#include "stdafx.h" #include "XinputDevice.h" #include #include #ifndef XUSER_MAX_COUNT #define XUSER_MAX_COUNT 4 #endif XinputDevice::XinputDevice() { ZeroMemory( &this->prevState, sizeof(this->prevState) ); this->check_delay = 0; this->gamepad_idx = -1; } struct Stick { float x; float y; }; static Stick NormalizedDeadzoneFilter(XINPUT_STATE &state); int XinputDevice::UpdateState() { if (this->check_delay-- > 0) return -1; XINPUT_STATE state; ZeroMemory( &state, sizeof(XINPUT_STATE) ); DWORD dwResult; if (this->gamepad_idx >= 0) dwResult = XInputGetState( this->gamepad_idx, &state ); else { // use the first gamepad that responds for (int i = 0; i < XUSER_MAX_COUNT; i++) { dwResult = XInputGetState( i, &state ); if (dwResult == ERROR_SUCCESS) { this->gamepad_idx = i; break; } } } if ( dwResult == ERROR_SUCCESS ) { this->ApplyDiff(state); Stick left = NormalizedDeadzoneFilter(state); __CtrlSetAnalog(left.x, left.y); this->prevState = state; this->check_delay = 0; return 0; } else { // wait check_delay frames before polling the controller again this->gamepad_idx = -1; this->check_delay = 100; return -1; } } // We only filter the left stick since PSP has no analog triggers or right stick static Stick NormalizedDeadzoneFilter(XINPUT_STATE &state) { static const short DEADZONE = XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE; Stick left; left.x = state.Gamepad.sThumbLX; left.y = state.Gamepad.sThumbLY; float magnitude = sqrt(left.x*left.x + left.y*left.y); Stick norm; norm.x = left.x / magnitude; norm.y = left.y / magnitude; if (magnitude > DEADZONE) { if (magnitude > 32767) magnitude = 32767; // normalize the magnitude magnitude -= DEADZONE; magnitude /= (32767 - DEADZONE); // normalize the axis left.x = norm.x * magnitude; left.y = norm.y * magnitude; } else { left.x = left.y = 0; } return left; } static const unsigned short xinput_ctrl_map[] = { XINPUT_GAMEPAD_DPAD_UP, CTRL_UP, XINPUT_GAMEPAD_DPAD_DOWN, CTRL_DOWN, XINPUT_GAMEPAD_DPAD_LEFT, CTRL_LEFT, XINPUT_GAMEPAD_DPAD_RIGHT, CTRL_RIGHT, XINPUT_GAMEPAD_START, CTRL_START, XINPUT_GAMEPAD_BACK, CTRL_SELECT, XINPUT_GAMEPAD_LEFT_SHOULDER, CTRL_LTRIGGER, XINPUT_GAMEPAD_RIGHT_SHOULDER, CTRL_RTRIGGER, XINPUT_GAMEPAD_A, CTRL_CROSS, XINPUT_GAMEPAD_B, CTRL_CIRCLE, XINPUT_GAMEPAD_X, CTRL_SQUARE, XINPUT_GAMEPAD_Y, CTRL_TRIANGLE, }; static inline u32 CtrlForXinput(int xinput) { for (int i = 0; i < sizeof(xinput_ctrl_map)/sizeof(xinput_ctrl_map[0]); i += 2) if (xinput_ctrl_map[i] == xinput) return (u32) xinput_ctrl_map[i+1]; return 0; } void XinputDevice::ApplyDiff(XINPUT_STATE &state) { unsigned short pressed = state.Gamepad.wButtons & ~this->prevState.Gamepad.wButtons; unsigned short released = ~state.Gamepad.wButtons & this->prevState.Gamepad.wButtons; for (int i = 1; i < USHRT_MAX; i <<= 1) { if (pressed & i) __CtrlButtonDown(CtrlForXinput(i)); if (released & i) __CtrlButtonUp(CtrlForXinput(i)); } }