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synced 2024-11-27 07:20:49 +00:00
Only send XInput analog on change.
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@ -66,35 +66,36 @@ int XinputDevice::UpdateState(InputState &input_state) {
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if ( dwResult == ERROR_SUCCESS ) {
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ApplyButtons(state, input_state);
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Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY);
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Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY);
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input_state.pad_lstick_x += left.x;
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input_state.pad_lstick_y += left.y;
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input_state.pad_rstick_x += right.x;
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input_state.pad_rstick_y += right.y;
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// Also convert the analog triggers.
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input_state.pad_ltrigger = state.Gamepad.bLeftTrigger / 255.0f;
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input_state.pad_rtrigger = state.Gamepad.bRightTrigger / 255.0f;
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if (prevState.Gamepad.sThumbLX != state.Gamepad.sThumbLX || prevState.Gamepad.sThumbLY != state.Gamepad.sThumbLY) {
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Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY);
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AxisInput axis;
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axis.deviceId = DEVICE_ID_X360_0;
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axis.axisId = JOYSTICK_AXIS_X;
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axis.value = left.x;
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NativeAxis(axis);
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axis.axisId = JOYSTICK_AXIS_Y;
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axis.value = left.y;
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NativeAxis(axis);
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}
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if (prevState.Gamepad.sThumbRX != state.Gamepad.sThumbRX || prevState.Gamepad.sThumbRY != state.Gamepad.sThumbRY) {
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Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY);
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AxisInput axis;
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axis.deviceId = DEVICE_ID_X360_0;
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axis.axisId = JOYSTICK_AXIS_Z;
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axis.value = right.x;
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NativeAxis(axis);
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axis.axisId = JOYSTICK_AXIS_RZ;
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axis.value = right.y;
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NativeAxis(axis);
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}
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this->prevState = state;
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this->check_delay = 0;
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AxisInput axis;
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axis.deviceId = DEVICE_ID_KEYBOARD;
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axis.axisId = JOYSTICK_AXIS_X;
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axis.value = left.x;
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NativeAxis(axis);
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axis.axisId = JOYSTICK_AXIS_Y;
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axis.value = left.y;
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NativeAxis(axis);
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axis.axisId = JOYSTICK_AXIS_Z;
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axis.value = right.x;
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NativeAxis(axis);
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axis.axisId = JOYSTICK_AXIS_RZ;
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axis.value = right.y;
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NativeAxis(axis);
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// If there's an XInput pad, skip following pads. This prevents DInput and XInput
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// from colliding.
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return UPDATESTATE_SKIP_PAD;
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@ -112,7 +113,6 @@ inline float Clampf(float val, float min, float max) {
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return val;
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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(short x, short y) {
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static const float DEADZONE = (float)XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE / 32767.0f;
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Stick s;
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@ -139,46 +139,12 @@ static Stick NormalizedDeadzoneFilter(short x, short y) {
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void XinputDevice::ApplyButtons(XINPUT_STATE &state, InputState &input_state) {
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u32 buttons = state.Gamepad.wButtons;
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// Simulate some extra buttons from axes. This should be done elsewhere really.
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if (state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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buttons |= XBOX_CODE_LEFTTRIGGER;
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if (state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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buttons |= XBOX_CODE_RIGHTTRIGGER;
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const SHORT rthreshold = 22000;
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switch (g_Config.iRightStickBind) {
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case 0:
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break;
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case 1:
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if (state.Gamepad.sThumbRX > rthreshold) buttons |= XINPUT_GAMEPAD_DPAD_RIGHT;
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else if (state.Gamepad.sThumbRX < -rthreshold) buttons |= XINPUT_GAMEPAD_DPAD_LEFT;
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if (state.Gamepad.sThumbRY > rthreshold) buttons |= XINPUT_GAMEPAD_DPAD_UP;
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else if (state.Gamepad.sThumbRY < -rthreshold) buttons |= XINPUT_GAMEPAD_DPAD_DOWN;
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break;
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case 2:
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if (state.Gamepad.sThumbRX > rthreshold) buttons |= XINPUT_GAMEPAD_B;
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else if (state.Gamepad.sThumbRX < -rthreshold) buttons |= XINPUT_GAMEPAD_X;
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if (state.Gamepad.sThumbRY > rthreshold) buttons |= XINPUT_GAMEPAD_Y;
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else if (state.Gamepad.sThumbRY < -rthreshold) buttons |= XINPUT_GAMEPAD_A;
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break;
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case 3:
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if (state.Gamepad.sThumbRX > rthreshold) buttons |= XINPUT_GAMEPAD_RIGHT_SHOULDER;
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else if (state.Gamepad.sThumbRX < -rthreshold) buttons |= XINPUT_GAMEPAD_LEFT_SHOULDER;
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break;
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case 4:
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if (state.Gamepad.sThumbRX > rthreshold) buttons |= XINPUT_GAMEPAD_RIGHT_SHOULDER;
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else if (state.Gamepad.sThumbRX < -rthreshold) buttons |= XINPUT_GAMEPAD_LEFT_SHOULDER;
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if (state.Gamepad.sThumbRY > rthreshold) buttons |= XINPUT_GAMEPAD_Y;
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else if (state.Gamepad.sThumbRY < -rthreshold) buttons |= XINPUT_GAMEPAD_A;
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break;
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case 5:
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if (state.Gamepad.sThumbRX > rthreshold) buttons |= XINPUT_GAMEPAD_DPAD_RIGHT;
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else if (state.Gamepad.sThumbRX < -rthreshold) buttons |= XINPUT_GAMEPAD_DPAD_LEFT;
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break;
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}
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u32 downMask = buttons & (~prevButtons);
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u32 upMask = (~buttons) & prevButtons;
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prevButtons = buttons;
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