mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
3793bd5a02
Should take care of #5526.
282 lines
8.4 KiB
C++
282 lines
8.4 KiB
C++
#include <limits.h>
|
|
|
|
#include "base/NativeApp.h"
|
|
#include "Core/Config.h"
|
|
#include "Common/KeyMap.h"
|
|
#include "input/input_state.h"
|
|
#include "input/keycodes.h"
|
|
#include "XinputDevice.h"
|
|
#include "ControlMapping.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;
|
|
}
|
|
|
|
static Stick NormalizedDeadzoneFilter(short x, short y, short thresh) {
|
|
static const float DEADZONE = (float)thresh / 32767.0f;
|
|
Stick s(x, y, 1.0 / 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;
|
|
}
|
|
|
|
bool NormalizedDeadzoneDiffers(short x1, short y1, short x2, short y2, const short thresh) {
|
|
static const float DEADZONE = (float)thresh / 32767.0f;
|
|
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 > DEADZONE || magnitude2 > DEADZONE) {
|
|
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);
|
|
|
|
if (NormalizedDeadzoneDiffers(prevState.Gamepad.sThumbLX, prevState.Gamepad.sThumbLY, state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)) {
|
|
Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
|
|
|
|
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, XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)) {
|
|
Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE);
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|