2012-11-12 15:38:21 +00:00
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#include "stdafx.h"
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#include "XinputDevice.h"
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#include <limits.h>
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#include <iostream>
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XinputDevice::XinputDevice() {
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ZeroMemory( &this->prevState, sizeof(this->prevState) );
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this->check_delay = 0;
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this->gamepad_idx = -1;
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}
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struct Stick {
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float x;
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float y;
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};
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static Stick NormalizedDeadzoneFilter(XINPUT_STATE &state);
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int XinputDevice::UpdateState() {
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if (this->check_delay-- > 0) return -1;
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XINPUT_STATE state;
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ZeroMemory( &state, sizeof(XINPUT_STATE) );
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DWORD dwResult;
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if (this->gamepad_idx >= 0)
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dwResult = XInputGetState( this->gamepad_idx, &state );
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else {
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// use the first gamepad that responds
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for (int i = 0; i < XUSER_MAX_COUNT; i++) {
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dwResult = XInputGetState( i, &state );
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if (dwResult == ERROR_SUCCESS) {
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this->gamepad_idx = i;
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break;
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}
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}
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}
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if ( dwResult == ERROR_SUCCESS ) {
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this->ApplyDiff(state);
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Stick left = NormalizedDeadzoneFilter(state);
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__CtrlSetAnalog(left.x, left.y);
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this->prevState = state;
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this->check_delay = 0;
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2012-11-12 17:32:35 +00:00
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return 0;
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2012-11-12 15:38:21 +00:00
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} else {
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// wait check_delay frames before polling the controller again
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this->gamepad_idx = -1;
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this->check_delay = 100;
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2012-11-12 17:32:35 +00:00
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return -1;
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2012-11-12 15:38:21 +00:00
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}
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}
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// We only filter the left stick since PSP has no analog triggers or right stick
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static Stick NormalizedDeadzoneFilter(XINPUT_STATE &state) {
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static const short DEADZONE = XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
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Stick left;
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left.x = state.Gamepad.sThumbLX;
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left.y = state.Gamepad.sThumbLY;
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float magnitude = sqrt(left.x*left.x + left.y*left.y);
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Stick norm;
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norm.x = left.x / magnitude;
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norm.y = left.y / magnitude;
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if (magnitude > DEADZONE) {
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if (magnitude > 32767) magnitude = 32767;
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// normalize the magnitude
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magnitude -= DEADZONE;
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magnitude /= (32767 - DEADZONE);
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// normalize the axis
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left.x = norm.x * magnitude;
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left.y = norm.y * magnitude;
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} else
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left.x = left.y = 0;
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return left;
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}
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static const unsigned short xinput_ctrl_map[] = {
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XINPUT_GAMEPAD_DPAD_UP, CTRL_UP,
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XINPUT_GAMEPAD_DPAD_DOWN, CTRL_DOWN,
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XINPUT_GAMEPAD_DPAD_LEFT, CTRL_LEFT,
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XINPUT_GAMEPAD_DPAD_RIGHT, CTRL_RIGHT,
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XINPUT_GAMEPAD_START, CTRL_START,
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XINPUT_GAMEPAD_BACK, CTRL_SELECT,
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XINPUT_GAMEPAD_LEFT_SHOULDER, CTRL_LTRIGGER,
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XINPUT_GAMEPAD_RIGHT_SHOULDER, CTRL_RTRIGGER,
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XINPUT_GAMEPAD_A, CTRL_CROSS,
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XINPUT_GAMEPAD_B, CTRL_CIRCLE,
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XINPUT_GAMEPAD_X, CTRL_SQUARE,
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XINPUT_GAMEPAD_Y, CTRL_TRIANGLE,
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};
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static inline u32 CtrlForXinput(int xinput) {
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for (int i = 0; i < sizeof(xinput_ctrl_map)/sizeof(xinput_ctrl_map[0]); i += 2)
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if (xinput_ctrl_map[i] == xinput) return (u32) xinput_ctrl_map[i+1];
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return 0;
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}
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void XinputDevice::ApplyDiff(XINPUT_STATE &state) {
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unsigned short pressed = state.Gamepad.wButtons & ~this->prevState.Gamepad.wButtons;
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unsigned short released = ~state.Gamepad.wButtons & this->prevState.Gamepad.wButtons;
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for (int i = 1; i < USHRT_MAX; i <<= 1) {
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if (pressed & i)
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__CtrlButtonDown(CtrlForXinput(i));
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if (released & i)
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__CtrlButtonUp(CtrlForXinput(i));
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}
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}
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