ppsspp/Windows/XinputDevice.cpp

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#include "ppsspp_config.h"
#include <climits>
#include <algorithm>
#include "Common/System/NativeApp.h"
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#include "Common/CommonWindows.h"
#include "Common/Log.h"
#include "Common/StringUtils.h"
#include "Common/TimeUtil.h"
#include "Common/Input/InputState.h"
#include "Common/Input/KeyCodes.h"
#include "XinputDevice.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "Core/KeyMap.h"
#include "Core/HLE/sceCtrl.h"
static double newVibrationTime = 0.0;
// Utilities to dynamically load XInput. Adapted from SDL.
#if !PPSSPP_PLATFORM(UWP)
struct XINPUT_CAPABILITIES_EX {
XINPUT_CAPABILITIES Capabilities;
WORD vendorId;
WORD productId;
WORD revisionId;
DWORD a4; //unknown
};
typedef DWORD (WINAPI *XInputGetState_t) (DWORD dwUserIndex, XINPUT_STATE* pState);
typedef DWORD (WINAPI *XInputSetState_t) (DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
typedef DWORD (WINAPI *XInputGetCapabilitiesEx_t) (DWORD unknown, DWORD dwUserIndex, DWORD flags, XINPUT_CAPABILITIES_EX *pCapabilities);
static XInputGetState_t PPSSPP_XInputGetState = nullptr;
static XInputSetState_t PPSSPP_XInputSetState = nullptr;
static XInputGetCapabilitiesEx_t PPSSPP_XInputGetCapabilitiesEx = nullptr;
static DWORD PPSSPP_XInputVersion = 0;
static HMODULE s_pXInputDLL = 0;
static int s_XInputDLLRefCount = 0;
static void UnloadXInputDLL();
static int LoadXInputDLL() {
DWORD version = 0;
if (s_pXInputDLL) {
s_XInputDLLRefCount++;
return 0; /* already loaded */
}
version = (1 << 16) | 4;
s_pXInputDLL = LoadLibrary( L"XInput1_4.dll" ); // 1.4 Ships with Windows 8.
if (!s_pXInputDLL) {
version = (1 << 16) | 3;
s_pXInputDLL = LoadLibrary( L"XInput1_3.dll" ); // 1.3 Ships with Vista and Win7, can be installed as a restributable component.
if (!s_pXInputDLL) {
version = (1 << 16) | 0;
s_pXInputDLL = LoadLibrary( L"XInput9_1_0.dll" ); // 1.0 ships with any Windows since WinXP
}
}
if (!s_pXInputDLL) {
return -1;
}
PPSSPP_XInputVersion = version;
s_XInputDLLRefCount = 1;
/* 100 is the ordinal for _XInputGetStateEx, which returns the same struct as XinputGetState, but with extra data in wButtons for the guide button, we think...
Let's try the name first, though - then fall back to ordinal, then to a non-Ex version (xinput9_1_0.dll doesn't have Ex) */
PPSSPP_XInputGetState = (XInputGetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, "XInputGetStateEx" );
if ( !PPSSPP_XInputGetState ) {
PPSSPP_XInputGetState = (XInputGetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, (LPCSTR)100 );
if ( !PPSSPP_XInputGetState ) {
PPSSPP_XInputGetState = (XInputGetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, "XInputGetState" );
}
}
if ( !PPSSPP_XInputGetState ) {
UnloadXInputDLL();
return -1;
}
/* Let's try the name first, then fall back to a non-Ex version (xinput9_1_0.dll doesn't have Ex) */
PPSSPP_XInputSetState = (XInputSetState_t)GetProcAddress((HMODULE)s_pXInputDLL, "XInputSetStateEx");
if (!PPSSPP_XInputSetState) {
PPSSPP_XInputSetState = (XInputSetState_t)GetProcAddress((HMODULE)s_pXInputDLL, "XInputSetState");
}
if (!PPSSPP_XInputSetState) {
UnloadXInputDLL();
return -1;
}
if (PPSSPP_XInputVersion >= ((1 << 16) | 4)) {
PPSSPP_XInputGetCapabilitiesEx = (XInputGetCapabilitiesEx_t)GetProcAddress((HMODULE)s_pXInputDLL, (LPCSTR)108);
}
return 0;
}
static void UnloadXInputDLL() {
if ( s_pXInputDLL ) {
if (--s_XInputDLLRefCount == 0) {
FreeLibrary( s_pXInputDLL );
s_pXInputDLL = NULL;
}
}
}
#else
static int LoadXInputDLL() { return 0; }
static void UnloadXInputDLL() {}
#define PPSSPP_XInputGetState XInputGetState
#define PPSSPP_XInputSetState XInputSetState
#endif
#ifndef XUSER_MAX_COUNT
#define XUSER_MAX_COUNT 4
#endif
// Undocumented. Steam annoyingly grabs this button though....
#define XINPUT_GUIDE_BUTTON 0x400
// Permanent map. Actual mapping happens elsewhere.
static const struct {int from, to;} xinput_ctrl_map[] = {
{XINPUT_GAMEPAD_A, NKCODE_BUTTON_A},
{XINPUT_GAMEPAD_B, NKCODE_BUTTON_B},
{XINPUT_GAMEPAD_X, NKCODE_BUTTON_X},
{XINPUT_GAMEPAD_Y, NKCODE_BUTTON_Y},
{XINPUT_GAMEPAD_BACK, NKCODE_BUTTON_SELECT},
{XINPUT_GAMEPAD_START, NKCODE_BUTTON_START},
{XINPUT_GAMEPAD_LEFT_SHOULDER, NKCODE_BUTTON_L1},
{XINPUT_GAMEPAD_RIGHT_SHOULDER, NKCODE_BUTTON_R1},
{XINPUT_GAMEPAD_LEFT_THUMB, NKCODE_BUTTON_THUMBL},
{XINPUT_GAMEPAD_RIGHT_THUMB, NKCODE_BUTTON_THUMBR},
{XINPUT_GAMEPAD_DPAD_UP, NKCODE_DPAD_UP},
{XINPUT_GAMEPAD_DPAD_DOWN, NKCODE_DPAD_DOWN},
{XINPUT_GAMEPAD_DPAD_LEFT, NKCODE_DPAD_LEFT},
{XINPUT_GAMEPAD_DPAD_RIGHT, NKCODE_DPAD_RIGHT},
{XINPUT_GUIDE_BUTTON, NKCODE_HOME},
};
static const unsigned int xinput_ctrl_map_size = sizeof(xinput_ctrl_map) / sizeof(xinput_ctrl_map[0]);
XinputDevice::XinputDevice() {
if (LoadXInputDLL() != 0) {
WARN_LOG(SCECTRL, "Failed to load XInput! DLL missing");
}
for (size_t i = 0; i < ARRAY_SIZE(check_delay); ++i) {
check_delay[i] = (int)i;
}
}
XinputDevice::~XinputDevice() {
UnloadXInputDLL();
}
struct Stick {
Stick (float x_, float y_, float scale) : x(x_ * scale), y(y_ * scale) {}
float x;
float y;
};
bool NormalizedDeadzoneDiffers(u8 x1, u8 x2, const u8 thresh) {
if (x1 > thresh || x2 > thresh) {
return x1 != x2;
}
return false;
}
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int XinputDevice::UpdateState() {
#if !PPSSPP_PLATFORM(UWP)
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if (!s_pXInputDLL)
return 0;
#endif
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bool anySuccess = false;
for (int i = 0; i < XUSER_MAX_COUNT; i++) {
XINPUT_STATE state;
ZeroMemory(&state, sizeof(XINPUT_STATE));
XINPUT_VIBRATION vibration;
ZeroMemory(&vibration, sizeof(XINPUT_VIBRATION));
if (check_delay[i]-- > 0)
continue;
DWORD dwResult = PPSSPP_XInputGetState(i, &state);
if (dwResult == ERROR_SUCCESS) {
UpdatePad(i, state, vibration);
anySuccess = true;
} else {
check_delay[i] = 30;
}
}
// If we get XInput, skip the others. This might not actually be a good idea,
// and was done to avoid conflicts between DirectInput and XInput.
return anySuccess ? UPDATESTATE_SKIP_PAD : 0;
}
void XinputDevice::UpdatePad(int pad, const XINPUT_STATE &state, XINPUT_VIBRATION &vibration) {
static bool notified[XUSER_MAX_COUNT]{};
if (!notified[pad]) {
notified[pad] = true;
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#if !PPSSPP_PLATFORM(UWP)
XINPUT_CAPABILITIES_EX caps;
if (PPSSPP_XInputGetCapabilitiesEx != nullptr && PPSSPP_XInputGetCapabilitiesEx(1, pad, 0, &caps) == ERROR_SUCCESS) {
KeyMap::NotifyPadConnected(DEVICE_ID_XINPUT_0 + pad, StringFromFormat("Xbox 360 Pad: %d/%d", caps.vendorId, caps.productId));
} else {
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#else
{
#endif
KeyMap::NotifyPadConnected(DEVICE_ID_XINPUT_0 + pad, "Xbox 360 Pad");
}
}
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ApplyButtons(pad, state);
ApplyVibration(pad, vibration);
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AxisInput axis;
axis.deviceId = DEVICE_ID_XINPUT_0 + pad;
auto sendAxis = [&](AndroidJoystickAxis axisId, float value) {
axis.axisId = axisId;
axis.value = value;
NativeAxis(axis);
};
sendAxis(JOYSTICK_AXIS_X, (float)state.Gamepad.sThumbLX / 32767.0f);
sendAxis(JOYSTICK_AXIS_Y, (float)state.Gamepad.sThumbLY / 32767.0f);
sendAxis(JOYSTICK_AXIS_Z, (float)state.Gamepad.sThumbRX / 32767.0f);
sendAxis(JOYSTICK_AXIS_RZ, (float)state.Gamepad.sThumbRY / 32767.0f);
if (NormalizedDeadzoneDiffers(prevState[pad].Gamepad.bLeftTrigger, state.Gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD)) {
sendAxis(JOYSTICK_AXIS_LTRIGGER, (float)state.Gamepad.bLeftTrigger / 255.0f);
}
if (NormalizedDeadzoneDiffers(prevState[pad].Gamepad.bRightTrigger, state.Gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD)) {
sendAxis(JOYSTICK_AXIS_RTRIGGER, (float)state.Gamepad.bRightTrigger / 255.0f);
}
prevState[pad] = state;
check_delay[pad] = 0;
}
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void XinputDevice::ApplyButtons(int pad, const XINPUT_STATE &state) {
u32 buttons = state.Gamepad.wButtons;
u32 downMask = buttons & (~prevButtons[pad]);
u32 upMask = (~buttons) & prevButtons[pad];
prevButtons[pad] = buttons;
for (int i = 0; i < xinput_ctrl_map_size; i++) {
if (downMask & xinput_ctrl_map[i].from) {
KeyInput key;
key.deviceId = DEVICE_ID_XINPUT_0 + pad;
key.flags = KEY_DOWN;
key.keyCode = xinput_ctrl_map[i].to;
NativeKey(key);
}
if (upMask & xinput_ctrl_map[i].from) {
KeyInput key;
key.deviceId = DEVICE_ID_XINPUT_0 + pad;
key.flags = KEY_UP;
key.keyCode = xinput_ctrl_map[i].to;
NativeKey(key);
}
}
}
void XinputDevice::ApplyVibration(int pad, XINPUT_VIBRATION &vibration) {
if (PSP_IsInited()) {
newVibrationTime = time_now_d();
// We have to run PPSSPP_XInputSetState at time intervals
// since it bugs otherwise with very high fast-forward speeds
// and freezes at constant vibration or no vibration at all.
if (newVibrationTime - prevVibrationTime >= 1.0 / 64.0) {
if (GetUIState() == UISTATE_INGAME) {
vibration.wLeftMotorSpeed = sceCtrlGetLeftVibration(); // use any value between 0-65535 here
vibration.wRightMotorSpeed = sceCtrlGetRightVibration(); // use any value between 0-65535 here
} else {
vibration.wLeftMotorSpeed = 0;
vibration.wRightMotorSpeed = 0;
}
if (prevVibration[pad].wLeftMotorSpeed != vibration.wLeftMotorSpeed || prevVibration[pad].wRightMotorSpeed != vibration.wRightMotorSpeed) {
PPSSPP_XInputSetState(pad, &vibration);
prevVibration[pad] = vibration;
}
prevVibrationTime = newVibrationTime;
}
} else {
DWORD dwResult = PPSSPP_XInputSetState(pad, &vibration);
if (dwResult != ERROR_SUCCESS) {
check_delay[pad] = 30;
}
}
}