#include #include "base/NativeApp.h" #include "Core/Config.h" #include "input/input_state.h" #include "input/keycodes.h" #include "XinputDevice.h" #include "ControlMapping.h" #ifndef XUSER_MAX_COUNT #define XUSER_MAX_COUNT 4 #endif // Permanent map. Actual mapping happens elsewhere. static const struct {int from, to;} xinput_ctrl_map[] = { {XBOX_CODE_LEFTTRIGGER, KEYCODE_BUTTON_L2}, {XBOX_CODE_RIGHTTRIGGER, KEYCODE_BUTTON_R2}, {XINPUT_GAMEPAD_A, KEYCODE_BUTTON_A}, {XINPUT_GAMEPAD_B, KEYCODE_BUTTON_B}, {XINPUT_GAMEPAD_X, KEYCODE_BUTTON_X}, {XINPUT_GAMEPAD_Y, KEYCODE_BUTTON_Y}, {XINPUT_GAMEPAD_BACK, KEYCODE_BACK}, {XINPUT_GAMEPAD_START, KEYCODE_BUTTON_START}, {XINPUT_GAMEPAD_LEFT_SHOULDER, KEYCODE_BUTTON_L1}, {XINPUT_GAMEPAD_RIGHT_SHOULDER, KEYCODE_BUTTON_R1}, {XINPUT_GAMEPAD_LEFT_THUMB, KEYCODE_BUTTON_THUMBL}, {XINPUT_GAMEPAD_RIGHT_THUMB, KEYCODE_BUTTON_THUMBR}, {XINPUT_GAMEPAD_DPAD_UP, KEYCODE_DPAD_UP}, {XINPUT_GAMEPAD_DPAD_DOWN, KEYCODE_DPAD_DOWN}, {XINPUT_GAMEPAD_DPAD_LEFT, KEYCODE_DPAD_LEFT}, {XINPUT_GAMEPAD_DPAD_RIGHT, KEYCODE_DPAD_RIGHT}, }; static const unsigned int xinput_ctrl_map_size = sizeof(xinput_ctrl_map) / sizeof(xinput_ctrl_map[0]); 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(short x, short y); int XinputDevice::UpdateState(InputState &input_state) { if (g_Config.iForceInputDevice > 0) return -1; 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 ) { ApplyButtons(state, input_state); Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY); Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY); input_state.pad_lstick_x += left.x; input_state.pad_lstick_y += left.y; input_state.pad_rstick_x += right.x; input_state.pad_rstick_y += right.y; // Also convert the analog triggers. input_state.pad_ltrigger = state.Gamepad.bLeftTrigger / 255.0f; input_state.pad_rtrigger = state.Gamepad.bRightTrigger / 255.0f; this->prevState = state; this->check_delay = 0; AxisInput axis; axis.deviceId = DEVICE_ID_KEYBOARD; axis.axisId = JOYSTICK_AXIS_X; axis.value = left.x; NativeAxis(axis); axis.axisId = JOYSTICK_AXIS_Y; axis.value = left.y; NativeAxis(axis); axis.axisId = JOYSTICK_AXIS_Z; axis.value = right.x; NativeAxis(axis); axis.axisId = JOYSTICK_AXIS_RZ; axis.value = right.y; NativeAxis(axis); // If there's an XInput pad, skip following pads. This prevents DInput and XInput // from colliding. return UPDATESTATE_SKIP_PAD; } else { // wait check_delay frames before polling the controller again this->gamepad_idx = -1; this->check_delay = 100; return -1; } } inline float Clampf(float val, float min, float max) { if (val < min) return min; if (val > max) return max; return val; } // We only filter the left stick since PSP has no analog triggers or right stick static Stick NormalizedDeadzoneFilter(short x, short y) { static const float DEADZONE = (float)XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE / 32767.0f; Stick s; s.x = (float)x / 32767.0f; s.y = (float)y / 32767.0f; float magnitude = sqrtf(s.x * s.x + s.y * s.y); if (magnitude > DEADZONE) { if (magnitude > 1.0f) { s.x *= 1.41421f; s.y *= 1.41421f; } s.x = Clampf(s.x, -1.0f, 1.0f); s.y = Clampf(s.y, -1.0f, 1.0f); } else { s.x = 0.0f; s.y = 0.0f; } return s; } struct xinput_button_name { unsigned int button; char name[10]; }; const xinput_button_name xinput_name_map[] = { {XBOX_CODE_LEFTTRIGGER, "LT"}, {XBOX_CODE_RIGHTTRIGGER, "RT"}, {XINPUT_GAMEPAD_A, "A"}, {XINPUT_GAMEPAD_B, "B"}, {XINPUT_GAMEPAD_X, "X"}, {XINPUT_GAMEPAD_Y, "Y"}, {XINPUT_GAMEPAD_BACK, "Back"}, {XINPUT_GAMEPAD_START, "Start"}, {XINPUT_GAMEPAD_LEFT_SHOULDER, "LB"}, {XINPUT_GAMEPAD_RIGHT_SHOULDER, "RB"}, {XINPUT_GAMEPAD_LEFT_THUMB, "LThumb"}, {XINPUT_GAMEPAD_RIGHT_THUMB, "RThumb"}, {XINPUT_GAMEPAD_DPAD_UP, "Up"}, {XINPUT_GAMEPAD_DPAD_DOWN, "Down"}, {XINPUT_GAMEPAD_DPAD_LEFT, "Left"}, {XINPUT_GAMEPAD_DPAD_RIGHT, "Right"}, }; static const int xbutton_name_map_size = sizeof(xinput_name_map) / sizeof(xinput_button_name); const char * getXinputButtonName(unsigned int button) { for (int i = 0; i < xbutton_name_map_size; i++) { if (xinput_name_map[i].button == button) return xinput_name_map[i].name; } return 0; } void XinputDevice::ApplyButtons(XINPUT_STATE &state, InputState &input_state) { u32 buttons = state.Gamepad.wButtons; // Simulate some extra buttons from axes. This should be done elsewhere really. if (state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) buttons |= XBOX_CODE_LEFTTRIGGER; if (state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) buttons |= XBOX_CODE_RIGHTTRIGGER; const SHORT rthreshold = 22000; switch (g_Config.iRightStickBind) { case 0: break; case 1: if (state.Gamepad.sThumbRX > rthreshold) buttons |= XINPUT_GAMEPAD_DPAD_RIGHT; else if (state.Gamepad.sThumbRX < -rthreshold) buttons |= XINPUT_GAMEPAD_DPAD_LEFT; if (state.Gamepad.sThumbRY > rthreshold) buttons |= XINPUT_GAMEPAD_DPAD_UP; else if (state.Gamepad.sThumbRY < -rthreshold) buttons |= XINPUT_GAMEPAD_DPAD_DOWN; break; case 2: if (state.Gamepad.sThumbRX > rthreshold) buttons |= XINPUT_GAMEPAD_B; else if (state.Gamepad.sThumbRX < -rthreshold) buttons |= XINPUT_GAMEPAD_X; if (state.Gamepad.sThumbRY > rthreshold) buttons |= XINPUT_GAMEPAD_Y; else if (state.Gamepad.sThumbRY < -rthreshold) buttons |= XINPUT_GAMEPAD_A; break; case 3: if (state.Gamepad.sThumbRX > rthreshold) buttons |= XINPUT_GAMEPAD_RIGHT_SHOULDER; else if (state.Gamepad.sThumbRX < -rthreshold) buttons |= XINPUT_GAMEPAD_LEFT_SHOULDER; break; case 4: if (state.Gamepad.sThumbRX > rthreshold) buttons |= XINPUT_GAMEPAD_RIGHT_SHOULDER; else if (state.Gamepad.sThumbRX < -rthreshold) buttons |= XINPUT_GAMEPAD_LEFT_SHOULDER; if (state.Gamepad.sThumbRY > rthreshold) buttons |= XINPUT_GAMEPAD_Y; else if (state.Gamepad.sThumbRY < -rthreshold) buttons |= XINPUT_GAMEPAD_A; break; case 5: if (state.Gamepad.sThumbRX > rthreshold) buttons |= XINPUT_GAMEPAD_DPAD_RIGHT; else if (state.Gamepad.sThumbRX < -rthreshold) buttons |= XINPUT_GAMEPAD_DPAD_LEFT; break; } u32 downMask = buttons & (~prevState.Gamepad.wButtons); u32 upMask = (~buttons) & prevState.Gamepad.wButtons; prevButtons = buttons; for (int i = 0; i < xinput_ctrl_map_size; i++) { if (downMask & xinput_ctrl_map[i].from) { KeyInput key; key.deviceId = DEVICE_ID_X360_0; key.flags = KEY_DOWN; key.keyCode = xinput_ctrl_map[i].to; NativeKey(key); } if (upMask & xinput_ctrl_map[i].from) { KeyInput key; key.deviceId = DEVICE_ID_X360_0; key.flags = KEY_UP; key.keyCode = xinput_ctrl_map[i].to; NativeKey(key); } } } int XinputDevice::UpdateRawStateSingle(RawInputState &rawState) { if (g_Config.iForceInputDevice > 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 ) { for (UINT bit = XINPUT_GAMEPAD_DPAD_UP; bit <= XINPUT_GAMEPAD_Y; bit <<= 1) { if (state.Gamepad.wButtons & bit) { rawState.button = bit; break; } } if (state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) { rawState.button = XBOX_CODE_LEFTTRIGGER; } else if (state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) { rawState.button = XBOX_CODE_RIGHTTRIGGER; } return TRUE; } return FALSE; }