ppsspp/Windows/XinputDevice.cpp

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#include <limits.h>
#include "base/NativeApp.h"
#include "Core/Config.h"
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#include "input/input_state.h"
#include "input/keycodes.h"
#include "XinputDevice.h"
#include "ControlMapping.h"
// Utilities to dynamically load XInput. Adapted from SDL.
typedef DWORD (WINAPI *XInputGetState_t) (DWORD dwUserIndex, XINPUT_STATE* pState);
typedef DWORD (WINAPI *XInputSetState_t) (DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
typedef DWORD (WINAPI *XInputGetCapabilities_t) (DWORD dwUserIndex, DWORD dwFlags, XINPUT_CAPABILITIES* pCapabilities);
XInputGetState_t PPSSPP_XInputGetState = NULL;
XInputSetState_t PPSSPP_XInputSetState = NULL;
XInputGetCapabilities_t PPSSPP_XInputGetCapabilities = NULL;
static DWORD PPSSPP_XInputVersion = 0;
static HMODULE s_pXInputDLL = 0;
static int s_XInputDLLRefCount = 0;
static void UnloadXInputDLL();
static int LoadXInputDLL() {
DWORD version = 0;
if (s_pXInputDLL) {
s_XInputDLLRefCount++;
return 0; /* already loaded */
}
version = (1 << 16) | 4;
s_pXInputDLL = LoadLibrary( L"XInput1_4.dll" ); // 1.4 Ships with Windows 8.
if (!s_pXInputDLL) {
version = (1 << 16) | 3;
s_pXInputDLL = LoadLibrary( L"XInput1_3.dll" ); // 1.3 Ships with Vista and Win7, can be installed as a restributable component.
}
if (!s_pXInputDLL) {
return -1;
}
PPSSPP_XInputVersion = version;
s_XInputDLLRefCount = 1;
/* 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... */
PPSSPP_XInputGetState = (XInputGetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, (LPCSTR)100 );
PPSSPP_XInputSetState = (XInputSetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, "XInputSetState" );
PPSSPP_XInputGetCapabilities = (XInputGetCapabilities_t)GetProcAddress( (HMODULE)s_pXInputDLL, "XInputGetCapabilities" );
if ( !PPSSPP_XInputGetState || !PPSSPP_XInputSetState || !PPSSPP_XInputGetCapabilities ) {
UnloadXInputDLL();
return -1;
}
return 0;
}
static void UnloadXInputDLL() {
if ( s_pXInputDLL ) {
if (--s_XInputDLLRefCount == 0) {
FreeLibrary( s_pXInputDLL );
s_pXInputDLL = NULL;
}
}
}
#ifndef XUSER_MAX_COUNT
#define XUSER_MAX_COUNT 4
#endif
// Undocumented. Steam annoyingly grabs this button though....
#define XINPUT_GUIDE_BUTTON 0x400
// Permanent map. Actual mapping happens elsewhere.
static const struct {int from, to;} xinput_ctrl_map[] = {
{XINPUT_GAMEPAD_A, NKCODE_BUTTON_A},
{XINPUT_GAMEPAD_B, NKCODE_BUTTON_B},
{XINPUT_GAMEPAD_X, NKCODE_BUTTON_X},
{XINPUT_GAMEPAD_Y, NKCODE_BUTTON_Y},
{XINPUT_GAMEPAD_BACK, NKCODE_BUTTON_SELECT},
{XINPUT_GAMEPAD_START, NKCODE_BUTTON_START},
{XINPUT_GAMEPAD_LEFT_SHOULDER, NKCODE_BUTTON_L1},
{XINPUT_GAMEPAD_RIGHT_SHOULDER, NKCODE_BUTTON_R1},
{XINPUT_GAMEPAD_LEFT_THUMB, NKCODE_BUTTON_THUMBL},
{XINPUT_GAMEPAD_RIGHT_THUMB, NKCODE_BUTTON_THUMBR},
{XINPUT_GAMEPAD_DPAD_UP, NKCODE_DPAD_UP},
{XINPUT_GAMEPAD_DPAD_DOWN, NKCODE_DPAD_DOWN},
{XINPUT_GAMEPAD_DPAD_LEFT, NKCODE_DPAD_LEFT},
{XINPUT_GAMEPAD_DPAD_RIGHT, NKCODE_DPAD_RIGHT},
{XINPUT_GUIDE_BUTTON, NKCODE_HOME},
};
static const unsigned int xinput_ctrl_map_size = sizeof(xinput_ctrl_map) / sizeof(xinput_ctrl_map[0]);
XinputDevice::XinputDevice() {
if (LoadXInputDLL() != 0) {
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ERROR_LOG(SCECTRL, "Failed to load XInput! DLL missing");
}
ZeroMemory( &this->prevState, sizeof(this->prevState) );
this->check_delay = 0;
this->gamepad_idx = -1;
}
XinputDevice::~XinputDevice() {
UnloadXInputDLL();
}
struct Stick {
float x;
float y;
};
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static Stick NormalizedDeadzoneFilter(short x, short y);
int XinputDevice::UpdateState(InputState &input_state) {
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if (!s_pXInputDLL)
return 0;
if (this->check_delay-- > 0) return -1;
XINPUT_STATE state;
ZeroMemory( &state, sizeof(XINPUT_STATE) );
DWORD dwResult;
if (this->gamepad_idx >= 0)
dwResult = PPSSPP_XInputGetState( this->gamepad_idx, &state );
else {
// use the first gamepad that responds
for (int i = 0; i < XUSER_MAX_COUNT; i++) {
dwResult = PPSSPP_XInputGetState( i, &state );
if (dwResult == ERROR_SUCCESS) {
this->gamepad_idx = i;
break;
}
}
}
if ( dwResult == ERROR_SUCCESS ) {
ApplyButtons(state, input_state);
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if (prevState.Gamepad.sThumbLX != state.Gamepad.sThumbLX || prevState.Gamepad.sThumbLY != state.Gamepad.sThumbLY) {
Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY);
AxisInput axis;
axis.deviceId = DEVICE_ID_X360_0;
axis.axisId = JOYSTICK_AXIS_X;
axis.value = left.x;
NativeAxis(axis);
axis.axisId = JOYSTICK_AXIS_Y;
axis.value = left.y;
NativeAxis(axis);
}
if (prevState.Gamepad.sThumbRX != state.Gamepad.sThumbRX || prevState.Gamepad.sThumbRY != state.Gamepad.sThumbRY) {
Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY);
AxisInput axis;
axis.deviceId = DEVICE_ID_X360_0;
axis.axisId = JOYSTICK_AXIS_Z;
axis.value = right.x;
NativeAxis(axis);
axis.axisId = JOYSTICK_AXIS_RZ;
axis.value = right.y;
NativeAxis(axis);
}
if (prevState.Gamepad.bLeftTrigger != state.Gamepad.bLeftTrigger) {
AxisInput axis;
axis.deviceId = DEVICE_ID_X360_0;
axis.axisId = JOYSTICK_AXIS_LTRIGGER;
axis.value = (float)state.Gamepad.bLeftTrigger / 255.0f;
NativeAxis(axis);
}
if (prevState.Gamepad.bRightTrigger != state.Gamepad.bRightTrigger) {
AxisInput axis;
axis.deviceId = DEVICE_ID_X360_0;
axis.axisId = JOYSTICK_AXIS_RTRIGGER;
axis.value = (float)state.Gamepad.bRightTrigger / 255.0f;
NativeAxis(axis);
}
this->prevState = state;
this->check_delay = 0;
// If there's an XInput pad, skip following pads. This prevents DInput and XInput
// from colliding.
return UPDATESTATE_SKIP_PAD;
} else {
// wait check_delay frames before polling the controller again
this->gamepad_idx = -1;
this->check_delay = 100;
return -1;
}
}
inline float Clampf(float val, float min, float max) {
if (val < min) return min;
if (val > max) return max;
return val;
}
static Stick NormalizedDeadzoneFilter(short x, short y) {
static const float DEADZONE = (float)XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE / 32767.0f;
Stick s;
s.x = (float)x / 32767.0f;
s.y = (float)y / 32767.0f;
float magnitude = sqrtf(s.x * s.x + s.y * s.y);
if (magnitude > DEADZONE) {
if (magnitude > 1.0f) {
s.x *= 1.41421f;
s.y *= 1.41421f;
}
s.x = Clampf(s.x, -1.0f, 1.0f);
s.y = Clampf(s.y, -1.0f, 1.0f);
} else {
s.x = 0.0f;
s.y = 0.0f;
}
return s;
}
void XinputDevice::ApplyButtons(XINPUT_STATE &state, InputState &input_state) {
u32 buttons = state.Gamepad.wButtons;
u32 downMask = buttons & (~prevButtons);
u32 upMask = (~buttons) & prevButtons;
prevButtons = buttons;
for (int i = 0; i < xinput_ctrl_map_size; i++) {
if (downMask & xinput_ctrl_map[i].from) {
KeyInput key;
key.deviceId = DEVICE_ID_X360_0;
key.flags = KEY_DOWN;
key.keyCode = xinput_ctrl_map[i].to;
NativeKey(key);
}
if (upMask & xinput_ctrl_map[i].from) {
KeyInput key;
key.deviceId = DEVICE_ID_X360_0;
key.flags = KEY_UP;
key.keyCode = xinput_ctrl_map[i].to;
NativeKey(key);
}
}
}