#include "ppsspp_config.h" #include #include #include "Common/System/NativeApp.h" #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" // 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 = nullptr; 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 = nullptr; } } } #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; InputKeyCode 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}, }; XinputDevice::XinputDevice() { if (LoadXInputDLL() != 0) { WARN_LOG(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(); } int XinputDevice::UpdateState() { #if !PPSSPP_PLATFORM(UWP) if (!s_pXInputDLL) return 0; #endif bool anySuccess = false; for (int i = 0; i < XUSER_MAX_COUNT; i++) { XINPUT_STATE state{}; if (check_delay[i]-- > 0) continue; DWORD dwResult = PPSSPP_XInputGetState(i, &state); if (dwResult == ERROR_SUCCESS) { XINPUT_VIBRATION vibration{}; 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) { if (!notified_[pad]) { notified_[pad] = true; #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 { #else { #endif KeyMap::NotifyPadConnected(DEVICE_ID_XINPUT_0 + pad, "Xbox 360 Pad"); } } ApplyButtons(pad, state); ApplyVibration(pad, vibration); AxisInput axis[6]; int axisCount = 0; for (int i = 0; i < ARRAY_SIZE(axis); i++) { axis[i].deviceId = (InputDeviceID)(DEVICE_ID_XINPUT_0 + pad); } auto sendAxis = [&](InputAxis axisId, float value, int axisIndex) { if (value != prevAxisValue_[pad][axisIndex]) { prevAxisValue_[pad][axisIndex] = value; axis[axisCount].axisId = axisId; axis[axisCount].value = value; axisCount++; } }; sendAxis(JOYSTICK_AXIS_X, (float)state.Gamepad.sThumbLX / 32767.0f, 0); sendAxis(JOYSTICK_AXIS_Y, (float)state.Gamepad.sThumbLY / 32767.0f, 1); sendAxis(JOYSTICK_AXIS_Z, (float)state.Gamepad.sThumbRX / 32767.0f, 2); sendAxis(JOYSTICK_AXIS_RZ, (float)state.Gamepad.sThumbRY / 32767.0f, 3); sendAxis(JOYSTICK_AXIS_LTRIGGER, (float)state.Gamepad.bLeftTrigger / 255.0f, 4); sendAxis(JOYSTICK_AXIS_RTRIGGER, (float)state.Gamepad.bRightTrigger / 255.0f, 5); if (axisCount) { NativeAxis(axis, axisCount); } prevState[pad] = state; check_delay[pad] = 0; } void XinputDevice::ApplyButtons(int pad, const XINPUT_STATE &state) { const u32 buttons = state.Gamepad.wButtons; const u32 downMask = buttons & (~prevButtons_[pad]); const u32 upMask = (~buttons) & prevButtons_[pad]; prevButtons_[pad] = buttons; for (int i = 0; i < ARRAY_SIZE(xinput_ctrl_map); 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; } } }