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Merge pull request #7536 from unknownbrackets/control-minor
Add an option to ignore gamepads when not focused
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commit
30ad27f961
@ -540,6 +540,7 @@ static ConfigSetting controlSettings[] = {
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#endif
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ConfigSetting("DisableDpadDiagonals", &g_Config.bDisableDpadDiagonals, false, true, true),
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ConfigSetting("GamepadOnlyFocused", &g_Config.bGamepadOnlyFocused, false, true, true),
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ConfigSetting("TouchButtonStyle", &g_Config.iTouchButtonStyle, 1, true, true),
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ConfigSetting("TouchButtonOpacity", &g_Config.iTouchButtonOpacity, 65, true, true),
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@ -234,6 +234,7 @@ public:
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// Disable diagonals
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bool bDisableDpadDiagonals;
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bool bGamepadOnlyFocused;
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// Control Style
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int iTouchButtonStyle;
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// Control Positions
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@ -369,6 +369,10 @@ void GameSettingsScreen::CreateViews() {
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controlsSettings->Add(new ItemHeader(ms->T("Controls")));
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controlsSettings->Add(new Choice(c->T("Control Mapping")))->OnClick.Handle(this, &GameSettingsScreen::OnControlMapping);
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#if defined(USING_WIN_UI)
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controlsSettings->Add(new CheckBox(&g_Config.bGamepadOnlyFocused, c->T("Ignore gamepads when not focused")));
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#endif
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#if defined(MOBILE_DEVICE)
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controlsSettings->Add(new CheckBox(&g_Config.bHapticFeedback, c->T("HapticFeedback", "Haptic Feedback (vibration)")));
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static const char *tiltTypes[] = { "None (Disabled)", "Analog Stick", "D-PAD", "PSP Action Buttons"};
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@ -21,6 +21,7 @@
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#include "input/input_state.h"
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#include "thread/thread.h"
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#include "thread/threadutil.h"
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#include "Core/Config.h"
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#include "Core/Host.h"
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#include "Windows/InputDevice.h"
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#include "Windows/XinputDevice.h"
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@ -33,6 +34,7 @@ static volatile bool inputThreadEnabled = false;
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static std::thread *inputThread = NULL;
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static recursive_mutex inputMutex;
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static condition_variable inputEndCond;
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static bool focused = true;
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extern InputState input_state;
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@ -46,7 +48,7 @@ inline static void ExecuteInputPoll() {
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input_state.pad_lstick_y = 0;
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input_state.pad_rstick_x = 0;
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input_state.pad_rstick_y = 0;
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if (host) {
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if (host && (focused || !g_Config.bGamepadOnlyFocused)) {
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host->PollControllers(input_state);
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}
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UpdateInputState(&input_state);
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@ -87,3 +89,11 @@ void InputDevice::StopPolling() {
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delete inputThread;
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inputThread = NULL;
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}
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void InputDevice::GainFocus() {
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focused = true;
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}
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void InputDevice::LoseFocus() {
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focused = false;
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}
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@ -32,4 +32,7 @@ public:
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static void BeginPolling();
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static void StopPolling();
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static void GainFocus();
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static void LoseFocus();
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};
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@ -58,6 +58,8 @@ namespace WindowsRawInput {
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static void *rawInputBuffer;
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static size_t rawInputBufferSize;
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static bool menuActive;
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static bool focused = true;
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static bool mouseRightDown = false;
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void Init() {
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RAWINPUTDEVICE dev[3];
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@ -171,7 +173,18 @@ namespace WindowsRawInput {
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return 0;
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}
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void ProcessMouse(RAWINPUT *raw, bool foreground) {
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static bool MouseInWindow(HWND hWnd) {
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POINT pt;
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if (GetCursorPos(&pt) != 0) {
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RECT rt;
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if (GetWindowRect(hWnd, &rt) != 0) {
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return PtInRect(&rt, pt) != 0;
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}
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}
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return true;
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}
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void ProcessMouse(HWND hWnd, RAWINPUT *raw, bool foreground) {
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if (menuActive && UpdateMenuActive()) {
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// Ignore mouse input while a menu is active, it's probably interacting with the menu.
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return;
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@ -193,12 +206,27 @@ namespace WindowsRawInput {
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key.flags = KEY_DOWN;
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key.keyCode = windowsTransTable[VK_RBUTTON];
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NativeTouch(touch);
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NativeKey(key);
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if (MouseInWindow(hWnd)) {
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NativeKey(key);
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}
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mouseRightDown = true;
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} else if (raw->data.mouse.usButtonFlags & RI_MOUSE_RIGHT_BUTTON_UP) {
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key.flags = KEY_UP;
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key.keyCode = windowsTransTable[VK_RBUTTON];
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NativeTouch(touch);
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NativeKey(key);
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if (MouseInWindow(hWnd)) {
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if (!mouseRightDown) {
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// This means they were focused outside, and right clicked inside.
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// Seems intentional, so send a down first.
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key.flags = KEY_DOWN;
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NativeKey(key);
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key.flags = KEY_UP;
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NativeKey(key);
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} else {
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NativeKey(key);
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}
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}
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mouseRightDown = false;
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}
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// TODO : Smooth and translate to an axis every frame.
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@ -229,7 +257,7 @@ namespace WindowsRawInput {
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break;
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case RIM_TYPEMOUSE:
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ProcessMouse(raw, foreground);
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ProcessMouse(hWnd, raw, foreground);
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break;
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case RIM_TYPEHID:
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@ -241,6 +269,10 @@ namespace WindowsRawInput {
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return DefWindowProc(hWnd, WM_INPUT, wParam, lParam);
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}
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void GainFocus() {
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focused = true;
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}
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void LoseFocus() {
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// Force-release all held keys on the keyboard to prevent annoying stray inputs.
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KeyInput key;
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@ -250,6 +282,7 @@ namespace WindowsRawInput {
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key.keyCode = *i;
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NativeKey(key);
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}
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focused = false;
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}
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void NotifyMenu() {
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@ -22,6 +22,7 @@ namespace WindowsRawInput {
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LRESULT Process(HWND hWnd, WPARAM wParam, LPARAM lParam);
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// Not actually RawInput but it kinda belongs here anyway.
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LRESULT ProcessChar(HWND hWnd, WPARAM wParam, LPARAM lParam);
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void GainFocus();
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void LoseFocus();
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void NotifyMenu();
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void Shutdown();
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@ -1083,6 +1083,8 @@ namespace MainWindow
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{
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bool pause = true;
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if (wParam == WA_ACTIVE || wParam == WA_CLICKACTIVE) {
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WindowsRawInput::GainFocus();
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InputDevice::GainFocus();
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g_activeWindow = WINDOW_MAINWINDOW;
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pause = false;
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}
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@ -1097,6 +1099,7 @@ namespace MainWindow
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if (wParam == WA_INACTIVE) {
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WindowsRawInput::LoseFocus();
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InputDevice::LoseFocus();
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}
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}
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break;
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