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https://github.com/hrydgard/ppsspp.git
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80a99a67d9
These naturally come in bunches on many platforms like Android, so lay some groundwork to also handle them in bunches to minimize locking in the future. Linux buildfix
311 lines
9.6 KiB
C++
311 lines
9.6 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 "Common/CommonWindows.h"
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#include "Common/Log.h"
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#include "Common/StringUtils.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/Config.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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struct XINPUT_CAPABILITIES_EX {
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XINPUT_CAPABILITIES Capabilities;
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WORD vendorId;
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WORD productId;
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WORD revisionId;
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DWORD a4; //unknown
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};
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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 *XInputGetCapabilitiesEx_t) (DWORD unknown, DWORD dwUserIndex, DWORD flags, XINPUT_CAPABILITIES_EX *pCapabilities);
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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 XInputGetCapabilitiesEx_t PPSSPP_XInputGetCapabilitiesEx = nullptr;
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static DWORD PPSSPP_XInputVersion = 0;
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static HMODULE s_pXInputDLL = nullptr;
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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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if (PPSSPP_XInputVersion >= ((1 << 16) | 4)) {
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PPSSPP_XInputGetCapabilitiesEx = (XInputGetCapabilitiesEx_t)GetProcAddress((HMODULE)s_pXInputDLL, (LPCSTR)108);
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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 = nullptr;
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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; InputKeyCode 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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if (!notified_[pad]) {
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notified_[pad] = true;
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#if !PPSSPP_PLATFORM(UWP)
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XINPUT_CAPABILITIES_EX caps{};
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if (PPSSPP_XInputGetCapabilitiesEx != nullptr && PPSSPP_XInputGetCapabilitiesEx(1, pad, 0, &caps) == ERROR_SUCCESS) {
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KeyMap::NotifyPadConnected(DEVICE_ID_XINPUT_0 + pad, StringFromFormat("Xbox 360 Pad: %d/%d", caps.vendorId, caps.productId));
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} else {
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#else
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{
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#endif
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KeyMap::NotifyPadConnected(DEVICE_ID_XINPUT_0 + pad, "Xbox 360 Pad");
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}
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}
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ApplyButtons(pad, state);
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ApplyVibration(pad, vibration);
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AxisInput axis[6];
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int axisCount = 0;
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for (int i = 0; i < ARRAY_SIZE(axis); i++) {
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axis[i].deviceId = (InputDeviceID)(DEVICE_ID_XINPUT_0 + pad);
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}
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auto sendAxis = [&](InputAxis axisId, float value, int axisIndex) {
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if (value != prevAxisValue_[pad][axisIndex]) {
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prevAxisValue_[pad][axisIndex] = value;
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axis[axisCount].axisId = axisId;
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axis[axisCount].value = value;
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axisCount++;
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}
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};
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sendAxis(JOYSTICK_AXIS_X, (float)state.Gamepad.sThumbLX / 32767.0f, 0);
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sendAxis(JOYSTICK_AXIS_Y, (float)state.Gamepad.sThumbLY / 32767.0f, 1);
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sendAxis(JOYSTICK_AXIS_Z, (float)state.Gamepad.sThumbRX / 32767.0f, 2);
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sendAxis(JOYSTICK_AXIS_RZ, (float)state.Gamepad.sThumbRY / 32767.0f, 3);
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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, 4);
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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, 5);
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}
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if (axisCount) {
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NativeAxis(axis, axisCount);
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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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const u32 buttons = state.Gamepad.wButtons;
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const u32 downMask = buttons & (~prevButtons_[pad]);
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const 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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