mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-11 15:44:15 +00:00
8c98c7b141
Verified XInput is still happy this way.
115 lines
3.1 KiB
C++
115 lines
3.1 KiB
C++
#include "stdafx.h"
|
|
#include "XinputDevice.h"
|
|
#include <limits.h>
|
|
#include <iostream>
|
|
|
|
#ifndef XUSER_MAX_COUNT
|
|
#define XUSER_MAX_COUNT 4
|
|
#endif
|
|
|
|
XinputDevice::XinputDevice() {
|
|
ZeroMemory( &this->prevState, sizeof(this->prevState) );
|
|
this->check_delay = 0;
|
|
this->gamepad_idx = -1;
|
|
}
|
|
|
|
struct Stick {
|
|
float x;
|
|
float y;
|
|
};
|
|
static Stick NormalizedDeadzoneFilter(XINPUT_STATE &state);
|
|
|
|
int XinputDevice::UpdateState() {
|
|
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 ) {
|
|
this->ApplyDiff(state);
|
|
Stick left = NormalizedDeadzoneFilter(state);
|
|
__CtrlSetAnalog(left.x, left.y);
|
|
this->prevState = state;
|
|
this->check_delay = 0;
|
|
return 0;
|
|
} else {
|
|
// wait check_delay frames before polling the controller again
|
|
this->gamepad_idx = -1;
|
|
this->check_delay = 100;
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
// We only filter the left stick since PSP has no analog triggers or right stick
|
|
static Stick NormalizedDeadzoneFilter(XINPUT_STATE &state) {
|
|
static const short DEADZONE = XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
|
|
Stick left;
|
|
left.x = state.Gamepad.sThumbLX;
|
|
left.y = state.Gamepad.sThumbLY;
|
|
|
|
float magnitude = sqrt(left.x*left.x + left.y*left.y);
|
|
|
|
Stick norm;
|
|
norm.x = left.x / magnitude;
|
|
norm.y = left.y / magnitude;
|
|
|
|
if (magnitude > DEADZONE) {
|
|
if (magnitude > 32767) magnitude = 32767;
|
|
// normalize the magnitude
|
|
magnitude -= DEADZONE;
|
|
magnitude /= (32767 - DEADZONE);
|
|
|
|
// normalize the axis
|
|
left.x = norm.x * magnitude;
|
|
left.y = norm.y * magnitude;
|
|
} else {
|
|
left.x = left.y = 0;
|
|
}
|
|
|
|
return left;
|
|
}
|
|
|
|
static const unsigned short xinput_ctrl_map[] = {
|
|
XINPUT_GAMEPAD_DPAD_UP, CTRL_UP,
|
|
XINPUT_GAMEPAD_DPAD_DOWN, CTRL_DOWN,
|
|
XINPUT_GAMEPAD_DPAD_LEFT, CTRL_LEFT,
|
|
XINPUT_GAMEPAD_DPAD_RIGHT, CTRL_RIGHT,
|
|
XINPUT_GAMEPAD_START, CTRL_START,
|
|
XINPUT_GAMEPAD_BACK, CTRL_SELECT,
|
|
XINPUT_GAMEPAD_LEFT_SHOULDER, CTRL_LTRIGGER,
|
|
XINPUT_GAMEPAD_RIGHT_SHOULDER, CTRL_RTRIGGER,
|
|
XINPUT_GAMEPAD_A, CTRL_CROSS,
|
|
XINPUT_GAMEPAD_B, CTRL_CIRCLE,
|
|
XINPUT_GAMEPAD_X, CTRL_SQUARE,
|
|
XINPUT_GAMEPAD_Y, CTRL_TRIANGLE,
|
|
};
|
|
static inline u32 CtrlForXinput(int xinput) {
|
|
for (int i = 0; i < sizeof(xinput_ctrl_map)/sizeof(xinput_ctrl_map[0]); i += 2)
|
|
if (xinput_ctrl_map[i] == xinput) return (u32) xinput_ctrl_map[i+1];
|
|
return 0;
|
|
}
|
|
|
|
void XinputDevice::ApplyDiff(XINPUT_STATE &state) {
|
|
unsigned short pressed = state.Gamepad.wButtons & ~this->prevState.Gamepad.wButtons;
|
|
unsigned short released = ~state.Gamepad.wButtons & this->prevState.Gamepad.wButtons;
|
|
|
|
for (int i = 1; i < USHRT_MAX; i <<= 1) {
|
|
if (pressed & i)
|
|
__CtrlButtonDown(CtrlForXinput(i));
|
|
if (released & i)
|
|
__CtrlButtonUp(CtrlForXinput(i));
|
|
}
|
|
} |