mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 07:20:49 +00:00
278 lines
8.4 KiB
C++
278 lines
8.4 KiB
C++
#include "ppsspp_config.h"
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#include <climits>
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#include <algorithm>
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#include "Common/System/NativeApp.h"
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#include "Core/Config.h"
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#include "Common/CommonWindows.h"
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#include "Common/Log.h"
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#include "Common/TimeUtil.h"
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#include "Common/Input/InputState.h"
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#include "Common/Input/KeyCodes.h"
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#include "XinputDevice.h"
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#include "Core/Core.h"
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#include "Core/KeyMap.h"
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#include "Core/HLE/sceCtrl.h"
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static double newVibrationTime = 0.0;
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// Utilities to dynamically load XInput. Adapted from SDL.
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#if !PPSSPP_PLATFORM(UWP)
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typedef DWORD (WINAPI *XInputGetState_t) (DWORD dwUserIndex, XINPUT_STATE* pState);
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typedef DWORD (WINAPI *XInputSetState_t) (DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
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static XInputGetState_t PPSSPP_XInputGetState = nullptr;
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static XInputSetState_t PPSSPP_XInputSetState = nullptr;
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static DWORD PPSSPP_XInputVersion = 0;
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static HMODULE s_pXInputDLL = 0;
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static int s_XInputDLLRefCount = 0;
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static void UnloadXInputDLL();
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static int LoadXInputDLL() {
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DWORD version = 0;
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if (s_pXInputDLL) {
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s_XInputDLLRefCount++;
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return 0; /* already loaded */
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}
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version = (1 << 16) | 4;
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s_pXInputDLL = LoadLibrary( L"XInput1_4.dll" ); // 1.4 Ships with Windows 8.
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if (!s_pXInputDLL) {
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version = (1 << 16) | 3;
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s_pXInputDLL = LoadLibrary( L"XInput1_3.dll" ); // 1.3 Ships with Vista and Win7, can be installed as a restributable component.
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if (!s_pXInputDLL) {
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version = (1 << 16) | 0;
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s_pXInputDLL = LoadLibrary( L"XInput9_1_0.dll" ); // 1.0 ships with any Windows since WinXP
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}
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}
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if (!s_pXInputDLL) {
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return -1;
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}
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PPSSPP_XInputVersion = version;
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s_XInputDLLRefCount = 1;
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/* 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...
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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) */
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PPSSPP_XInputGetState = (XInputGetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, "XInputGetStateEx" );
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if ( !PPSSPP_XInputGetState ) {
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PPSSPP_XInputGetState = (XInputGetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, (LPCSTR)100 );
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if ( !PPSSPP_XInputGetState ) {
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PPSSPP_XInputGetState = (XInputGetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, "XInputGetState" );
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}
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}
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if ( !PPSSPP_XInputGetState ) {
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UnloadXInputDLL();
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return -1;
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}
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/* Let's try the name first, then fall back to a non-Ex version (xinput9_1_0.dll doesn't have Ex) */
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PPSSPP_XInputSetState = (XInputSetState_t)GetProcAddress((HMODULE)s_pXInputDLL, "XInputSetStateEx");
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if (!PPSSPP_XInputSetState) {
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PPSSPP_XInputSetState = (XInputSetState_t)GetProcAddress((HMODULE)s_pXInputDLL, "XInputSetState");
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}
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if (!PPSSPP_XInputSetState) {
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UnloadXInputDLL();
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return -1;
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}
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return 0;
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}
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static void UnloadXInputDLL() {
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if ( s_pXInputDLL ) {
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if (--s_XInputDLLRefCount == 0) {
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FreeLibrary( s_pXInputDLL );
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s_pXInputDLL = NULL;
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}
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}
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}
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#else
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static int LoadXInputDLL() { return 0; }
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static void UnloadXInputDLL() {}
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#define PPSSPP_XInputGetState XInputGetState
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#define PPSSPP_XInputSetState XInputSetState
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#endif
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#ifndef XUSER_MAX_COUNT
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#define XUSER_MAX_COUNT 4
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#endif
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// Undocumented. Steam annoyingly grabs this button though....
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#define XINPUT_GUIDE_BUTTON 0x400
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// Permanent map. Actual mapping happens elsewhere.
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static const struct {int from, to;} xinput_ctrl_map[] = {
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{XINPUT_GAMEPAD_A, NKCODE_BUTTON_A},
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{XINPUT_GAMEPAD_B, NKCODE_BUTTON_B},
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{XINPUT_GAMEPAD_X, NKCODE_BUTTON_X},
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{XINPUT_GAMEPAD_Y, NKCODE_BUTTON_Y},
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{XINPUT_GAMEPAD_BACK, NKCODE_BUTTON_SELECT},
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{XINPUT_GAMEPAD_START, NKCODE_BUTTON_START},
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{XINPUT_GAMEPAD_LEFT_SHOULDER, NKCODE_BUTTON_L1},
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{XINPUT_GAMEPAD_RIGHT_SHOULDER, NKCODE_BUTTON_R1},
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{XINPUT_GAMEPAD_LEFT_THUMB, NKCODE_BUTTON_THUMBL},
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{XINPUT_GAMEPAD_RIGHT_THUMB, NKCODE_BUTTON_THUMBR},
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{XINPUT_GAMEPAD_DPAD_UP, NKCODE_DPAD_UP},
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{XINPUT_GAMEPAD_DPAD_DOWN, NKCODE_DPAD_DOWN},
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{XINPUT_GAMEPAD_DPAD_LEFT, NKCODE_DPAD_LEFT},
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{XINPUT_GAMEPAD_DPAD_RIGHT, NKCODE_DPAD_RIGHT},
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{XINPUT_GUIDE_BUTTON, NKCODE_HOME},
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};
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static const unsigned int xinput_ctrl_map_size = sizeof(xinput_ctrl_map) / sizeof(xinput_ctrl_map[0]);
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XinputDevice::XinputDevice() {
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if (LoadXInputDLL() != 0) {
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WARN_LOG(SCECTRL, "Failed to load XInput! DLL missing");
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}
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for (size_t i = 0; i < ARRAY_SIZE(check_delay); ++i) {
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check_delay[i] = (int)i;
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}
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}
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XinputDevice::~XinputDevice() {
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UnloadXInputDLL();
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}
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struct Stick {
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Stick (float x_, float y_, float scale) : x(x_ * scale), y(y_ * scale) {}
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float x;
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float y;
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};
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bool NormalizedDeadzoneDiffers(u8 x1, u8 x2, const u8 thresh) {
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if (x1 > thresh || x2 > thresh) {
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return x1 != x2;
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}
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return false;
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}
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int XinputDevice::UpdateState() {
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#if !PPSSPP_PLATFORM(UWP)
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if (!s_pXInputDLL)
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return 0;
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#endif
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bool anySuccess = false;
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for (int i = 0; i < XUSER_MAX_COUNT; i++) {
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XINPUT_STATE state;
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ZeroMemory(&state, sizeof(XINPUT_STATE));
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XINPUT_VIBRATION vibration;
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ZeroMemory(&vibration, sizeof(XINPUT_VIBRATION));
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if (check_delay[i]-- > 0)
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continue;
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DWORD dwResult = PPSSPP_XInputGetState(i, &state);
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if (dwResult == ERROR_SUCCESS) {
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UpdatePad(i, state, vibration);
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anySuccess = true;
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} else {
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check_delay[i] = 30;
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}
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}
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// If we get XInput, skip the others. This might not actually be a good idea,
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// and was done to avoid conflicts between DirectInput and XInput.
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return anySuccess ? UPDATESTATE_SKIP_PAD : 0;
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}
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void XinputDevice::UpdatePad(int pad, const XINPUT_STATE &state, XINPUT_VIBRATION &vibration) {
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static bool notified = false;
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if (!notified) {
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notified = true;
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KeyMap::NotifyPadConnected("Xbox 360 Pad");
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}
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ApplyButtons(pad, state);
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ApplyVibration(pad, vibration);
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AxisInput axis;
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axis.deviceId = DEVICE_ID_XINPUT_0 + pad;
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auto sendAxis = [&](AndroidJoystickAxis axisId, float value) {
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axis.axisId = axisId;
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axis.value = value;
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NativeAxis(axis);
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};
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sendAxis(JOYSTICK_AXIS_X, (float)state.Gamepad.sThumbLX / 32767.0f);
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sendAxis(JOYSTICK_AXIS_Y, (float)state.Gamepad.sThumbLY / 32767.0f);
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sendAxis(JOYSTICK_AXIS_Z, (float)state.Gamepad.sThumbRX / 32767.0f);
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sendAxis(JOYSTICK_AXIS_RZ, (float)state.Gamepad.sThumbRY / 32767.0f);
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if (NormalizedDeadzoneDiffers(prevState[pad].Gamepad.bLeftTrigger, state.Gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD)) {
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sendAxis(JOYSTICK_AXIS_LTRIGGER, (float)state.Gamepad.bLeftTrigger / 255.0f);
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}
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if (NormalizedDeadzoneDiffers(prevState[pad].Gamepad.bRightTrigger, state.Gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD)) {
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sendAxis(JOYSTICK_AXIS_RTRIGGER, (float)state.Gamepad.bRightTrigger / 255.0f);
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}
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prevState[pad] = state;
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check_delay[pad] = 0;
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}
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void XinputDevice::ApplyButtons(int pad, const XINPUT_STATE &state) {
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u32 buttons = state.Gamepad.wButtons;
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u32 downMask = buttons & (~prevButtons[pad]);
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u32 upMask = (~buttons) & prevButtons[pad];
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prevButtons[pad] = buttons;
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for (int i = 0; i < xinput_ctrl_map_size; i++) {
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if (downMask & xinput_ctrl_map[i].from) {
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KeyInput key;
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key.deviceId = DEVICE_ID_XINPUT_0 + pad;
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key.flags = KEY_DOWN;
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key.keyCode = xinput_ctrl_map[i].to;
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NativeKey(key);
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}
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if (upMask & xinput_ctrl_map[i].from) {
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KeyInput key;
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key.deviceId = DEVICE_ID_XINPUT_0 + pad;
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key.flags = KEY_UP;
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key.keyCode = xinput_ctrl_map[i].to;
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NativeKey(key);
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}
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}
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}
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void XinputDevice::ApplyVibration(int pad, XINPUT_VIBRATION &vibration) {
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if (PSP_IsInited()) {
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newVibrationTime = time_now_d();
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// We have to run PPSSPP_XInputSetState at time intervals
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// since it bugs otherwise with very high fast-forward speeds
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// and freezes at constant vibration or no vibration at all.
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if (newVibrationTime - prevVibrationTime >= 1.0 / 64.0) {
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if (GetUIState() == UISTATE_INGAME) {
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vibration.wLeftMotorSpeed = sceCtrlGetLeftVibration(); // use any value between 0-65535 here
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vibration.wRightMotorSpeed = sceCtrlGetRightVibration(); // use any value between 0-65535 here
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} else {
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vibration.wLeftMotorSpeed = 0;
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vibration.wRightMotorSpeed = 0;
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}
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if (prevVibration[pad].wLeftMotorSpeed != vibration.wLeftMotorSpeed || prevVibration[pad].wRightMotorSpeed != vibration.wRightMotorSpeed) {
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PPSSPP_XInputSetState(pad, &vibration);
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prevVibration[pad] = vibration;
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}
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prevVibrationTime = newVibrationTime;
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}
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} else {
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DWORD dwResult = PPSSPP_XInputSetState(pad, &vibration);
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if (dwResult != ERROR_SUCCESS) {
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check_delay[pad] = 30;
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}
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}
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}
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