gamepad].fd, EVIOCSFF, &ff) != -1) {
STATE[gamepad].effect = ff.id;
}
/* play the effect */
play.type = EV_FF;
play.code = STATE[gamepad].effect;
play.value = 1;
write(STATE[gamepad].fd, (const void*)&play, sizeof(play));
}
}
}
#else /* !defined(_WIN32) && !defined(__linux__) */
# error "Unknown platform in gamepad.c"
#endif /* end of platform implementations */
GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device) {
return (STATE[device].flags & FLAG_CONNECTED) != 0 ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) {
return (STATE[device].bCurrent & BUTTON_TO_FLAG(button)) != 0 ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
GAMEPAD_BOOL GamepadButtonTriggered(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) {
return ((STATE[device].bLast & BUTTON_TO_FLAG(button)) == 0 &&
(STATE[device].bCurrent & BUTTON_TO_FLAG(button)) != 0) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
GAMEPAD_BOOL GamepadButtonReleased(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) {
return ((STATE[device].bCurrent & BUTTON_TO_FLAG(button)) == 0 &&
(STATE[device].bLast & BUTTON_TO_FLAG(button)) != 0) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
int GamepadTriggerValue(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
return STATE[device].trigger[trigger].value;
}
float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
return STATE[device].trigger[trigger].length;
}
GAMEPAD_BOOL GamepadTriggerDown(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
return STATE[device].trigger[trigger].pressedCurrent;
}
GAMEPAD_BOOL GamepadTriggerTriggered(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
return (STATE[device].trigger[trigger].pressedCurrent &&
!STATE[device].trigger[trigger].pressedLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
GAMEPAD_BOOL GamepadTriggerReleased(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
return (!STATE[device].trigger[trigger].pressedCurrent &&
STATE[device].trigger[trigger].pressedLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
void GamepadStickXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, int *outX, int *outY) {
*outX = STATE[device].stick[stick].x;
*outY = STATE[device].stick[stick].y;
}
float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) {
return STATE[device].stick[stick].length;
}
void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float *outX, float *outY) {
*outX = STATE[device].stick[stick].nx;
*outY = STATE[device].stick[stick].ny;
}
float GamepadStickAngle(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) {
return STATE[device].stick[stick].angle;
}
GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) {
return STATE[device].stick[stick].dirCurrent;
}
GAMEPAD_BOOL GamepadStickDirTriggered(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, GAMEPAD_STICKDIR dir) {
return (STATE[device].stick[stick].dirCurrent == dir &&
STATE[device].stick[stick].dirCurrent != STATE[device].stick[stick].dirLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
/* initialize common gamepad state */
static void GamepadResetState(GAMEPAD_DEVICE gamepad) {
memset(STATE[gamepad].stick, 0, sizeof(STATE[gamepad].stick));
memset(STATE[gamepad].trigger, 0, sizeof(STATE[gamepad].trigger));
STATE[gamepad].bLast = STATE[gamepad].bCurrent = 0;
}
/* Update individual sticks */
static void GamepadUpdateCommon(void) {
int i;
for (i = 0; i != GAMEPAD_COUNT; ++i) {
/* store previous button state */
STATE[i].bLast = STATE[i].bCurrent;
/* per-platform update routines */
GamepadUpdateDevice((GAMEPAD_DEVICE)i);
/* calculate refined stick and trigger values */
if ((STATE[i].flags & FLAG_CONNECTED) != 0) {
GamepadUpdateStick(&STATE[i].stick[sTICK_LEFT], GAMEPAD_DEADZONE_LEFT_STICK);
GamepadUpdateStick(&STATE[i].stick[sTICK_RIGHT], GAMEPAD_DEADZONE_RIGHT_STICK);
GamepadUpdateTrigger(&STATE[i].trigger[TRIGGER_LEFT]);
GamepadUpdateTrigger(&STATE[i].trigger[TRIGGER_RIGHT]);
}
}
}
/* Update stick info */
static void GamepadUpdateStick(GAMEPAD_AXIS* axis, float deadzone) {
// determine magnitude of stick
axis->length = sqrtf((float)(axis->x*axis->x) + (float)(axis->y*axis->y));
if (axis->length > deadzone) {
// clamp length to maximum value
if (axis->length > 32767.0f) {
axis->length = 32767.0f;
}
// normalized X and Y values
axis->nx = axis->x / axis->length;
axis->ny = axis->y / axis->length;
// adjust length for deadzone and find normalized length
axis->length -= deadzone;
axis->length /= (32767.0f - deadzone);
// find angle of stick in radians
axis->angle = atan2f((float)axis->y, (float)axis->x);
} else {
axis->x = axis->y = 0;
axis->nx = axis->ny = 0.0f;
axis->length = axis->angle = 0.0f;
}
/* update the stick direction */
axis->dirLast = axis->dirCurrent;
axis->dirCurrent = STICKDIR_CENTER;
/* check direction to see if it's non-centered */
if (axis->length != 0.f) {
if (axis->angle >= PI_1_4 && axis->angle < PI_3_4) {
axis->dirCurrent = STICKDIR_UP;
} else if (axis->angle >= -PI_3_4 && axis->angle < -PI_1_4) {
axis->dirCurrent = STICKDIR_DOWN;
} else if (axis->angle >= PI_3_4 || axis->angle < -PI_3_4) {
axis->dirCurrent = STICKDIR_LEFT;
} else /* if (axis->angle < PI_1_4 && axis->angle >= -PI_1_4) */ {
axis->dirCurrent = STICKDIR_RIGHT;
}
}
}
/* Update trigger info */
static void GamepadUpdateTrigger(GAMEPAD_TRIGINFO* trig) {
trig->pressedLast = trig->pressedCurrent;
if (trig->value > GAMEPAD_DEADZONE_TRIGGER) {
trig->length = ((trig->value - GAMEPAD_DEADZONE_TRIGGER) / (255.0f - GAMEPAD_DEADZONE_TRIGGER));
trig->pressedCurrent = GAMEPAD_TRUE;
} else {
trig->value = 0;
trig->length = 0.0f;
trig->pressedCurrent = GAMEPAD_FALSE;
}
}
And please tell me if you need something else
thank you