mirror of
https://github.com/hrydgard/ppsspp.git
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f0a8e931ff
And note the only ones that do need them in editorconfig.
330 lines
9.7 KiB
C++
330 lines
9.7 KiB
C++
#include <limits.h>
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#include <algorithm>
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#include "base/NativeApp.h"
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#include "Core/Config.h"
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#include "Common/KeyMap.h"
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#include "input/input_state.h"
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#include "input/keycodes.h"
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#include "XinputDevice.h"
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// Utilities to dynamically load XInput. Adapted from SDL.
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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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typedef DWORD (WINAPI *XInputGetCapabilities_t) (DWORD dwUserIndex, DWORD dwFlags, XINPUT_CAPABILITIES* pCapabilities);
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XInputGetState_t PPSSPP_XInputGetState = NULL;
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XInputSetState_t PPSSPP_XInputSetState = NULL;
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XInputGetCapabilities_t PPSSPP_XInputGetCapabilities = NULL;
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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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}
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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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PPSSPP_XInputGetState = (XInputGetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, (LPCSTR)100 );
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PPSSPP_XInputSetState = (XInputSetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, "XInputSetState" );
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PPSSPP_XInputGetCapabilities = (XInputGetCapabilities_t)GetProcAddress( (HMODULE)s_pXInputDLL, "XInputGetCapabilities" );
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if ( !PPSSPP_XInputGetState || !PPSSPP_XInputSetState || !PPSSPP_XInputGetCapabilities ) {
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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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#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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ERROR_LOG(SCECTRL, "Failed to load XInput! DLL missing");
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}
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ZeroMemory( &this->prevState, sizeof(this->prevState) );
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this->check_delay = 0;
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this->gamepad_idx = -1;
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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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inline float Clampf(float val, float min, float max) {
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if (val < min) return min;
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if (val > max) return max;
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return val;
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}
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inline float Signf(float val) {
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return (0.0f < val) - (val < 0.0f);
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}
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inline float LinearMapf(float val, float a0, float a1, float b0, float b1) {
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return b0 + (((val - a0) * (b1 - b0)) / (a1 - a0));
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}
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static Stick NormalizedDeadzoneFilter(short x, short y, float dz, int idzm, float idz, float st) {
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Stick s(x, y, 1.0 / 32767.0f);
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float magnitude = sqrtf(s.x * s.x + s.y * s.y);
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if (magnitude > dz) {
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// Circle to square mapping (the PSP stick outputs the full -1..1 square of values)
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#if 1
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// Looks way better than the old one, below, in the axis tester.
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float sx = s.x;
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float sy = s.y;
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float scaleFactor = sqrtf((sx * sx + sy * sy) / std::max(sx * sx, sy * sy));
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s.x = sx * scaleFactor;
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s.y = sy * scaleFactor;
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#else
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if (magnitude > 1.0f) {
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s.x *= 1.41421f;
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s.y *= 1.41421f;
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}
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#endif
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// Linear range mapping (used to invert deadzones)
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float md = std::max(dz, idz);
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if (idzm == 1)
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{
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float xSign = Signf(s.x);
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if (xSign != 0.0f) {
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s.x = LinearMapf(s.x, xSign * dz, xSign, xSign * md, xSign * st);
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}
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}
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else if (idzm == 2)
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{
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float ySign = Signf(s.y);
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if (ySign != 0.0f) {
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s.y = LinearMapf(s.y, ySign * dz, ySign, ySign * md, ySign * st);
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}
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}
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else if (idzm == 3)
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{
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float xNorm = s.x / magnitude;
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float yNorm = s.y / magnitude;
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float mapMag = LinearMapf(magnitude, dz, 1.0f, md, st);
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s.x = xNorm * mapMag;
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s.y = yNorm * mapMag;
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}
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s.x = Clampf(s.x, -1.0f, 1.0f);
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s.y = Clampf(s.y, -1.0f, 1.0f);
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} else {
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s.x = 0.0f;
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s.y = 0.0f;
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}
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return s;
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}
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bool NormalizedDeadzoneDiffers(short x1, short y1, short x2, short y2, const float dz) {
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Stick s1(x1, y1, 1.0 / 32767.0f);
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Stick s2(x2, y2, 1.0 / 32767.0f);
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float magnitude1 = sqrtf(s1.x * s1.x + s1.y * s1.y);
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float magnitude2 = sqrtf(s2.x * s2.x + s2.y * s2.y);
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if (magnitude1 > dz || magnitude2 > dz) {
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return x1 != x2 || y1 != y2;
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}
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return false;
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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(InputState &input_state) {
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if (!s_pXInputDLL)
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return 0;
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if (this->check_delay-- > 0)
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return -1;
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XINPUT_STATE state;
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ZeroMemory( &state, sizeof(XINPUT_STATE) );
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DWORD dwResult;
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if (this->gamepad_idx >= 0) {
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dwResult = PPSSPP_XInputGetState( this->gamepad_idx, &state );
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} else {
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// use the first gamepad that responds
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for (int i = 0; i < XUSER_MAX_COUNT; i++) {
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dwResult = PPSSPP_XInputGetState( i, &state );
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if (dwResult == ERROR_SUCCESS) {
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this->gamepad_idx = i;
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break;
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}
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}
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}
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if ( dwResult == ERROR_SUCCESS ) {
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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(state, input_state);
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const float STICK_DEADZONE = g_Config.fXInputAnalogDeadzone;
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const int STICK_INV_MODE = g_Config.iXInputAnalogInverseMode;
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const float STICK_INV_DEADZONE = g_Config.fXInputAnalogInverseDeadzone;
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const float STICK_SENSITIVITY = g_Config.fXInputAnalogSensitivity;
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if (NormalizedDeadzoneDiffers(prevState.Gamepad.sThumbLX, prevState.Gamepad.sThumbLY, state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, STICK_DEADZONE)) {
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Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, STICK_DEADZONE, STICK_INV_MODE, STICK_INV_DEADZONE, STICK_SENSITIVITY);
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AxisInput axis;
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axis.deviceId = DEVICE_ID_X360_0;
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axis.axisId = JOYSTICK_AXIS_X;
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axis.value = left.x;
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if (prevState.Gamepad.sThumbLX != state.Gamepad.sThumbLX) {
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NativeAxis(axis);
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}
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axis.axisId = JOYSTICK_AXIS_Y;
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axis.value = left.y;
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if (prevState.Gamepad.sThumbLY != state.Gamepad.sThumbLY) {
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NativeAxis(axis);
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}
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}
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if (NormalizedDeadzoneDiffers(prevState.Gamepad.sThumbRX, prevState.Gamepad.sThumbRY, state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, STICK_DEADZONE)) {
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Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, STICK_DEADZONE, STICK_INV_MODE, STICK_INV_DEADZONE, STICK_SENSITIVITY);
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AxisInput axis;
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axis.deviceId = DEVICE_ID_X360_0;
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axis.axisId = JOYSTICK_AXIS_Z;
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axis.value = right.x;
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if (prevState.Gamepad.sThumbRX != state.Gamepad.sThumbRX) {
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NativeAxis(axis);
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}
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axis.axisId = JOYSTICK_AXIS_RZ;
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axis.value = right.y;
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if (prevState.Gamepad.sThumbRY != state.Gamepad.sThumbRY) {
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NativeAxis(axis);
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}
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}
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if (NormalizedDeadzoneDiffers(prevState.Gamepad.bLeftTrigger, state.Gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD)) {
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AxisInput axis;
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axis.deviceId = DEVICE_ID_X360_0;
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axis.axisId = JOYSTICK_AXIS_LTRIGGER;
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axis.value = (float)state.Gamepad.bLeftTrigger / 255.0f;
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NativeAxis(axis);
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}
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if (NormalizedDeadzoneDiffers(prevState.Gamepad.bRightTrigger, state.Gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD)) {
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AxisInput axis;
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axis.deviceId = DEVICE_ID_X360_0;
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axis.axisId = JOYSTICK_AXIS_RTRIGGER;
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axis.value = (float)state.Gamepad.bRightTrigger / 255.0f;
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NativeAxis(axis);
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}
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this->prevState = state;
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this->check_delay = 0;
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// If there's an XInput pad, skip following pads. This prevents DInput and XInput
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// from colliding.
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return UPDATESTATE_SKIP_PAD;
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} else {
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// wait check_delay frames before polling the controller again
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this->gamepad_idx = -1;
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this->check_delay = 100;
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return -1;
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}
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}
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void XinputDevice::ApplyButtons(XINPUT_STATE &state, InputState &input_state) {
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u32 buttons = state.Gamepad.wButtons;
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u32 downMask = buttons & (~prevButtons);
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u32 upMask = (~buttons) & prevButtons;
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prevButtons = 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_X360_0;
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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_X360_0;
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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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