//======================================================================== // GLFW - An OpenGL framework // Platform: X11/GLX // API version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2002-2006 Marcus Geelnard // Copyright (c) 2006-2010 Camilla Berglund // // 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 "internal.h" //======================================================================== // Note: Only Linux joystick input is supported at the moment. Other // systems will behave as if there are no joysticks connected. //======================================================================== //************************************************************************ //**** GLFW internal functions **** //************************************************************************ #ifdef _GLFW_USE_LINUX_JOYSTICKS //------------------------------------------------------------------------ // Here are the Linux joystick driver v1.x interface definitions that we // use (we do not want to rely on ): //------------------------------------------------------------------------ #include #include #include // Joystick event types #define JS_EVENT_BUTTON 0x01 /* button pressed/released */ #define JS_EVENT_AXIS 0x02 /* joystick moved */ #define JS_EVENT_INIT 0x80 /* initial state of device */ // Joystick event structure struct js_event { unsigned int time; /* (u32) event timestamp in milliseconds */ signed short value; /* (s16) value */ unsigned char type; /* (u8) event type */ unsigned char number; /* (u8) axis/button number */ }; // Joystick IOCTL commands #define JSIOCGVERSION _IOR('j', 0x01, int) /* get driver version (u32) */ #define JSIOCGAXES _IOR('j', 0x11, char) /* get number of axes (u8) */ #define JSIOCGBUTTONS _IOR('j', 0x12, char) /* get number of buttons (u8) */ #endif // _GLFW_USE_LINUX_JOYSTICKS //======================================================================== // Initialize joystick interface //======================================================================== void _glfwInitJoysticks(void) { #ifdef _GLFW_USE_LINUX_JOYSTICKS int k, n, fd, joy_count; char* joy_base_name; char joy_dev_name[20]; int driver_version = 0x000800; char ret_data; #endif // _GLFW_USE_LINUX_JOYSTICKS int i; // Start by saying that there are no sticks for (i = 0; i <= GLFW_JOYSTICK_LAST; i++) _glfwJoy[i].Present = GL_FALSE; #ifdef _GLFW_USE_LINUX_JOYSTICKS // Try to open joysticks (nonblocking) joy_count = 0; for (k = 0; k <= 1 && joy_count <= GLFW_JOYSTICK_LAST; k++) { // Pick joystick base name switch (k) { case 0: // USB joysticks joy_base_name = "/dev/input/js"; break; case 1: // "Legacy" joysticks joy_base_name = "/dev/js"; break; default: // This should never happen continue; } // Try to open a few of these sticks for (i = 0; i <= 50 && joy_count <= GLFW_JOYSTICK_LAST; i++) { sprintf(joy_dev_name, "%s%d", joy_base_name, i); fd = open(joy_dev_name, O_NONBLOCK); if (fd != -1) { // Remember fd _glfwJoy[joy_count].fd = fd; // Check that the joystick driver version is 1.0+ ioctl(fd, JSIOCGVERSION, &driver_version); if (driver_version < 0x010000) { // It's an old 0.x interface (we don't support it) close(fd); continue; } // Get number of joystick axes ioctl(fd, JSIOCGAXES, &ret_data); _glfwJoy[joy_count].NumAxes = (int) ret_data; // Get number of joystick buttons ioctl(fd, JSIOCGBUTTONS, &ret_data); _glfwJoy[joy_count].NumButtons = (int) ret_data; // Allocate memory for joystick state _glfwJoy[joy_count].Axis = (float*) malloc(sizeof(float) * _glfwJoy[joy_count].NumAxes); if (_glfwJoy[joy_count].Axis == NULL) { close(fd); continue; } _glfwJoy[joy_count].Button = (unsigned char*) malloc(sizeof(char) * _glfwJoy[joy_count].NumButtons); if (_glfwJoy[joy_count].Button == NULL) { free(_glfwJoy[joy_count].Axis); close(fd); continue; } // Clear joystick state for (n = 0; n < _glfwJoy[joy_count].NumAxes; n++) _glfwJoy[joy_count].Axis[n] = 0.0f; for (n = 0; n < _glfwJoy[joy_count].NumButtons; n++) _glfwJoy[joy_count].Button[n] = GLFW_RELEASE; // The joystick is supported and connected _glfwJoy[joy_count].Present = GL_TRUE; joy_count++; } } } #endif // _GLFW_USE_LINUX_JOYSTICKS } //======================================================================== // Close all opened joystick handles //======================================================================== void _glfwTerminateJoysticks(void) { #ifdef _GLFW_USE_LINUX_JOYSTICKS int i; // Close any opened joysticks for (i = 0; i <= GLFW_JOYSTICK_LAST; i++) { if (_glfwJoy[i].Present) { close(_glfwJoy[i].fd); free(_glfwJoy[i].Axis); free(_glfwJoy[i].Button); _glfwJoy[i].Present = GL_FALSE; } } #endif // _GLFW_USE_LINUX_JOYSTICKS } //======================================================================== // Empty joystick event queue //======================================================================== static void pollJoystickEvents(void) { #ifdef _GLFW_USE_LINUX_JOYSTICKS struct js_event e; int i; // Get joystick events for all GLFW joysticks for (i = 0; i <= GLFW_JOYSTICK_LAST; i++) { // Is the stick present? if (_glfwJoy[i].Present) { // Read all queued events (non-blocking) while (read(_glfwJoy[i].fd, &e, sizeof(struct js_event)) > 0) { // We don't care if it's an init event or not e.type &= ~JS_EVENT_INIT; // Check event type switch (e.type) { case JS_EVENT_AXIS: _glfwJoy[i].Axis[e.number] = (float) e.value / 32767.0f; // We need to change the sign for the Y axes, so that // positive = up/forward, according to the GLFW spec. if (e.number & 1) _glfwJoy[i].Axis[e.number] = -_glfwJoy[i].Axis[e.number]; break; case JS_EVENT_BUTTON: _glfwJoy[i].Button[e.number] = e.value ? GLFW_PRESS : GLFW_RELEASE; break; default: break; } } } } #endif // _GLFW_USE_LINUX_JOYSTICKS } //************************************************************************ //**** Platform implementation functions **** //************************************************************************ //======================================================================== // Determine joystick capabilities //======================================================================== int _glfwPlatformGetJoystickParam(int joy, int param) { if (!_glfwJoy[joy].Present) return 0; switch (param) { case GLFW_PRESENT: return GL_TRUE; case GLFW_AXES: return _glfwJoy[joy].NumAxes; case GLFW_BUTTONS: return _glfwJoy[joy].NumButtons; default: break; } return 0; } //======================================================================== // Get joystick axis positions //======================================================================== int _glfwPlatformGetJoystickPos(int joy, float* pos, int numaxes) { int i; if (!_glfwJoy[joy].Present) return 0; // Update joystick state pollJoystickEvents(); // Does the joystick support less axes than requested? if (_glfwJoy[joy].NumAxes < numaxes) numaxes = _glfwJoy[joy].NumAxes; // Copy axis positions from internal state for (i = 0; i < numaxes; i++) pos[i] = _glfwJoy[joy].Axis[i]; return numaxes; } //======================================================================== // Get joystick button states //======================================================================== int _glfwPlatformGetJoystickButtons(int joy, unsigned char* buttons, int numbuttons) { int i; if (!_glfwJoy[joy].Present) return 0; // Update joystick state pollJoystickEvents(); // Does the joystick support less buttons than requested? if (_glfwJoy[joy].NumButtons < numbuttons) numbuttons = _glfwJoy[joy].NumButtons; // Copy button states from internal state for (i = 0; i < numbuttons; i++) buttons[i] = _glfwJoy[joy].Button[i]; return numbuttons; }