mirror of
https://github.com/libretro/ppsspp.git
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3023f7d06b
Add a simple "autoconfigure" facility for input devices, that lets the user choose if several are connected. Can be expanded in the future to provide custom default mapppings for various devices as long as we manage to identify them. Ideally, key mappings should be unique per device but they aren't yet.
258 lines
7.3 KiB
C++
258 lines
7.3 KiB
C++
#include <limits.h>
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#include "base/NativeApp.h"
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#include "Core/Config.h"
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#include "Common/KeyMap.h"
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#include "input/input_state.h"
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#include "input/keycodes.h"
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#include "XinputDevice.h"
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#include "ControlMapping.h"
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// Utilities to dynamically load XInput. Adapted from SDL.
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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 *XInputGetCapabilities_t) (DWORD dwUserIndex, DWORD dwFlags, XINPUT_CAPABILITIES* pCapabilities);
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XInputGetState_t PPSSPP_XInputGetState = NULL;
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XInputSetState_t PPSSPP_XInputSetState = NULL;
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XInputGetCapabilities_t PPSSPP_XInputGetCapabilities = NULL;
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static DWORD PPSSPP_XInputVersion = 0;
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static HMODULE s_pXInputDLL = 0;
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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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}
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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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PPSSPP_XInputGetState = (XInputGetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, (LPCSTR)100 );
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PPSSPP_XInputSetState = (XInputSetState_t)GetProcAddress( (HMODULE)s_pXInputDLL, "XInputSetState" );
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PPSSPP_XInputGetCapabilities = (XInputGetCapabilities_t)GetProcAddress( (HMODULE)s_pXInputDLL, "XInputGetCapabilities" );
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if ( !PPSSPP_XInputGetState || !PPSSPP_XInputSetState || !PPSSPP_XInputGetCapabilities ) {
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UnloadXInputDLL();
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return -1;
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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 = NULL;
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}
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}
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}
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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, 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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ERROR_LOG(SCECTRL, "Failed to load XInput! DLL missing");
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}
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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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XinputDevice::~XinputDevice() {
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UnloadXInputDLL();
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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 (!s_pXInputDLL)
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return 0;
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if (this->check_delay-- > 0)
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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 = PPSSPP_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 = PPSSPP_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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static bool notified = false;
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if (!notified) {
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notified = true;
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KeyMap::NotifyPadConnected("Xbox 360 Pad");
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}
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ApplyButtons(state, input_state);
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if (prevState.Gamepad.sThumbLX != state.Gamepad.sThumbLX || prevState.Gamepad.sThumbLY != state.Gamepad.sThumbLY) {
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Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY);
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AxisInput axis;
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axis.deviceId = DEVICE_ID_X360_0;
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axis.axisId = JOYSTICK_AXIS_X;
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axis.value = left.x;
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NativeAxis(axis);
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axis.axisId = JOYSTICK_AXIS_Y;
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axis.value = left.y;
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NativeAxis(axis);
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}
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if (prevState.Gamepad.sThumbRX != state.Gamepad.sThumbRX || prevState.Gamepad.sThumbRY != state.Gamepad.sThumbRY) {
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Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY);
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AxisInput axis;
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axis.deviceId = DEVICE_ID_X360_0;
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axis.axisId = JOYSTICK_AXIS_Z;
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axis.value = right.x;
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NativeAxis(axis);
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axis.axisId = JOYSTICK_AXIS_RZ;
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axis.value = right.y;
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NativeAxis(axis);
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}
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if (prevState.Gamepad.bLeftTrigger != state.Gamepad.bLeftTrigger) {
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AxisInput axis;
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axis.deviceId = DEVICE_ID_X360_0;
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axis.axisId = JOYSTICK_AXIS_LTRIGGER;
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axis.value = (float)state.Gamepad.bLeftTrigger / 255.0f;
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NativeAxis(axis);
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}
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if (prevState.Gamepad.bRightTrigger != state.Gamepad.bRightTrigger) {
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AxisInput axis;
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axis.deviceId = DEVICE_ID_X360_0;
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axis.axisId = JOYSTICK_AXIS_RTRIGGER;
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axis.value = (float)state.Gamepad.bRightTrigger / 255.0f;
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NativeAxis(axis);
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}
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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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inline float Clampf(float val, float min, float max) {
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if (val < min) return min;
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if (val > max) return max;
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return val;
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}
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static Stick NormalizedDeadzoneFilter(short x, short y) {
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static const float DEADZONE = (float)XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE / 32767.0f;
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Stick s;
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s.x = (float)x / 32767.0f;
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s.y = (float)y / 32767.0f;
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float magnitude = sqrtf(s.x * s.x + s.y * s.y);
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if (magnitude > DEADZONE) {
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if (magnitude > 1.0f) {
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s.x *= 1.41421f;
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s.y *= 1.41421f;
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}
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s.x = Clampf(s.x, -1.0f, 1.0f);
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s.y = Clampf(s.y, -1.0f, 1.0f);
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} else {
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s.x = 0.0f;
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s.y = 0.0f;
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}
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return s;
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}
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void XinputDevice::ApplyButtons(XINPUT_STATE &state, InputState &input_state) {
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u32 buttons = state.Gamepad.wButtons;
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u32 downMask = buttons & (~prevButtons);
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u32 upMask = (~buttons) & prevButtons;
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prevButtons = 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_X360_0;
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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_X360_0;
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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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