@@ -3,23 +3,33 @@
// Refer to the license.txt file included.

#include "InputCommon/ControllerInterface/ForceFeedback/ForceFeedbackDevice.h"
#include <algorithm>

#include <array>
#include <string>

#include "Common/Thread.h"

namespace ciface
{
namespace ForceFeedback
{
// template instantiation
template class ForceFeedbackDevice::Force<DICONSTANTFORCE>;
template class ForceFeedbackDevice::Force<DIRAMPFORCE>;
template class ForceFeedbackDevice::Force<DIPERIODIC>;
// 100Hz which homebrew docs very roughly imply is within WiiMote normal
// range, used for periodic haptic effects though often ignored by devices
constexpr int RUMBLE_PERIOD = DI_SECONDS / 100;
// This needs to be at least as long as the longest rumble that might ever be played.
// Too short and it's going to stop in the middle of a long effect.
// "INFINITE" is invalid for ramp effects and probably not sensible.
constexpr int RUMBLE_LENGTH_MAX = DI_SECONDS * 10;

// Template instantiation:
template class ForceFeedbackDevice::TypedForce<DICONSTANTFORCE>;
template class ForceFeedbackDevice::TypedForce<DIRAMPFORCE>;
template class ForceFeedbackDevice::TypedForce<DIPERIODIC>;

struct ForceType
{
GUID guid;
const std::string name;
const char* name;
};

static const ForceType force_type_names[] = {
@@ -36,43 +46,79 @@ static const ForceType force_type_names[] = {
//{GUID_Friction, "Friction"},
};

bool ForceFeedbackDevice::InitForceFeedback(const LPDIRECTINPUTDEVICE8 device, int cAxes)
void ForceFeedbackDevice::DeInitForceFeedback()
{
if (cAxes == 0)
return false;
if (!m_run_thread.TestAndClear())
return;

SignalUpdateThread();
m_update_thread.join();
}

// TODO: check for DIDC_FORCEFEEDBACK in devcaps?
void ForceFeedbackDevice::ThreadFunc()
{
Common::SetCurrentThreadName("ForceFeedback update thread");

// temporary
DWORD rgdwAxes[2] = {DIJOFS_X, DIJOFS_Y};
LONG rglDirection[2] = {-200, 0};
while (m_run_thread.IsSet())
{
m_update_event.Wait();

DIEFFECT eff;
memset(&eff, 0, sizeof(eff));
eff.dwSize = sizeof(DIEFFECT);
for (auto output : Outputs())
{
auto& force = *static_cast<Force*>(output);
force.UpdateOutput();
}
}

for (auto output : Outputs())
{
auto& force = *static_cast<Force*>(output);
force.Release();
}
}

void ForceFeedbackDevice::SignalUpdateThread()
{
m_update_event.Set();
}

bool ForceFeedbackDevice::InitForceFeedback(const LPDIRECTINPUTDEVICE8 device, int axis_count)
{
if (axis_count == 0)
return false;

// We just use the X axis (for wheel left/right).
// Gamepads seem to not care which axis you use.
// These are temporary for creating the effect:
std::array<DWORD, 1> rgdwAxes = {DIJOFS_X};
std::array<LONG, 1> rglDirection = {-200};

DIEFFECT eff{};
eff.dwSize = sizeof(eff);
eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
eff.dwDuration = INFINITE; // (4 * DI_SECONDS)
eff.dwDuration = RUMBLE_LENGTH_MAX;
eff.dwSamplePeriod = 0;
eff.dwGain = DI_FFNOMINALMAX;
eff.dwTriggerButton = DIEB_NOTRIGGER;
eff.dwTriggerRepeatInterval = 0;
eff.cAxes = std::min<DWORD>(1, cAxes);
eff.rgdwAxes = rgdwAxes;
eff.rglDirection = rglDirection;

// initialize parameters
DICONSTANTFORCE diCF = {-10000};
diCF.lMagnitude = DI_FFNOMINALMAX;
DIRAMPFORCE diRF = {0};
DIPERIODIC diPE = {0};

// doesn't seem needed
// DIENVELOPE env;
// eff.lpEnvelope = &env;
// ZeroMemory(&env, sizeof(env));
// env.dwSize = sizeof(env);

for (const ForceType& f : force_type_names)
eff.cAxes = DWORD(rgdwAxes.size());
eff.rgdwAxes = rgdwAxes.data();
eff.rglDirection = rglDirection.data();
eff.dwStartDelay = 0;

// Initialize parameters with zero force (their current state).
DICONSTANTFORCE diCF{};
diCF.lMagnitude = 0;
DIRAMPFORCE diRF{};
diRF.lStart = diRF.lEnd = 0;
DIPERIODIC diPE{};
diPE.dwMagnitude = 0;
// Is it sensible to have a zero-offset?
diPE.lOffset = 0;
diPE.dwPhase = 0;
diPE.dwPeriod = RUMBLE_PERIOD;

for (auto& f : force_type_names)
{
if (f.guid == GUID_ConstantForce)
{
@@ -86,7 +132,7 @@ bool ForceFeedbackDevice::InitForceFeedback(const LPDIRECTINPUTDEVICE8 device, i
}
else
{
// all other forces need periodic parameters
// All other forces need periodic parameters:
eff.cbTypeSpecificParams = sizeof(DIPERIODIC);
eff.lpvTypeSpecificParams = &diPE;
}
@@ -95,15 +141,15 @@ bool ForceFeedbackDevice::InitForceFeedback(const LPDIRECTINPUTDEVICE8 device, i
if (SUCCEEDED(device->CreateEffect(f.guid, &eff, &pEffect, nullptr)))
{
if (f.guid == GUID_ConstantForce)
AddOutput(new ForceConstant(f.name, pEffect));
AddOutput(new ForceConstant(this, f.name, pEffect, diCF));
else if (f.guid == GUID_RampForce)
AddOutput(new ForceRamp(f.name, pEffect));
AddOutput(new ForceRamp(this, f.name, pEffect, diRF));
else
AddOutput(new ForcePeriodic(f.name, pEffect));
AddOutput(new ForcePeriodic(this, f.name, pEffect, diPE));
}
}

// disable autocentering
// Disable autocentering:
if (Outputs().size())
{
DIPROPDWORD dipdw;
@@ -113,95 +159,113 @@ bool ForceFeedbackDevice::InitForceFeedback(const LPDIRECTINPUTDEVICE8 device, i
dipdw.diph.dwHow = DIPH_DEVICE;
dipdw.dwData = DIPROPAUTOCENTER_OFF;
device->SetProperty(DIPROP_AUTOCENTER, &dipdw.diph);

m_run_thread.Set();
m_update_thread = std::thread(&ForceFeedbackDevice::ThreadFunc, this);
}

return true;
}

template <typename P>
ForceFeedbackDevice::Force<P>::~Force()
void ForceFeedbackDevice::TypedForce<P>::PlayEffect()
{
m_iface->Stop();
m_iface->Unload();
m_iface->Release();
}
DIEFFECT eff{};
eff.dwSize = sizeof(eff);
eff.cbTypeSpecificParams = sizeof(m_params);
eff.lpvTypeSpecificParams = &m_params;

template <typename P>
void ForceFeedbackDevice::Force<P>::Update()
{
DIEFFECT eff = {};
eff.dwSize = sizeof(DIEFFECT);
eff.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;

eff.cbTypeSpecificParams = sizeof(P);
eff.lpvTypeSpecificParams = &params;

// set params and start effect
m_iface->SetParameters(&eff, DIEP_TYPESPECIFICPARAMS | DIEP_START);
m_effect->SetParameters(&eff, DIEP_START | DIEP_TYPESPECIFICPARAMS);
}

template <typename P>
void ForceFeedbackDevice::Force<P>::Stop()
void ForceFeedbackDevice::TypedForce<P>::StopEffect()
{
m_iface->Stop();
m_effect->Stop();
}

template <>
void ForceFeedbackDevice::ForceConstant::SetState(const ControlState state)
bool ForceFeedbackDevice::ForceConstant::UpdateParameters(int magnitude)
{
const LONG new_val = LONG(10000 * state);
const auto old_magnitude = m_params.lMagnitude;

if (params.lMagnitude == new_val)
return;
m_params.lMagnitude = magnitude;

params.lMagnitude = new_val;
if (new_val)
Update();
else
Stop();
return old_magnitude != m_params.lMagnitude;
}

template <>
void ForceFeedbackDevice::ForceRamp::SetState(const ControlState state)
bool ForceFeedbackDevice::ForceRamp::UpdateParameters(int magnitude)
{
const LONG new_val = LONG(10000 * state);
const auto old_magnitude = m_params.lStart;

if (params.lStart == new_val)
return;
// Having the same "start" and "end" here is a bit odd..
// But ramp forces don't really make sense for our rumble effects anyways..
m_params.lStart = m_params.lEnd = magnitude;

params.lStart = params.lEnd = new_val;
if (new_val)
Update();
else
Stop();
return old_magnitude != m_params.lStart;
}

template <>
void ForceFeedbackDevice::ForcePeriodic::SetState(const ControlState state)
bool ForceFeedbackDevice::ForcePeriodic::UpdateParameters(int magnitude)
{
const DWORD new_val = DWORD(10000 * state);
const auto old_magnitude = m_params.dwMagnitude;

if (params.dwMagnitude == new_val)
return;
m_params.dwMagnitude = magnitude;

params.dwMagnitude = new_val;
if (new_val)
Update();
else
Stop();
return old_magnitude != m_params.dwMagnitude;
}

template <typename P>
ForceFeedbackDevice::Force<P>::Force(const std::string& name, LPDIRECTINPUTEFFECT iface)
: m_name(name), m_iface(iface)
ForceFeedbackDevice::TypedForce<P>::TypedForce(ForceFeedbackDevice* parent, const char* name,
LPDIRECTINPUTEFFECT effect, const P& params)
: Force(parent, name, effect), m_params(params)
{
memset(&params, 0, sizeof(params));
}

template <typename P>
std::string ForceFeedbackDevice::Force<P>::GetName() const
void ForceFeedbackDevice::TypedForce<P>::UpdateEffect(int magnitude)
{
if (UpdateParameters(magnitude))
{
if (magnitude)
PlayEffect();
else
StopEffect();
}
}

std::string ForceFeedbackDevice::Force::GetName() const
{
return m_name;
}

ForceFeedbackDevice::Force::Force(ForceFeedbackDevice* parent, const char* name,
LPDIRECTINPUTEFFECT effect)
: m_effect(effect), m_parent(*parent), m_name(name), m_desired_magnitude()
{
}

void ForceFeedbackDevice::Force::SetState(ControlState state)
{
const auto new_val = int(DI_FFNOMINALMAX * state);

if (m_desired_magnitude.exchange(new_val) != new_val)
m_parent.SignalUpdateThread();
}

void ForceFeedbackDevice::Force::UpdateOutput()
{
UpdateEffect(m_desired_magnitude);
}

void ForceFeedbackDevice::Force::Release()
{
// This isn't in the destructor because it should happen before the device is released.
m_effect->Stop();
m_effect->Unload();
m_effect->Release();
}

} // namespace ForceFeedback
} // namespace ciface
@@ -4,9 +4,12 @@

#pragma once

#include <list>
#include <atomic>
#include <string>
#include <thread>

#include "Common/Event.h"
#include "Common/Flag.h"
#include "InputCommon/ControllerInterface/Device.h"

#ifdef _WIN32
@@ -22,30 +25,64 @@ namespace ForceFeedback
{
class ForceFeedbackDevice : public Core::Device
{
public:
bool InitForceFeedback(const LPDIRECTINPUTDEVICE8, int axis_count);
void DeInitForceFeedback();

private:
template <typename P>
void ThreadFunc();

class Force : public Output
{
public:
Force(const std::string& name, LPDIRECTINPUTEFFECT iface);
~Force();
Force(ForceFeedbackDevice* parent, const char* name, LPDIRECTINPUTEFFECT effect);

void UpdateOutput();
void Release();

std::string GetName() const override;
void SetState(ControlState state) override;
void Update();
void Stop();
std::string GetName() const override;

protected:
const LPDIRECTINPUTEFFECT m_effect;

private:
const std::string m_name;
LPDIRECTINPUTEFFECT m_iface;
P params;
virtual void UpdateEffect(int magnitude) = 0;

ForceFeedbackDevice& m_parent;
const char* const m_name;
std::atomic<int> m_desired_magnitude;
};
typedef Force<DICONSTANTFORCE> ForceConstant;
typedef Force<DIRAMPFORCE> ForceRamp;
typedef Force<DIPERIODIC> ForcePeriodic;

public:
bool InitForceFeedback(const LPDIRECTINPUTDEVICE8, int cAxes);
template <typename P>
class TypedForce : public Force
{
public:
TypedForce(ForceFeedbackDevice* parent, const char* name, LPDIRECTINPUTEFFECT effect,
const P& params);

private:
void UpdateEffect(int magnitude) override;

// Returns true if parameters changed.
bool UpdateParameters(int magnitude);

void PlayEffect();
void StopEffect();

P m_params = {};
};

void SignalUpdateThread();

typedef TypedForce<DICONSTANTFORCE> ForceConstant;
typedef TypedForce<DIRAMPFORCE> ForceRamp;
typedef TypedForce<DIPERIODIC> ForcePeriodic;

std::thread m_update_thread;
Common::Event m_update_event;
Common::Flag m_run_thread;
};
}
}

} // namespace ForceFeedback
} // namespace ciface
@@ -99,6 +99,8 @@

Joystick::~Joystick()
{
DeInitForceFeedback();

if (m_ff_device)
m_ff_device->Release();
}