mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-11 23:53:55 +00:00
7e7e9a0452
Removes the windows-specific hack from sceCtrl to read keyboard input and instead add a hack to PPSSPPWindows. The input mapping is still hardcoded and is the same as it was in sceCtrl. Add an std::list to WindowsHost that, curretly, contains a hardcoded list of preferred `InputDevice`s. Devices are tried in-order until one of them reports success. Xinput is preferred over Keyboard. Keyboard always returns success. Pointers are stored in the std::list for polymorphism. Change XinputDevice to report failure as soon as a device can't be queried, instead of only a frame later.
200 lines
5.3 KiB
C++
200 lines
5.3 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "HLE.h"
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#include "../MIPS/MIPS.h"
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#include "StdMutex.h"
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#include "sceCtrl.h"
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/* Index for the two analog directions */
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#define CTRL_ANALOG_X 0
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#define CTRL_ANALOG_Y 1
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#define CTRL_MODE_DIGITAL 0
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#define CTRL_MODE_ANALOG 1
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// Returned control data
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struct _ctrl_data
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{
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u32 frame;
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u32 buttons;
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u8 analog[2];
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u8 unused[6];
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};
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static u32 oldButtons;
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struct CtrlLatch {
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u32 btnMake;
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u32 btnBreak;
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u32 btnPress;
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u32 btnRelease;
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};
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//////////////////////////////////////////////////////////////////////////
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// STATE BEGIN
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static bool ctrlInited = false;
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static bool analogEnabled = false;
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static _ctrl_data ctrl;
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static CtrlLatch latch;
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static std::recursive_mutex ctrlMutex;
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// STATE END
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//////////////////////////////////////////////////////////////////////////
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void SampleControls() {
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static int frame = 0;
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_ctrl_data &data = ctrl;
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data.frame=1;//frame;
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frame++;
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}
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void UpdateLatch() {
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u32 changed = ctrl.buttons ^ oldButtons;
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latch.btnMake = ctrl.buttons & changed;
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latch.btnBreak = oldButtons & changed;
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latch.btnPress = ctrl.buttons;
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latch.btnRelease = (oldButtons & ~ctrl.buttons) & changed;
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oldButtons = ctrl.buttons;
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}
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// Functions so that the rest of the emulator can control what the sceCtrl interface should return
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// to the game:
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void __CtrlButtonDown(u32 buttonBit)
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{
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std::lock_guard<std::recursive_mutex> guard(ctrlMutex);
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ctrl.buttons |= buttonBit;
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}
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void __CtrlButtonUp(u32 buttonBit)
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{
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std::lock_guard<std::recursive_mutex> guard(ctrlMutex);
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ctrl.buttons &= ~buttonBit;
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}
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void __CtrlSetAnalog(float x, float y)
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{
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std::lock_guard<std::recursive_mutex> guard(ctrlMutex);
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// TODO: Circle!
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if (x > 1.0f) x = 1.0f;
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if (y > 1.0f) y = 1.0f;
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if (x < -1.0f) x = -1.0f;
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if (y > -1.0f) y = -1.0f;
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ctrl.analog[0] = (u8)(x * 127.f + 128.f);
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ctrl.analog[1] = (u8)(y * 127.f + 128.f);
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}
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void sceCtrlInit()
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{
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ctrlInited = true;
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memset(&ctrl, 0, sizeof(ctrl));
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ctrl.analog[0] = 128;
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ctrl.analog[1] = 128;
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DEBUG_LOG(HLE,"sceCtrlInit");
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}
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u32 sceCtrlSetSamplingMode(u32 mode)
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{
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u32 retVal = 0;
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DEBUG_LOG(HLE,"sceCtrlSetSamplingMode(%i)", mode);
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_assert_msg_(HLE, mode >= 0 && mode <= 1, "sceCtrlSetSamplingMode: mode outside expected range.");
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if (ctrlInited)
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{
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retVal = analogEnabled == true ? CTRL_MODE_ANALOG : CTRL_MODE_DIGITAL;
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analogEnabled = mode == CTRL_MODE_ANALOG ? true : false;
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}
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return retVal;
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}
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void sceCtrlSetIdleCancelThreshold()
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{
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DEBUG_LOG(HLE,"UNIMPL sceCtrlSetIdleCancelThreshold");
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}
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u32 sceCtrlReadBufferPositive(u32 ctrlDataPtr, u32 nBufs)
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{
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DEBUG_LOG(HLE,"sceCtrlReadBufferPositive(%08x, %i)", ctrlDataPtr, nBufs);
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_assert_msg_(HLE, nBufs > 0, "sceCtrlReadBufferPositive: trying to read nothing?");
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std::lock_guard<std::recursive_mutex> guard(ctrlMutex);
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// Let's just ignore if ctrl is inited or not; some games don't init it (Super Fruit Fall)
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//if (ctrlInited)
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//{
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SampleControls();
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memcpy(Memory::GetPointer(ctrlDataPtr), &ctrl, sizeof(_ctrl_data));
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//}
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return 1;
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}
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u32 sceCtrlPeekLatch(u32 latchDataPtr) {
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ERROR_LOG(HLE,"FAKE sceCtrlPeekLatch(%08x)", latchDataPtr);
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if (Memory::IsValidAddress(latchDataPtr))
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Memory::WriteStruct(latchDataPtr, &latch);
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return 1;
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}
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u32 sceCtrlReadLatch(u32 latchDataPtr) {
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ERROR_LOG(HLE,"FAKE sceCtrlReadLatch(%08x)", latchDataPtr);
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// Hackery to do it here.
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SampleControls();
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UpdateLatch();
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if (Memory::IsValidAddress(latchDataPtr))
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Memory::WriteStruct(latchDataPtr, &latch);
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return 1;
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}
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static const HLEFunction sceCtrl[] =
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{
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{0x6a2774f3, sceCtrlInit, "sceCtrlInit"}, //(int unknown), init with 0
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{0x1f4011e6, &WrapU_U<sceCtrlSetSamplingMode>, "sceCtrlSetSamplingMode"}, //(int on);
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{0x1f803938, &WrapU_UU<sceCtrlReadBufferPositive>, "sceCtrlReadBufferPositive"}, //(ctrl_data_t* paddata, int unknown) // unknown should be 1
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{0x6A2774F3, 0, "sceCtrlSetSamplingCycle"}, //?
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{0x6A2774F3,sceCtrlInit,"sceCtrlSetSamplingCycle"},
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{0x02BAAD91,0,"sceCtrlGetSamplingCycle"},
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{0xDA6B76A1,0,"sceCtrlGetSamplingMode"},
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{0x3A622550,&WrapU_UU<sceCtrlReadBufferPositive>, "sceCtrlPeekBufferPositive"},
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{0xC152080A,0,"sceCtrlPeekBufferNegative"},
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{0x60B81F86,0,"sceCtrlReadBufferNegative"},
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{0xB1D0E5CD,&WrapU_U<sceCtrlPeekLatch>,"sceCtrlPeekLatch"},
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{0x0B588501,&WrapU_U<sceCtrlReadLatch>,"sceCtrlReadLatch"},
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{0x348D99D4,0,"sceCtrl_348D99D4"},
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{0xAF5960F3,0,"sceCtrl_AF5960F3"},
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{0xA68FD260,0,"sceCtrlClearRapidFire"},
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{0x6841BE1A,0,"sceCtrlSetRapidFire"},
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{0xa7144800,sceCtrlSetIdleCancelThreshold,"sceCtrlSetIdleCancelThreshold"},
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{0x687660fa,0,"sceCtrlGetIdleCancelThreshold"},
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};
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void Register_sceCtrl() {
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RegisterModule("sceCtrl",ARRAY_SIZE(sceCtrl),sceCtrl);
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}
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