mirror of
https://github.com/hrydgard/ppsspp.git
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246 lines
8.0 KiB
C++
246 lines
8.0 KiB
C++
#include <limits.h>
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#include "Core/Config.h"
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#include "input/input_state.h"
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#include "XinputDevice.h"
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#include "ControlMapping.h"
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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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// Yes, this maps more than the PSP has, but that's fine as this lets us
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// map buttons to extra functionality like speedup.
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unsigned int xinput_ctrl_map[] = {
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XBOX_CODE_LEFTTRIGER, PAD_BUTTON_UNTHROTTLE,
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XBOX_CODE_RIGHTTRIGER, PAD_BUTTON_BACK,
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XINPUT_GAMEPAD_A, PAD_BUTTON_A,
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XINPUT_GAMEPAD_B, PAD_BUTTON_B,
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XINPUT_GAMEPAD_X, PAD_BUTTON_X,
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XINPUT_GAMEPAD_Y, PAD_BUTTON_Y,
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XINPUT_GAMEPAD_BACK, PAD_BUTTON_SELECT,
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XINPUT_GAMEPAD_START, PAD_BUTTON_START,
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XINPUT_GAMEPAD_LEFT_SHOULDER, PAD_BUTTON_LBUMPER,
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XINPUT_GAMEPAD_RIGHT_SHOULDER, PAD_BUTTON_RBUMPER,
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XINPUT_GAMEPAD_LEFT_THUMB, PAD_BUTTON_LEFT_THUMB, // Turbo
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XINPUT_GAMEPAD_RIGHT_THUMB, PAD_BUTTON_RIGHT_THUMB, // Open PauseScreen
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XINPUT_GAMEPAD_DPAD_UP, PAD_BUTTON_UP,
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XINPUT_GAMEPAD_DPAD_DOWN, PAD_BUTTON_DOWN,
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XINPUT_GAMEPAD_DPAD_LEFT, PAD_BUTTON_LEFT,
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XINPUT_GAMEPAD_DPAD_RIGHT, PAD_BUTTON_RIGHT,
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};
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static const unsigned int xinput_ctrl_map_size = sizeof(xinput_ctrl_map);
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XinputDevice::XinputDevice() {
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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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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 (g_Config.iForceInputDevice > 0) return -1;
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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 = 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 = 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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ApplyDiff(state, input_state);
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Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY);
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Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY);
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input_state.pad_lstick_x += left.x;
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input_state.pad_lstick_y += left.y;
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input_state.pad_rstick_x += right.x;
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input_state.pad_rstick_y += right.y;
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// Also convert the analog triggers.
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input_state.pad_ltrigger = state.Gamepad.bLeftTrigger / 255.0f;
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input_state.pad_rtrigger = state.Gamepad.bRightTrigger / 255.0f;
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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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// We only filter the left stick since PSP has no analog triggers or right stick
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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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struct xinput_button_name {
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unsigned int button;
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char name[10];
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};
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const xinput_button_name xinput_name_map[] = {
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{XBOX_CODE_LEFTTRIGER, "LT"},
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{XBOX_CODE_RIGHTTRIGER, "RT"},
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{XINPUT_GAMEPAD_A, "A"},
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{XINPUT_GAMEPAD_B, "B"},
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{XINPUT_GAMEPAD_X, "X"},
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{XINPUT_GAMEPAD_Y, "Y"},
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{XINPUT_GAMEPAD_BACK, "Back"},
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{XINPUT_GAMEPAD_START, "Start"},
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{XINPUT_GAMEPAD_LEFT_SHOULDER, "LB"},
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{XINPUT_GAMEPAD_RIGHT_SHOULDER, "RB"},
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{XINPUT_GAMEPAD_LEFT_THUMB, "LThumb"},
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{XINPUT_GAMEPAD_RIGHT_THUMB, "RThumb"},
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{XINPUT_GAMEPAD_DPAD_UP, "Up"},
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{XINPUT_GAMEPAD_DPAD_DOWN, "Down"},
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{XINPUT_GAMEPAD_DPAD_LEFT, "Left"},
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{XINPUT_GAMEPAD_DPAD_RIGHT, "Right"},
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};
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static const int xbutton_name_map_size = sizeof(xinput_name_map) / sizeof(xinput_button_name);
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const char * getXinputButtonName(unsigned int button) {
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for (int i = 0; i < xbutton_name_map_size; i++) {
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if (xinput_name_map[i].button == button)
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return xinput_name_map[i].name;
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}
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return 0;
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}
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void XinputDevice::ApplyDiff(XINPUT_STATE &state, InputState &input_state) {
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// Skip XBOX_CODE_LIFT/RIGHT TRIGER. it's virtual code for Mapping.
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for (int i = 0; i < sizeof(xinput_ctrl_map)/sizeof(xinput_ctrl_map[0]); i += 2) {
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if (state.Gamepad.wButtons & (WORD)(xinput_ctrl_map[i])) {
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input_state.pad_buttons |= (int)xinput_ctrl_map[i + 1];
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}
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// Effective use of triggers that are not used.
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if (xinput_ctrl_map[i] == XBOX_CODE_LEFTTRIGER &&
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state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
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input_state.pad_buttons |= xinput_ctrl_map[i + 1];
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}
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if (xinput_ctrl_map[i] == XBOX_CODE_RIGHTTRIGER &&
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state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
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input_state.pad_buttons |= xinput_ctrl_map[i + 1];
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}
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}
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const SHORT rthreshold = 22000;
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switch (g_Config.iRightStickBind) {
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case 0:
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break;
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case 1:
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if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_RIGHT;
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else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_LEFT;
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if (state.Gamepad.sThumbRY > rthreshold) input_state.pad_buttons |= PAD_BUTTON_UP;
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else if (state.Gamepad.sThumbRY < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_DOWN;
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break;
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case 2:
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if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_B;
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else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_X;
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if (state.Gamepad.sThumbRY > rthreshold) input_state.pad_buttons |= PAD_BUTTON_Y;
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else if (state.Gamepad.sThumbRY < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_A;
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break;
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case 3:
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if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_RBUMPER;
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else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_LBUMPER;
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break;
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case 4:
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if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_RBUMPER;
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else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_LBUMPER;
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if (state.Gamepad.sThumbRY > rthreshold) input_state.pad_buttons |= PAD_BUTTON_Y;
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else if (state.Gamepad.sThumbRY < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_A;
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break;
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case 5:
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if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_RIGHT;
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else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_LEFT;
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break;
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}
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}
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int XinputDevice::UpdateRawStateSingle(RawInputState &rawState)
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{
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if (g_Config.iForceInputDevice > 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 = 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 = 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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for (UINT bit = XINPUT_GAMEPAD_DPAD_UP; bit <= XINPUT_GAMEPAD_Y; bit <<= 1) {
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if (state.Gamepad.wButtons & bit) {
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rawState.button = bit;
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break;
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}
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}
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if (state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
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rawState.button = XBOX_CODE_LEFTTRIGER;
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} else if (state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
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rawState.button = XBOX_CODE_RIGHTTRIGER;
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}
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return TRUE;
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}
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return FALSE;
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}
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