ppsspp/Windows/XinputDevice.cpp

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#include <limits.h>
#include "Core/Config.h"
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#include "input/input_state.h"
#include "XinputDevice.h"
#include "ControlMapping.h"
#ifndef XUSER_MAX_COUNT
#define XUSER_MAX_COUNT 4
#endif
// Yes, this maps more than the PSP has, but that's fine as this lets us
// map buttons to extra functionality like speedup.
unsigned int xinput_ctrl_map[] = {
XBOX_CODE_LEFTTRIGER, PAD_BUTTON_UNTHROTTLE,
XBOX_CODE_RIGHTTRIGER, PAD_BUTTON_BACK,
XINPUT_GAMEPAD_A, PAD_BUTTON_A,
XINPUT_GAMEPAD_B, PAD_BUTTON_B,
XINPUT_GAMEPAD_X, PAD_BUTTON_X,
XINPUT_GAMEPAD_Y, PAD_BUTTON_Y,
XINPUT_GAMEPAD_BACK, PAD_BUTTON_SELECT,
XINPUT_GAMEPAD_START, PAD_BUTTON_START,
XINPUT_GAMEPAD_LEFT_SHOULDER, PAD_BUTTON_LBUMPER,
XINPUT_GAMEPAD_RIGHT_SHOULDER, PAD_BUTTON_RBUMPER,
XINPUT_GAMEPAD_LEFT_THUMB, PAD_BUTTON_LEFT_THUMB, // Turbo
XINPUT_GAMEPAD_RIGHT_THUMB, PAD_BUTTON_RIGHT_THUMB, // Open PauseScreen
XINPUT_GAMEPAD_DPAD_UP, PAD_BUTTON_UP,
XINPUT_GAMEPAD_DPAD_DOWN, PAD_BUTTON_DOWN,
XINPUT_GAMEPAD_DPAD_LEFT, PAD_BUTTON_LEFT,
XINPUT_GAMEPAD_DPAD_RIGHT, PAD_BUTTON_RIGHT,
};
static const unsigned int xinput_ctrl_map_size = sizeof(xinput_ctrl_map);
XinputDevice::XinputDevice() {
ZeroMemory( &this->prevState, sizeof(this->prevState) );
this->check_delay = 0;
this->gamepad_idx = -1;
}
struct Stick {
float x;
float y;
};
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static Stick NormalizedDeadzoneFilter(short x, short y);
int XinputDevice::UpdateState(InputState &input_state) {
if (g_Config.iForceInputDevice > 0) return -1;
if (this->check_delay-- > 0) return -1;
XINPUT_STATE state;
ZeroMemory( &state, sizeof(XINPUT_STATE) );
DWORD dwResult;
if (this->gamepad_idx >= 0)
dwResult = XInputGetState( this->gamepad_idx, &state );
else {
// use the first gamepad that responds
for (int i = 0; i < XUSER_MAX_COUNT; i++) {
dwResult = XInputGetState( i, &state );
if (dwResult == ERROR_SUCCESS) {
this->gamepad_idx = i;
break;
}
}
}
if ( dwResult == ERROR_SUCCESS ) {
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ApplyDiff(state, input_state);
Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY);
Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY);
input_state.pad_lstick_x += left.x;
input_state.pad_lstick_y += left.y;
input_state.pad_rstick_x += right.x;
input_state.pad_rstick_y += right.y;
// Also convert the analog triggers.
input_state.pad_ltrigger = state.Gamepad.bLeftTrigger / 255.0f;
input_state.pad_rtrigger = state.Gamepad.bRightTrigger / 255.0f;
this->prevState = state;
this->check_delay = 0;
// If there's an XInput pad, skip following pads. This prevents DInput and XInput
// from colliding.
return UPDATESTATE_SKIP_PAD;
} else {
// wait check_delay frames before polling the controller again
this->gamepad_idx = -1;
this->check_delay = 100;
return -1;
}
}
inline float Clampf(float val, float min, float max) {
if (val < min) return min;
if (val > max) return max;
return val;
}
// We only filter the left stick since PSP has no analog triggers or right stick
static Stick NormalizedDeadzoneFilter(short x, short y) {
static const float DEADZONE = (float)XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE / 32767.0f;
Stick s;
s.x = (float)x / 32767.0f;
s.y = (float)y / 32767.0f;
float magnitude = sqrtf(s.x * s.x + s.y * s.y);
if (magnitude > DEADZONE) {
if (magnitude > 1.0f) {
s.x *= 1.41421f;
s.y *= 1.41421f;
}
s.x = Clampf(s.x, -1.0f, 1.0f);
s.y = Clampf(s.y, -1.0f, 1.0f);
} else {
s.x = 0.0f;
s.y = 0.0f;
}
return s;
}
struct xinput_button_name {
unsigned int button;
char name[10];
};
const xinput_button_name xinput_name_map[] = {
{XBOX_CODE_LEFTTRIGER, "LT"},
{XBOX_CODE_RIGHTTRIGER, "RT"},
{XINPUT_GAMEPAD_A, "A"},
{XINPUT_GAMEPAD_B, "B"},
{XINPUT_GAMEPAD_X, "X"},
{XINPUT_GAMEPAD_Y, "Y"},
{XINPUT_GAMEPAD_BACK, "Back"},
{XINPUT_GAMEPAD_START, "Start"},
{XINPUT_GAMEPAD_LEFT_SHOULDER, "LB"},
{XINPUT_GAMEPAD_RIGHT_SHOULDER, "RB"},
{XINPUT_GAMEPAD_LEFT_THUMB, "LThumb"},
{XINPUT_GAMEPAD_RIGHT_THUMB, "RThumb"},
{XINPUT_GAMEPAD_DPAD_UP, "Up"},
{XINPUT_GAMEPAD_DPAD_DOWN, "Down"},
{XINPUT_GAMEPAD_DPAD_LEFT, "Left"},
{XINPUT_GAMEPAD_DPAD_RIGHT, "Right"},
};
static const int xbutton_name_map_size = sizeof(xinput_name_map) / sizeof(xinput_button_name);
const char * getXinputButtonName(unsigned int button) {
for (int i = 0; i < xbutton_name_map_size; i++) {
if (xinput_name_map[i].button == button)
return xinput_name_map[i].name;
}
return 0;
}
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void XinputDevice::ApplyDiff(XINPUT_STATE &state, InputState &input_state) {
// Skip XBOX_CODE_LIFT/RIGHT TRIGER. it's virtual code for Mapping.
for (int i = 0; i < sizeof(xinput_ctrl_map)/sizeof(xinput_ctrl_map[0]); i += 2) {
if (state.Gamepad.wButtons & (WORD)(xinput_ctrl_map[i])) {
input_state.pad_buttons |= (int)xinput_ctrl_map[i + 1];
}
// Effective use of triggers that are not used.
if (xinput_ctrl_map[i] == XBOX_CODE_LEFTTRIGER &&
state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
input_state.pad_buttons |= xinput_ctrl_map[i + 1];
}
if (xinput_ctrl_map[i] == XBOX_CODE_RIGHTTRIGER &&
state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
input_state.pad_buttons |= xinput_ctrl_map[i + 1];
}
}
const SHORT rthreshold = 22000;
switch (g_Config.iRightStickBind) {
case 0:
break;
case 1:
if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_RIGHT;
else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_LEFT;
if (state.Gamepad.sThumbRY > rthreshold) input_state.pad_buttons |= PAD_BUTTON_UP;
else if (state.Gamepad.sThumbRY < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_DOWN;
break;
case 2:
if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_B;
else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_X;
if (state.Gamepad.sThumbRY > rthreshold) input_state.pad_buttons |= PAD_BUTTON_Y;
else if (state.Gamepad.sThumbRY < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_A;
break;
case 3:
if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_RBUMPER;
else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_LBUMPER;
break;
case 4:
if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_RBUMPER;
else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_LBUMPER;
if (state.Gamepad.sThumbRY > rthreshold) input_state.pad_buttons |= PAD_BUTTON_Y;
else if (state.Gamepad.sThumbRY < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_A;
break;
case 5:
if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_RIGHT;
else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_LEFT;
break;
}
}
int XinputDevice::UpdateRawStateSingle(RawInputState &rawState)
{
if (g_Config.iForceInputDevice > 0) return -1;
XINPUT_STATE state;
ZeroMemory( &state, sizeof(XINPUT_STATE) );
DWORD dwResult;
if (this->gamepad_idx >= 0)
dwResult = XInputGetState( this->gamepad_idx, &state );
else {
// use the first gamepad that responds
for (int i = 0; i < XUSER_MAX_COUNT; i++) {
dwResult = XInputGetState( i, &state );
if (dwResult == ERROR_SUCCESS) {
this->gamepad_idx = i;
break;
}
}
}
if ( dwResult == ERROR_SUCCESS ) {
for (UINT bit = XINPUT_GAMEPAD_DPAD_UP; bit <= XINPUT_GAMEPAD_Y; bit <<= 1) {
if (state.Gamepad.wButtons & bit) {
rawState.button = bit;
break;
}
}
if (state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
rawState.button = XBOX_CODE_LEFTTRIGER;
} else if (state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
rawState.button = XBOX_CODE_RIGHTTRIGER;
}
return TRUE;
}
return FALSE;
}