ppsspp/Windows/XinputDevice.cpp
Unknown W. Brackets 8c98c7b141 Reverse the analog Y for everyone.
Verified XInput is still happy this way.
2012-12-29 13:01:10 -08:00

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));
}
}