mirror of
https://github.com/hrydgard/ppsspp.git
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fafa9c9bfd
Also avoids failing to start if XInput 1.3 is not installed.
238 lines
6.9 KiB
C++
238 lines
6.9 KiB
C++
#include <limits.h>
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#include "base/NativeApp.h"
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#include "Core/Config.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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#include "ControlMapping.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( "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( "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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{XBOX_CODE_LEFTTRIGGER, KEYCODE_BUTTON_L2},
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{XBOX_CODE_RIGHTTRIGGER, KEYCODE_BUTTON_R2},
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{XINPUT_GAMEPAD_A, KEYCODE_BUTTON_A},
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{XINPUT_GAMEPAD_B, KEYCODE_BUTTON_B},
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{XINPUT_GAMEPAD_X, KEYCODE_BUTTON_X},
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{XINPUT_GAMEPAD_Y, KEYCODE_BUTTON_Y},
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{XINPUT_GAMEPAD_BACK, KEYCODE_BUTTON_SELECT},
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{XINPUT_GAMEPAD_START, KEYCODE_BUTTON_START},
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{XINPUT_GAMEPAD_LEFT_SHOULDER, KEYCODE_BUTTON_L1},
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{XINPUT_GAMEPAD_RIGHT_SHOULDER, KEYCODE_BUTTON_R1},
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{XINPUT_GAMEPAD_LEFT_THUMB, KEYCODE_BUTTON_THUMBL},
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{XINPUT_GAMEPAD_RIGHT_THUMB, KEYCODE_BUTTON_THUMBR},
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{XINPUT_GAMEPAD_DPAD_UP, KEYCODE_DPAD_UP},
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{XINPUT_GAMEPAD_DPAD_DOWN, KEYCODE_DPAD_DOWN},
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{XINPUT_GAMEPAD_DPAD_LEFT, KEYCODE_DPAD_LEFT},
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{XINPUT_GAMEPAD_DPAD_RIGHT, KEYCODE_DPAD_RIGHT},
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{XINPUT_GUIDE_BUTTON, KEYCODE_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(HLE, "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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float x;
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float y;
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};
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static Stick NormalizedDeadzoneFilter(short x, short y);
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int XinputDevice::UpdateState(InputState &input_state) {
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if (this->check_delay-- > 0) 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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ApplyButtons(state, input_state);
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if (prevState.Gamepad.sThumbLX != state.Gamepad.sThumbLX || prevState.Gamepad.sThumbLY != state.Gamepad.sThumbLY) {
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Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY);
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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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NativeAxis(axis);
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axis.axisId = JOYSTICK_AXIS_Y;
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axis.value = left.y;
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NativeAxis(axis);
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}
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if (prevState.Gamepad.sThumbRX != state.Gamepad.sThumbRX || prevState.Gamepad.sThumbRY != state.Gamepad.sThumbRY) {
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Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY);
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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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NativeAxis(axis);
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axis.axisId = JOYSTICK_AXIS_RZ;
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axis.value = right.y;
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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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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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static Stick NormalizedDeadzoneFilter(short x, short y) {
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static const float DEADZONE = (float)XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE / 32767.0f;
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Stick s;
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s.x = (float)x / 32767.0f;
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s.y = (float)y / 32767.0f;
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float magnitude = sqrtf(s.x * s.x + s.y * s.y);
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if (magnitude > DEADZONE) {
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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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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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void XinputDevice::ApplyButtons(XINPUT_STATE &state, InputState &input_state) {
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u32 buttons = state.Gamepad.wButtons;
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if (state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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buttons |= XBOX_CODE_LEFTTRIGGER;
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if (state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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buttons |= XBOX_CODE_RIGHTTRIGGER;
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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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