Mesen2/Windows/WindowsKeyManager.cpp

240 lines
6 KiB
C++

#include "Common.h"
#include "WindowsKeyManager.h"
#include "Shared/KeyDefinitions.h"
WindowsKeyManager::WindowsKeyManager(Emulator* emu, HWND hWnd)
{
_emu = emu;
_hWnd = hWnd;
ResetKeyState();
_keyDefinitions = KeyDefinition::GetSharedKeyDefinitions();
//Init XInput buttons
vector<string> buttonNames = {
"Up", "Down", "Left", "Right",
"Start", "Back",
"L3", "R3", "L1", "R1",
"?", "?",
"A", "B", "X", "Y",
"L2", "R2",
"RT Up", "RT Down", "RT Left", "RT Right",
"LT Up", "LT Down", "LT Left", "LT Right",
"LT Y", "LT X", "RT Y", "RT X"
};
for(int i = 0; i < 4; i++) {
for(int j = 0; j < (int)buttonNames.size(); j++) {
_keyDefinitions.push_back({ "Pad" + std::to_string(i + 1) + " " + buttonNames[j], (uint32_t)(WindowsKeyManager::BaseGamepadIndex + i * 0x100 + j + 1) });
}
}
//Init DirectInput buttons
vector<string> diButtonNames = {
"Y+", "Y-",
"X-", "X+",
"Y2+", "Y2-",
"X2-", "X2+",
"Z+", "Z-",
"Z2+", "Z2-",
"DPad Up", "DPad Down", "DPad Right", "DPad Left"
};
vector<string> axisNames = {
"Y", "X", "Y2", "X2", "Z", "Z2"
};
for(int i = 0; i < 16; i++) {
for(int j = 0; j < (int)diButtonNames.size(); j++) {
_keyDefinitions.push_back({ "Joy" + std::to_string(i + 1) + " " + diButtonNames[j], (uint32_t)(WindowsKeyManager::BaseDirectInputIndex + i * 0x100 + j) });
}
for(int j = 0; j < 128; j++) {
_keyDefinitions.push_back({ "Joy" + std::to_string(i + 1) + " But" + std::to_string(j + 1), (uint32_t)(WindowsKeyManager::BaseDirectInputIndex + i * 0x100 + j + diButtonNames.size()) });
}
for(int j = 0; j < (int)axisNames.size(); j++) {
_keyDefinitions.push_back({ "Joy" + std::to_string(i + 1) + " " + axisNames[j], (uint32_t)(WindowsKeyManager::BaseDirectInputIndex + i * 0x100 + j + diButtonNames.size() + 0x100) });
}
}
for(KeyDefinition& keyDef : _keyDefinitions) {
_keyNames[keyDef.keyCode] = keyDef.name;
_keyCodes[keyDef.name] = keyDef.keyCode;
}
StartUpdateDeviceThread();
}
WindowsKeyManager::~WindowsKeyManager()
{
_stopUpdateDeviceThread = true;
_stopSignal.Signal();
_updateDeviceThread.join();
}
void WindowsKeyManager::StartUpdateDeviceThread()
{
_updateDeviceThread = std::thread([=]() {
_xInput.reset(new XInputManager(_emu));
_directInput.reset(new DirectInputManager(_emu, _hWnd));
while(!_stopUpdateDeviceThread) {
//Check for newly plugged in XInput controllers every 5 secs
//Do not check for DirectInput controllers because this takes more time and sometimes causes issues/freezes
if(_xInput->NeedToUpdate()) {
_xInput->UpdateDeviceList();
}
_stopSignal.Wait(5000);
}
});
}
void WindowsKeyManager::RefreshState()
{
if(!_xInput || !_directInput) {
return;
}
_xInput->RefreshState();
_directInput->RefreshState();
}
bool WindowsKeyManager::IsKeyPressed(uint16_t key)
{
if(_disableAllKeys || key == 0) {
return false;
}
if(key >= WindowsKeyManager::BaseGamepadIndex) {
if(!_xInput || !_directInput) {
return false;
}
if(key >= WindowsKeyManager::BaseDirectInputIndex) {
//Directinput key
uint8_t gamepadPort = (key - WindowsKeyManager::BaseDirectInputIndex) / 0x100;
uint8_t gamepadButton = (key - WindowsKeyManager::BaseDirectInputIndex) % 0x100;
return _directInput->IsPressed(gamepadPort, gamepadButton);
} else {
//XInput key
uint8_t gamepadPort = (key - WindowsKeyManager::BaseGamepadIndex) / 0x100;
uint8_t gamepadButton = (key - WindowsKeyManager::BaseGamepadIndex) % 0x100;
return _xInput->IsPressed(gamepadPort, gamepadButton);
}
} else if(key < 0x205) {
return _keyState[key] != 0;
}
return false;
}
optional<int16_t> WindowsKeyManager::GetAxisPosition(uint16_t key)
{
if(key >= WindowsKeyManager::BaseGamepadIndex) {
if(!_xInput || !_directInput) {
return std::nullopt;
}
if(key >= WindowsKeyManager::BaseDirectInputIndex) {
//Directinput key
uint8_t port = (key - WindowsKeyManager::BaseDirectInputIndex) / 0x100;
uint8_t button = (key - WindowsKeyManager::BaseDirectInputIndex) % 0x100;
return _directInput->GetAxisPosition(port, button);
} else {
//XInput key
uint8_t port = (key - WindowsKeyManager::BaseGamepadIndex) / 0x100;
uint8_t button = (key - WindowsKeyManager::BaseGamepadIndex) % 0x100;
return _xInput->GetAxisPosition(port, button);
}
}
return std::nullopt;
}
bool WindowsKeyManager::IsMouseButtonPressed(MouseButton button)
{
return _keyState[WindowsKeyManager::BaseMouseButtonIndex + (int)button];
}
vector<uint16_t> WindowsKeyManager::GetPressedKeys()
{
vector<uint16_t> result;
if(!_xInput || !_directInput) {
return result;
}
_xInput->RefreshState();
for(int i = 0; i < XUSER_MAX_COUNT; i++) {
for(int j = 1; j <= 26; j++) {
if(_xInput->IsPressed(i, j)) {
result.push_back(WindowsKeyManager::BaseGamepadIndex + i * 0x100 + j);
}
}
}
_directInput->RefreshState();
for(int i = _directInput->GetJoystickCount() - 1; i >= 0; i--) {
for(int j = 0; j < 16+128; j++) {
if(_directInput->IsPressed(i, j)) {
result.push_back(WindowsKeyManager::BaseDirectInputIndex + i * 0x100 + j);
}
}
}
for(int i = 0; i < 0x205; i++) {
if(_keyState[i]) {
result.push_back(i);
}
}
return result;
}
string WindowsKeyManager::GetKeyName(uint16_t keyCode)
{
auto keyDef = _keyNames.find(keyCode);
if(keyDef != _keyNames.end()) {
return keyDef->second;
}
return "";
}
uint16_t WindowsKeyManager::GetKeyCode(string keyName)
{
auto keyDef = _keyCodes.find(keyName);
if(keyDef != _keyCodes.end()) {
return keyDef->second;
}
return 0;
}
void WindowsKeyManager::UpdateDevices()
{
if(!_xInput || !_directInput) {
return;
}
_xInput->UpdateDeviceList();
_directInput->UpdateDeviceList();
}
bool WindowsKeyManager::SetKeyState(uint16_t scanCode, bool state)
{
if(scanCode < 0x205 && _keyState[scanCode] != state) {
_keyState[scanCode] = state;
return true;
}
return false;
}
void WindowsKeyManager::SetDisabled(bool disabled)
{
_disableAllKeys = disabled;
}
void WindowsKeyManager::SetForceFeedback(uint16_t magnitude)
{
_xInput->SetForceFeedback(magnitude);
}
void WindowsKeyManager::ResetKeyState()
{
memset(_keyState, 0, sizeof(_keyState));
}