#include #include #include "base/NativeApp.h" #include "Core/Config.h" #include "Common/KeyMap.h" #include "input/input_state.h" #include "input/keycodes.h" #include "XinputDevice.h" // Utilities to dynamically load XInput. Adapted from SDL. typedef DWORD (WINAPI *XInputGetState_t) (DWORD dwUserIndex, XINPUT_STATE* pState); typedef DWORD (WINAPI *XInputSetState_t) (DWORD dwUserIndex, XINPUT_VIBRATION* pVibration); typedef DWORD (WINAPI *XInputGetCapabilities_t) (DWORD dwUserIndex, DWORD dwFlags, XINPUT_CAPABILITIES* pCapabilities); XInputGetState_t PPSSPP_XInputGetState = NULL; XInputSetState_t PPSSPP_XInputSetState = NULL; XInputGetCapabilities_t PPSSPP_XInputGetCapabilities = NULL; 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) { 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... */ PPSSPP_XInputGetState = (XInputGetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, (LPCSTR)100 ); PPSSPP_XInputSetState = (XInputSetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, "XInputSetState" ); PPSSPP_XInputGetCapabilities = (XInputGetCapabilities_t)GetProcAddress( (HMODULE)s_pXInputDLL, "XInputGetCapabilities" ); if ( !PPSSPP_XInputGetState || !PPSSPP_XInputSetState || !PPSSPP_XInputGetCapabilities ) { UnloadXInputDLL(); return -1; } return 0; } static void UnloadXInputDLL() { if ( s_pXInputDLL ) { if (--s_XInputDLLRefCount == 0) { FreeLibrary( s_pXInputDLL ); s_pXInputDLL = NULL; } } } #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) { ERROR_LOG(SCECTRL, "Failed to load XInput! DLL missing"); } ZeroMemory( &this->prevState, sizeof(this->prevState) ); this->check_delay = 0; this->gamepad_idx = -1; } XinputDevice::~XinputDevice() { UnloadXInputDLL(); } struct Stick { Stick (float x_, float y_, float scale) : x(x_ * scale), y(y_ * scale) {} float x; float y; }; inline float Clampf(float val, float min, float max) { if (val < min) return min; if (val > max) return max; return val; } inline float Signf(float val) { return (0.0f < val) - (val < 0.0f); } inline float LinearMapf(float val, float a0, float a1, float b0, float b1) { return b0 + (((val - a0) * (b1 - b0)) / (a1 - a0)); } static Stick NormalizedDeadzoneFilter(short x, short y, float dz, int idzm, float idz, float st) { Stick s(x, y, 1.0 / 32767.0f); float magnitude = sqrtf(s.x * s.x + s.y * s.y); if (magnitude > dz) { // Circle to square mapping (the PSP stick outputs the full -1..1 square of values) #if 1 // Looks way better than the old one, below, in the axis tester. float sx = s.x; float sy = s.y; float scaleFactor = sqrtf((sx * sx + sy * sy) / std::max(sx * sx, sy * sy)); s.x = sx * scaleFactor; s.y = sy * scaleFactor; #else if (magnitude > 1.0f) { s.x *= 1.41421f; s.y *= 1.41421f; } #endif // Linear range mapping (used to invert deadzones) float md = std::max(dz, idz); if (idzm == 1) { float xSign = Signf(s.x); if (xSign != 0.0f) { s.x = LinearMapf(s.x, xSign * dz, xSign, xSign * md, xSign * st); } } else if (idzm == 2) { float ySign = Signf(s.y); if (ySign != 0.0f) { s.y = LinearMapf(s.y, ySign * dz, ySign, ySign * md, ySign * st); } } else if (idzm == 3) { float xNorm = s.x / magnitude; float yNorm = s.y / magnitude; float mapMag = LinearMapf(magnitude, dz, 1.0f, md, st); s.x = xNorm * mapMag; s.y = yNorm * mapMag; } 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; } bool NormalizedDeadzoneDiffers(short x1, short y1, short x2, short y2, const float dz) { Stick s1(x1, y1, 1.0 / 32767.0f); Stick s2(x2, y2, 1.0 / 32767.0f); float magnitude1 = sqrtf(s1.x * s1.x + s1.y * s1.y); float magnitude2 = sqrtf(s2.x * s2.x + s2.y * s2.y); if (magnitude1 > dz || magnitude2 > dz) { return x1 != x2 || y1 != y2; } return false; } bool NormalizedDeadzoneDiffers(u8 x1, u8 x2, const u8 thresh) { if (x1 > thresh || x2 > thresh) { return x1 != x2; } return false; } int XinputDevice::UpdateState(InputState &input_state) { if (!s_pXInputDLL) return 0; if (this->check_delay-- > 0) return -1; XINPUT_STATE state; ZeroMemory( &state, sizeof(XINPUT_STATE) ); DWORD dwResult; if (this->gamepad_idx >= 0) { dwResult = PPSSPP_XInputGetState( this->gamepad_idx, &state ); } else { // use the first gamepad that responds for (int i = 0; i < XUSER_MAX_COUNT; i++) { dwResult = PPSSPP_XInputGetState( i, &state ); if (dwResult == ERROR_SUCCESS) { this->gamepad_idx = i; break; } } } if ( dwResult == ERROR_SUCCESS ) { static bool notified = false; if (!notified) { notified = true; KeyMap::NotifyPadConnected("Xbox 360 Pad"); } ApplyButtons(state, input_state); const float STICK_DEADZONE = g_Config.fXInputAnalogDeadzone; const int STICK_INV_MODE = g_Config.iXInputAnalogInverseMode; const float STICK_INV_DEADZONE = g_Config.fXInputAnalogInverseDeadzone; const float STICK_SENSITIVITY = g_Config.fXInputAnalogSensitivity; if (NormalizedDeadzoneDiffers(prevState.Gamepad.sThumbLX, prevState.Gamepad.sThumbLY, state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, STICK_DEADZONE)) { Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, STICK_DEADZONE, STICK_INV_MODE, STICK_INV_DEADZONE, STICK_SENSITIVITY); AxisInput axis; axis.deviceId = DEVICE_ID_X360_0; axis.axisId = JOYSTICK_AXIS_X; axis.value = left.x; if (prevState.Gamepad.sThumbLX != state.Gamepad.sThumbLX) { NativeAxis(axis); } axis.axisId = JOYSTICK_AXIS_Y; axis.value = left.y; if (prevState.Gamepad.sThumbLY != state.Gamepad.sThumbLY) { NativeAxis(axis); } } if (NormalizedDeadzoneDiffers(prevState.Gamepad.sThumbRX, prevState.Gamepad.sThumbRY, state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, STICK_DEADZONE)) { Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, STICK_DEADZONE, STICK_INV_MODE, STICK_INV_DEADZONE, STICK_SENSITIVITY); AxisInput axis; axis.deviceId = DEVICE_ID_X360_0; axis.axisId = JOYSTICK_AXIS_Z; axis.value = right.x; if (prevState.Gamepad.sThumbRX != state.Gamepad.sThumbRX) { NativeAxis(axis); } axis.axisId = JOYSTICK_AXIS_RZ; axis.value = right.y; if (prevState.Gamepad.sThumbRY != state.Gamepad.sThumbRY) { NativeAxis(axis); } } if (NormalizedDeadzoneDiffers(prevState.Gamepad.bLeftTrigger, state.Gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD)) { AxisInput axis; axis.deviceId = DEVICE_ID_X360_0; axis.axisId = JOYSTICK_AXIS_LTRIGGER; axis.value = (float)state.Gamepad.bLeftTrigger / 255.0f; NativeAxis(axis); } if (NormalizedDeadzoneDiffers(prevState.Gamepad.bRightTrigger, state.Gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD)) { AxisInput axis; axis.deviceId = DEVICE_ID_X360_0; axis.axisId = JOYSTICK_AXIS_RTRIGGER; axis.value = (float)state.Gamepad.bRightTrigger / 255.0f; NativeAxis(axis); } 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; } } void XinputDevice::ApplyButtons(XINPUT_STATE &state, InputState &input_state) { u32 buttons = state.Gamepad.wButtons; u32 downMask = buttons & (~prevButtons); u32 upMask = (~buttons) & prevButtons; prevButtons = buttons; for (int i = 0; i < xinput_ctrl_map_size; i++) { if (downMask & xinput_ctrl_map[i].from) { KeyInput key; key.deviceId = DEVICE_ID_X360_0; 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_X360_0; key.flags = KEY_UP; key.keyCode = xinput_ctrl_map[i].to; NativeKey(key); } } }