ppsspp/Core/HLE/sceCtrl.cpp
Diogo Franco (Kovensky) 7e7e9a0452 Add a class for keyboard input
Removes the windows-specific hack from sceCtrl
to read keyboard input and instead add a hack to
PPSSPPWindows.

The input mapping is still hardcoded and is the same
as it was in sceCtrl.

Add an std::list to WindowsHost that, curretly, contains
a hardcoded list of preferred `InputDevice`s. Devices
are tried in-order until one of them reports success.
Xinput is preferred over Keyboard. Keyboard always
returns success. Pointers are stored in the std::list
for polymorphism.

Change XinputDevice to report failure as soon as a
device can't be queried, instead of only a frame later.
2012-11-12 17:49:40 +00:00

200 lines
5.3 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "HLE.h"
#include "../MIPS/MIPS.h"
#include "StdMutex.h"
#include "sceCtrl.h"
/* Index for the two analog directions */
#define CTRL_ANALOG_X 0
#define CTRL_ANALOG_Y 1
#define CTRL_MODE_DIGITAL 0
#define CTRL_MODE_ANALOG 1
// Returned control data
struct _ctrl_data
{
u32 frame;
u32 buttons;
u8 analog[2];
u8 unused[6];
};
static u32 oldButtons;
struct CtrlLatch {
u32 btnMake;
u32 btnBreak;
u32 btnPress;
u32 btnRelease;
};
//////////////////////////////////////////////////////////////////////////
// STATE BEGIN
static bool ctrlInited = false;
static bool analogEnabled = false;
static _ctrl_data ctrl;
static CtrlLatch latch;
static std::recursive_mutex ctrlMutex;
// STATE END
//////////////////////////////////////////////////////////////////////////
void SampleControls() {
static int frame = 0;
_ctrl_data &data = ctrl;
data.frame=1;//frame;
frame++;
}
void UpdateLatch() {
u32 changed = ctrl.buttons ^ oldButtons;
latch.btnMake = ctrl.buttons & changed;
latch.btnBreak = oldButtons & changed;
latch.btnPress = ctrl.buttons;
latch.btnRelease = (oldButtons & ~ctrl.buttons) & changed;
oldButtons = ctrl.buttons;
}
// Functions so that the rest of the emulator can control what the sceCtrl interface should return
// to the game:
void __CtrlButtonDown(u32 buttonBit)
{
std::lock_guard<std::recursive_mutex> guard(ctrlMutex);
ctrl.buttons |= buttonBit;
}
void __CtrlButtonUp(u32 buttonBit)
{
std::lock_guard<std::recursive_mutex> guard(ctrlMutex);
ctrl.buttons &= ~buttonBit;
}
void __CtrlSetAnalog(float x, float y)
{
std::lock_guard<std::recursive_mutex> guard(ctrlMutex);
// TODO: Circle!
if (x > 1.0f) x = 1.0f;
if (y > 1.0f) y = 1.0f;
if (x < -1.0f) x = -1.0f;
if (y > -1.0f) y = -1.0f;
ctrl.analog[0] = (u8)(x * 127.f + 128.f);
ctrl.analog[1] = (u8)(y * 127.f + 128.f);
}
void sceCtrlInit()
{
ctrlInited = true;
memset(&ctrl, 0, sizeof(ctrl));
ctrl.analog[0] = 128;
ctrl.analog[1] = 128;
DEBUG_LOG(HLE,"sceCtrlInit");
}
u32 sceCtrlSetSamplingMode(u32 mode)
{
u32 retVal = 0;
DEBUG_LOG(HLE,"sceCtrlSetSamplingMode(%i)", mode);
_assert_msg_(HLE, mode >= 0 && mode <= 1, "sceCtrlSetSamplingMode: mode outside expected range.");
if (ctrlInited)
{
retVal = analogEnabled == true ? CTRL_MODE_ANALOG : CTRL_MODE_DIGITAL;
analogEnabled = mode == CTRL_MODE_ANALOG ? true : false;
}
return retVal;
}
void sceCtrlSetIdleCancelThreshold()
{
DEBUG_LOG(HLE,"UNIMPL sceCtrlSetIdleCancelThreshold");
}
u32 sceCtrlReadBufferPositive(u32 ctrlDataPtr, u32 nBufs)
{
DEBUG_LOG(HLE,"sceCtrlReadBufferPositive(%08x, %i)", ctrlDataPtr, nBufs);
_assert_msg_(HLE, nBufs > 0, "sceCtrlReadBufferPositive: trying to read nothing?");
std::lock_guard<std::recursive_mutex> guard(ctrlMutex);
// Let's just ignore if ctrl is inited or not; some games don't init it (Super Fruit Fall)
//if (ctrlInited)
//{
SampleControls();
memcpy(Memory::GetPointer(ctrlDataPtr), &ctrl, sizeof(_ctrl_data));
//}
return 1;
}
u32 sceCtrlPeekLatch(u32 latchDataPtr) {
ERROR_LOG(HLE,"FAKE sceCtrlPeekLatch(%08x)", latchDataPtr);
if (Memory::IsValidAddress(latchDataPtr))
Memory::WriteStruct(latchDataPtr, &latch);
return 1;
}
u32 sceCtrlReadLatch(u32 latchDataPtr) {
ERROR_LOG(HLE,"FAKE sceCtrlReadLatch(%08x)", latchDataPtr);
// Hackery to do it here.
SampleControls();
UpdateLatch();
if (Memory::IsValidAddress(latchDataPtr))
Memory::WriteStruct(latchDataPtr, &latch);
return 1;
}
static const HLEFunction sceCtrl[] =
{
{0x6a2774f3, sceCtrlInit, "sceCtrlInit"}, //(int unknown), init with 0
{0x1f4011e6, &WrapU_U<sceCtrlSetSamplingMode>, "sceCtrlSetSamplingMode"}, //(int on);
{0x1f803938, &WrapU_UU<sceCtrlReadBufferPositive>, "sceCtrlReadBufferPositive"}, //(ctrl_data_t* paddata, int unknown) // unknown should be 1
{0x6A2774F3, 0, "sceCtrlSetSamplingCycle"}, //?
{0x6A2774F3,sceCtrlInit,"sceCtrlSetSamplingCycle"},
{0x02BAAD91,0,"sceCtrlGetSamplingCycle"},
{0xDA6B76A1,0,"sceCtrlGetSamplingMode"},
{0x3A622550,&WrapU_UU<sceCtrlReadBufferPositive>, "sceCtrlPeekBufferPositive"},
{0xC152080A,0,"sceCtrlPeekBufferNegative"},
{0x60B81F86,0,"sceCtrlReadBufferNegative"},
{0xB1D0E5CD,&WrapU_U<sceCtrlPeekLatch>,"sceCtrlPeekLatch"},
{0x0B588501,&WrapU_U<sceCtrlReadLatch>,"sceCtrlReadLatch"},
{0x348D99D4,0,"sceCtrl_348D99D4"},
{0xAF5960F3,0,"sceCtrl_AF5960F3"},
{0xA68FD260,0,"sceCtrlClearRapidFire"},
{0x6841BE1A,0,"sceCtrlSetRapidFire"},
{0xa7144800,sceCtrlSetIdleCancelThreshold,"sceCtrlSetIdleCancelThreshold"},
{0x687660fa,0,"sceCtrlGetIdleCancelThreshold"},
};
void Register_sceCtrl() {
RegisterModule("sceCtrl",ARRAY_SIZE(sceCtrl),sceCtrl);
}