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https://github.com/libretro/ppsspp.git
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dcd2c26214
We basically never want two pads active at once, but keyboard is different. So, they need to be treated differently. Fixes #1212.
126 lines
3.7 KiB
C++
126 lines
3.7 KiB
C++
#include <limits.h>
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#include "XinputDevice.h"
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#include "input/input_state.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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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 (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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// 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 short DEADZONE = XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
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Stick left;
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left.x = x;
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left.y = y;
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float magnitude = sqrt(left.x*left.x + left.y*left.y);
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Stick norm;
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norm.x = left.x / magnitude;
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norm.y = left.y / magnitude;
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if (magnitude > DEADZONE) {
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if (magnitude > 32767) magnitude = 32767;
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// normalize the magnitude
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magnitude -= DEADZONE;
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magnitude /= (32767 - DEADZONE);
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// normalize the axis
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left.x = norm.x * magnitude;
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left.y = norm.y * magnitude;
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} else {
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left.x = left.y = 0;
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}
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return left;
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}
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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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static const unsigned int xinput_ctrl_map[] = {
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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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XINPUT_GAMEPAD_START, PAD_BUTTON_START,
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XINPUT_GAMEPAD_BACK, PAD_BUTTON_SELECT,
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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_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_LEFT_THUMB, PAD_BUTTON_LEFT_THUMB,
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XINPUT_GAMEPAD_RIGHT_THUMB, PAD_BUTTON_RIGHT_THUMB,
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};
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static inline u32 CtrlForXinput(int xinput) {
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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 (xinput_ctrl_map[i] == xinput) return (u32) xinput_ctrl_map[i+1];
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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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for (int i = 1; i < USHRT_MAX; i <<= 1) {
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if (state.Gamepad.wButtons & i)
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input_state.pad_buttons |= CtrlForXinput(i);
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}
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} |