Cleanup GamePad code, pass in mainform dependency
This commit is contained in:
parent
038f35f45e
commit
023da20cb9
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using SlimDX;
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using SlimDX.DirectInput;
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@ -7,47 +8,47 @@ namespace BizHawk.Client.EmuHawk
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{
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public class GamePad
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{
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// ********************************** Static interface **********************************
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private static readonly object SyncObj = new object();
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private static readonly List<GamePad> Devices = new List<GamePad>();
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private static DirectInput _directInput;
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private static readonly object _syncObj = new object();
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private static readonly List<GamePad> _devices = new List<GamePad>();
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private static DirectInput _dinput;
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public static void Initialize()
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public static void Initialize(Control parent)
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{
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lock (_syncObj)
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lock (SyncObj)
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{
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Cleanup();
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_dinput = new DirectInput();
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_directInput = new DirectInput();
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foreach (DeviceInstance device in _dinput.GetDevices(DeviceClass.GameController, DeviceEnumerationFlags.AttachedOnly))
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foreach (DeviceInstance device in _directInput.GetDevices(DeviceClass.GameController, DeviceEnumerationFlags.AttachedOnly))
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{
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Console.WriteLine("joydevice: {0} `{1}`", device.InstanceGuid, device.ProductName);
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Console.WriteLine("joy device: {0} `{1}`", device.InstanceGuid, device.ProductName);
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if (device.ProductName.Contains("XBOX 360"))
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continue; // Don't input XBOX 360 controllers into here; we'll process them via XInput (there are limitations in some trigger axes when xbox pads go over xinput)
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var joystick = new Joystick(_dinput, device.InstanceGuid);
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joystick.SetCooperativeLevel(GlobalWin.MainForm.Handle, CooperativeLevel.Background | CooperativeLevel.Nonexclusive);
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var joystick = new Joystick(_directInput, device.InstanceGuid);
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joystick.SetCooperativeLevel(parent.Handle, CooperativeLevel.Background | CooperativeLevel.Nonexclusive);
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foreach (DeviceObjectInstance deviceObject in joystick.GetObjects())
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{
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if ((deviceObject.ObjectType & ObjectDeviceType.Axis) != 0)
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{
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joystick.GetObjectPropertiesById((int)deviceObject.ObjectType).SetRange(-1000, 1000);
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}
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}
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joystick.Acquire();
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GamePad p = new GamePad(device.InstanceName, device.InstanceGuid, joystick, _devices.Count);
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_devices.Add(p);
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GamePad p = new GamePad(joystick, Devices.Count);
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Devices.Add(p);
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}
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}
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}
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public static IEnumerable<GamePad> EnumerateDevices()
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{
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lock (_syncObj)
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lock (SyncObj)
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{
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foreach (var device in _devices)
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foreach (var device in Devices)
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{
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yield return device;
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}
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@ -56,9 +57,9 @@ namespace BizHawk.Client.EmuHawk
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public static void UpdateAll()
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{
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lock (_syncObj)
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lock (SyncObj)
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{
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foreach (var device in _devices)
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foreach (var device in Devices)
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{
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device.Update();
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}
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@ -67,34 +68,31 @@ namespace BizHawk.Client.EmuHawk
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public static void Cleanup()
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{
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lock (_syncObj)
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lock (SyncObj)
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{
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foreach (var device in _devices)
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foreach (var device in Devices)
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{
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device.joystick.Dispose();
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device._joystick.Dispose();
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}
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_devices.Clear();
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if (_dinput != null)
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Devices.Clear();
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if (_directInput != null)
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{
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_dinput.Dispose();
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_dinput = null;
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_directInput.Dispose();
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_directInput = null;
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}
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}
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}
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// ********************************** Instance Members **********************************
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readonly string name;
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readonly Guid guid;
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readonly Joystick joystick;
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JoystickState state = new JoystickState();
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private readonly Joystick _joystick;
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private JoystickState _state = new JoystickState();
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GamePad(string name, Guid guid, Joystick joystick, int index)
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GamePad(Joystick joystick, int index)
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{
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this.name = name;
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this.guid = guid;
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this.joystick = joystick;
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_joystick = joystick;
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PlayerNumber = index + 1;
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Update();
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InitializeCallbacks();
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@ -104,17 +102,21 @@ namespace BizHawk.Client.EmuHawk
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{
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try
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{
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if (joystick.Acquire().IsFailure)
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if (_joystick.Acquire().IsFailure)
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return;
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}
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catch
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{
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return;
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}
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if (joystick.Poll().IsFailure)
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return;
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state = joystick.GetCurrentState();
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if (_joystick.Poll()
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.IsFailure)
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{
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return;
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}
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_state = _joystick.GetCurrentState();
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if (Result.Last.IsFailure)
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// do something?
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return;
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@ -124,124 +126,125 @@ namespace BizHawk.Client.EmuHawk
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{
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var pis = typeof(JoystickState).GetProperties();
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foreach (var pi in pis)
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yield return new Tuple<string, float>(pi.Name, 10.0f * (float)(int)pi.GetValue(state, null));
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{
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yield return new Tuple<string, float>(pi.Name, 10.0f * (float)(int)pi.GetValue(_state, null));
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}
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}
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/// <summary>FOR DEBUGGING ONLY</summary>
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public JoystickState GetInternalState()
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{
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return state;
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return _state;
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}
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public string Name { get { return name; } }
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public Guid Guid { get { return guid; } }
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public int PlayerNumber { get; private set; }
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public int PlayerNumber { get; }
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public string ButtonName(int index)
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{
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return names[index];
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return _names[index];
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}
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public bool Pressed(int index)
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{
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return actions[index]();
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return _actions[index]();
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}
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public int NumButtons { get; private set; }
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private readonly List<string> names = new List<string>();
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private readonly List<Func<bool>> actions = new List<Func<bool>>();
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private readonly List<string> _names = new List<string>();
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private readonly List<Func<bool>> _actions = new List<Func<bool>>();
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void AddItem(string _name, Func<bool> callback)
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private void AddItem(string name, Func<bool> callback)
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{
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names.Add(_name);
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actions.Add(callback);
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_names.Add(name);
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_actions.Add(callback);
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NumButtons++;
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}
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void InitializeCallbacks()
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private void InitializeCallbacks()
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{
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const int dzp = 400;
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const int dzn = -400;
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names.Clear();
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actions.Clear();
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_names.Clear();
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_actions.Clear();
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NumButtons = 0;
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AddItem("AccelerationX+", () => state.AccelerationX >= dzp);
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AddItem("AccelerationX-", () => state.AccelerationX <= dzn);
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AddItem("AccelerationY+", () => state.AccelerationY >= dzp);
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AddItem("AccelerationY-", () => state.AccelerationY <= dzn);
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AddItem("AccelerationZ+", () => state.AccelerationZ >= dzp);
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AddItem("AccelerationZ-", () => state.AccelerationZ <= dzn);
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AddItem("AngularAccelerationX+", () => state.AngularAccelerationX >= dzp);
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AddItem("AngularAccelerationX-", () => state.AngularAccelerationX <= dzn);
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AddItem("AngularAccelerationY+", () => state.AngularAccelerationY >= dzp);
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AddItem("AngularAccelerationY-", () => state.AngularAccelerationY <= dzn);
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AddItem("AngularAccelerationZ+", () => state.AngularAccelerationZ >= dzp);
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AddItem("AngularAccelerationZ-", () => state.AngularAccelerationZ <= dzn);
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AddItem("AngularVelocityX+", () => state.AngularVelocityX >= dzp);
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AddItem("AngularVelocityX-", () => state.AngularVelocityX <= dzn);
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AddItem("AngularVelocityY+", () => state.AngularVelocityY >= dzp);
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AddItem("AngularVelocityY-", () => state.AngularVelocityY <= dzn);
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AddItem("AngularVelocityZ+", () => state.AngularVelocityZ >= dzp);
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AddItem("AngularVelocityZ-", () => state.AngularVelocityZ <= dzn);
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AddItem("ForceX+", () => state.ForceX >= dzp);
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AddItem("ForceX-", () => state.ForceX <= dzn);
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AddItem("ForceY+", () => state.ForceY >= dzp);
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AddItem("ForceY-", () => state.ForceY <= dzn);
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AddItem("ForceZ+", () => state.ForceZ >= dzp);
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AddItem("ForceZ-", () => state.ForceZ <= dzn);
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AddItem("RotationX+", () => state.RotationX >= dzp);
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AddItem("RotationX-", () => state.RotationX <= dzn);
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AddItem("RotationY+", () => state.RotationY >= dzp);
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AddItem("RotationY-", () => state.RotationY <= dzn);
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AddItem("RotationZ+", () => state.RotationZ >= dzp);
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AddItem("RotationZ-", () => state.RotationZ <= dzn);
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AddItem("TorqueX+", () => state.TorqueX >= dzp);
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AddItem("TorqueX-", () => state.TorqueX <= dzn);
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AddItem("TorqueY+", () => state.TorqueY >= dzp);
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AddItem("TorqueY-", () => state.TorqueY <= dzn);
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AddItem("TorqueZ+", () => state.TorqueZ >= dzp);
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AddItem("TorqueZ-", () => state.TorqueZ <= dzn);
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AddItem("VelocityX+", () => state.VelocityX >= dzp);
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AddItem("VelocityX-", () => state.VelocityX <= dzn);
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AddItem("VelocityY+", () => state.VelocityY >= dzp);
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AddItem("VelocityY-", () => state.VelocityY <= dzn);
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AddItem("VelocityZ+", () => state.VelocityZ >= dzp);
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AddItem("VelocityZ-", () => state.VelocityZ <= dzn);
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AddItem("X+", () => state.X >= dzp);
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AddItem("X-", () => state.X <= dzn);
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AddItem("Y+", () => state.Y >= dzp);
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AddItem("Y-", () => state.Y <= dzn);
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AddItem("Z+", () => state.Z >= dzp);
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AddItem("Z-", () => state.Z <= dzn);
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AddItem("AccelerationX+", () => _state.AccelerationX >= dzp);
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AddItem("AccelerationX-", () => _state.AccelerationX <= dzn);
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AddItem("AccelerationY+", () => _state.AccelerationY >= dzp);
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AddItem("AccelerationY-", () => _state.AccelerationY <= dzn);
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AddItem("AccelerationZ+", () => _state.AccelerationZ >= dzp);
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AddItem("AccelerationZ-", () => _state.AccelerationZ <= dzn);
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AddItem("AngularAccelerationX+", () => _state.AngularAccelerationX >= dzp);
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AddItem("AngularAccelerationX-", () => _state.AngularAccelerationX <= dzn);
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AddItem("AngularAccelerationY+", () => _state.AngularAccelerationY >= dzp);
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AddItem("AngularAccelerationY-", () => _state.AngularAccelerationY <= dzn);
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AddItem("AngularAccelerationZ+", () => _state.AngularAccelerationZ >= dzp);
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AddItem("AngularAccelerationZ-", () => _state.AngularAccelerationZ <= dzn);
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AddItem("AngularVelocityX+", () => _state.AngularVelocityX >= dzp);
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AddItem("AngularVelocityX-", () => _state.AngularVelocityX <= dzn);
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AddItem("AngularVelocityY+", () => _state.AngularVelocityY >= dzp);
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AddItem("AngularVelocityY-", () => _state.AngularVelocityY <= dzn);
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AddItem("AngularVelocityZ+", () => _state.AngularVelocityZ >= dzp);
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AddItem("AngularVelocityZ-", () => _state.AngularVelocityZ <= dzn);
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AddItem("ForceX+", () => _state.ForceX >= dzp);
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AddItem("ForceX-", () => _state.ForceX <= dzn);
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AddItem("ForceY+", () => _state.ForceY >= dzp);
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AddItem("ForceY-", () => _state.ForceY <= dzn);
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AddItem("ForceZ+", () => _state.ForceZ >= dzp);
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AddItem("ForceZ-", () => _state.ForceZ <= dzn);
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AddItem("RotationX+", () => _state.RotationX >= dzp);
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AddItem("RotationX-", () => _state.RotationX <= dzn);
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AddItem("RotationY+", () => _state.RotationY >= dzp);
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AddItem("RotationY-", () => _state.RotationY <= dzn);
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AddItem("RotationZ+", () => _state.RotationZ >= dzp);
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AddItem("RotationZ-", () => _state.RotationZ <= dzn);
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AddItem("TorqueX+", () => _state.TorqueX >= dzp);
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AddItem("TorqueX-", () => _state.TorqueX <= dzn);
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AddItem("TorqueY+", () => _state.TorqueY >= dzp);
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AddItem("TorqueY-", () => _state.TorqueY <= dzn);
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AddItem("TorqueZ+", () => _state.TorqueZ >= dzp);
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AddItem("TorqueZ-", () => _state.TorqueZ <= dzn);
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AddItem("VelocityX+", () => _state.VelocityX >= dzp);
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AddItem("VelocityX-", () => _state.VelocityX <= dzn);
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AddItem("VelocityY+", () => _state.VelocityY >= dzp);
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AddItem("VelocityY-", () => _state.VelocityY <= dzn);
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AddItem("VelocityZ+", () => _state.VelocityZ >= dzp);
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AddItem("VelocityZ-", () => _state.VelocityZ <= dzn);
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AddItem("X+", () => _state.X >= dzp);
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AddItem("X-", () => _state.X <= dzn);
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AddItem("Y+", () => _state.Y >= dzp);
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AddItem("Y-", () => _state.Y <= dzn);
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AddItem("Z+", () => _state.Z >= dzp);
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AddItem("Z-", () => _state.Z <= dzn);
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// i don't know what the "Slider"s do, so they're omitted for the moment
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for (int i = 0; i < state.GetButtons().Length; i++)
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for (int i = 0; i < _state.GetButtons().Length; i++)
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{
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int j = i;
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AddItem($"B{i + 1}", () => state.IsPressed(j));
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AddItem($"B{i + 1}", () => _state.IsPressed(j));
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}
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for (int i = 0; i < state.GetPointOfViewControllers().Length; i++)
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for (int i = 0; i < _state.GetPointOfViewControllers().Length; i++)
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{
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int j = i;
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AddItem($"POV{i + 1}U",
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() => { int t = state.GetPointOfViewControllers()[j]; return (t >= 0 && t <= 4500) || (t >= 31500 && t < 36000); });
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() => { int t = _state.GetPointOfViewControllers()[j]; return (t >= 0 && t <= 4500) || (t >= 31500 && t < 36000); });
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AddItem($"POV{i + 1}D",
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() => { int t = state.GetPointOfViewControllers()[j]; return t >= 13500 && t <= 22500; });
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() => { int t = _state.GetPointOfViewControllers()[j]; return t >= 13500 && t <= 22500; });
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AddItem($"POV{i + 1}L",
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() => { int t = state.GetPointOfViewControllers()[j]; return t >= 22500 && t <= 31500; });
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() => { int t = _state.GetPointOfViewControllers()[j]; return t >= 22500 && t <= 31500; });
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AddItem($"POV{i + 1}R",
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() => { int t = state.GetPointOfViewControllers()[j]; return t >= 4500 && t <= 13500; });
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() => { int t = _state.GetPointOfViewControllers()[j]; return t >= 4500 && t <= 13500; });
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}
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}
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// Note that this does not appear to work at this time. I probably need to have more infos.
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public void SetVibration(int left, int right)
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{
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int[] temp1, temp2;
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// my first clue that it doesnt work is that LEFT and RIGHT _ARENT USED_
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// my first clue that it doesn't work is that LEFT and RIGHT _AREN'T USED_
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// I should just look for C++ examples instead of trying to look for SlimDX examples
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var parameters = new EffectParameters
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@ -253,9 +256,9 @@ namespace BizHawk.Client.EmuHawk
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TriggerRepeatInterval = 0x2710,
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Flags = EffectFlags.None
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};
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parameters.GetAxes(out temp1, out temp2);
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parameters.GetAxes(out var temp1, out var temp2);
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parameters.SetAxes(temp1, temp2);
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var effect = new Effect(joystick, EffectGuid.ConstantForce);
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var effect = new Effect(_joystick, EffectGuid.ConstantForce);
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effect.SetParameters(parameters);
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effect.Start(1);
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}
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@ -3,29 +3,23 @@ using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using BizHawk.Common;
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using SlimDX.XInput;
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#pragma warning disable 169
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#pragma warning disable 414
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namespace BizHawk.Client.EmuHawk
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{
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public class GamePad360
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{
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// ********************************** Static interface **********************************
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private static readonly object _syncObj = new object();
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private static readonly List<GamePad360> _devices = new List<GamePad360>();
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private static readonly bool _isAvailable;
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private static readonly object SyncObj = new object();
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private static readonly List<GamePad360> Devices = new List<GamePad360>();
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private static readonly bool IsAvailable;
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delegate uint XInputGetStateExProcDelegate(uint dwUserIndex, out XINPUT_STATE state);
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static bool HasGetInputStateEx;
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static IntPtr LibraryHandle;
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static XInputGetStateExProcDelegate XInputGetStateExProc;
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private static readonly XInputGetStateExProcDelegate XInputGetStateExProc;
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struct XINPUT_GAMEPAD
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private struct XINPUT_GAMEPAD
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{
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public ushort wButtons;
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public byte bLeftTrigger;
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@ -36,7 +30,7 @@ namespace BizHawk.Client.EmuHawk
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public short sThumbRY;
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}
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struct XINPUT_STATE
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private struct XINPUT_STATE
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{
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public uint dwPacketNumber;
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public XINPUT_GAMEPAD Gamepad;
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@ -51,7 +45,6 @@ namespace BizHawk.Client.EmuHawk
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var libraryHandle = llManager.LoadOrNull("xinput1_3.dll") ?? llManager.LoadOrNull("xinput1_4.dll");
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if (libraryHandle != null)
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{
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HasGetInputStateEx = true;
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XInputGetStateExProc = (XInputGetStateExProcDelegate) Marshal.GetDelegateForFunctionPointer(
|
||||
Win32Imports.GetProcAddressOrdinal(libraryHandle.Value, new IntPtr(100)),
|
||||
typeof(XInputGetStateExProcDelegate)
|
||||
|
@ -59,15 +52,13 @@ namespace BizHawk.Client.EmuHawk
|
|||
}
|
||||
else
|
||||
{
|
||||
HasGetInputStateEx = false;
|
||||
libraryHandle = llManager.LoadOrNull("xinput9_1_0.dll");
|
||||
}
|
||||
_isAvailable = libraryHandle != null;
|
||||
LibraryHandle = libraryHandle ?? IntPtr.Zero;
|
||||
IsAvailable = libraryHandle != null;
|
||||
|
||||
// don't remove this code. it's important to catch errors on systems with broken xinput installs.
|
||||
// (probably, checking for the library was adequate, but let's not get rid of this anyway)
|
||||
if (_isAvailable) _ = new Controller(UserIndex.One).IsConnected;
|
||||
if (IsAvailable) _ = new Controller(UserIndex.One).IsConnected;
|
||||
}
|
||||
catch
|
||||
{
|
||||
|
@ -77,35 +68,35 @@ namespace BizHawk.Client.EmuHawk
|
|||
|
||||
public static void Initialize()
|
||||
{
|
||||
lock (_syncObj)
|
||||
lock (SyncObj)
|
||||
{
|
||||
_devices.Clear();
|
||||
Devices.Clear();
|
||||
|
||||
if (!_isAvailable)
|
||||
if (!IsAvailable)
|
||||
return;
|
||||
|
||||
//now, at this point, slimdx may be using one xinput, and we may be using another
|
||||
//i'm not sure how slimdx picks its dll to bind to.
|
||||
//now, at this point, SlimDX may be using one xinput, and we may be using another
|
||||
//i'm not sure how SlimDX picks its dll to bind to.
|
||||
//i'm not sure how troublesome this will be
|
||||
//maybe we should get rid of slimdx for this altogether
|
||||
//maybe we should get rid of SlimDX for this altogether
|
||||
|
||||
var c1 = new Controller(UserIndex.One);
|
||||
var c2 = new Controller(UserIndex.Two);
|
||||
var c3 = new Controller(UserIndex.Three);
|
||||
var c4 = new Controller(UserIndex.Four);
|
||||
|
||||
if (c1.IsConnected) _devices.Add(new GamePad360(0, c1));
|
||||
if (c2.IsConnected) _devices.Add(new GamePad360(1, c2));
|
||||
if (c3.IsConnected) _devices.Add(new GamePad360(2, c3));
|
||||
if (c4.IsConnected) _devices.Add(new GamePad360(3, c4));
|
||||
if (c1.IsConnected) Devices.Add(new GamePad360(0, c1));
|
||||
if (c2.IsConnected) Devices.Add(new GamePad360(1, c2));
|
||||
if (c3.IsConnected) Devices.Add(new GamePad360(2, c3));
|
||||
if (c4.IsConnected) Devices.Add(new GamePad360(3, c4));
|
||||
}
|
||||
}
|
||||
|
||||
public static IEnumerable<GamePad360> EnumerateDevices()
|
||||
{
|
||||
lock (_syncObj)
|
||||
lock (SyncObj)
|
||||
{
|
||||
foreach (var device in _devices)
|
||||
foreach (var device in Devices)
|
||||
{
|
||||
yield return device;
|
||||
}
|
||||
|
@ -114,9 +105,9 @@ namespace BizHawk.Client.EmuHawk
|
|||
|
||||
public static void UpdateAll()
|
||||
{
|
||||
lock (_syncObj)
|
||||
lock (SyncObj)
|
||||
{
|
||||
foreach (var device in _devices)
|
||||
foreach (var device in Devices)
|
||||
{
|
||||
device.Update();
|
||||
}
|
||||
|
@ -125,124 +116,117 @@ namespace BizHawk.Client.EmuHawk
|
|||
|
||||
// ********************************** Instance Members **********************************
|
||||
|
||||
readonly Controller controller;
|
||||
uint index0;
|
||||
XINPUT_STATE state;
|
||||
private readonly Controller _controller;
|
||||
private readonly uint _index0;
|
||||
private XINPUT_STATE _state;
|
||||
|
||||
public int PlayerNumber { get { return (int)index0 + 1; } }
|
||||
public int PlayerNumber => (int)_index0 + 1;
|
||||
|
||||
GamePad360(uint index0, Controller c)
|
||||
{
|
||||
this.index0 = index0;
|
||||
controller = c;
|
||||
this._index0 = index0;
|
||||
_controller = c;
|
||||
InitializeButtons();
|
||||
Update();
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (controller.IsConnected == false)
|
||||
if (_controller.IsConnected == false)
|
||||
return;
|
||||
|
||||
if (XInputGetStateExProc != null)
|
||||
{
|
||||
state = new XINPUT_STATE();
|
||||
XInputGetStateExProc(index0, out state);
|
||||
_state = new XINPUT_STATE();
|
||||
XInputGetStateExProc(_index0, out _state);
|
||||
}
|
||||
else
|
||||
{
|
||||
var slimstate = controller.GetState();
|
||||
state.dwPacketNumber = slimstate.PacketNumber;
|
||||
state.Gamepad.wButtons = (ushort)slimstate.Gamepad.Buttons;
|
||||
state.Gamepad.sThumbLX = slimstate.Gamepad.LeftThumbX;
|
||||
state.Gamepad.sThumbLY = slimstate.Gamepad.LeftThumbY;
|
||||
state.Gamepad.sThumbRX = slimstate.Gamepad.RightThumbX;
|
||||
state.Gamepad.sThumbRY = slimstate.Gamepad.RightThumbY;
|
||||
state.Gamepad.bLeftTrigger = slimstate.Gamepad.LeftTrigger;
|
||||
state.Gamepad.bRightTrigger = slimstate.Gamepad.RightTrigger;
|
||||
var slimState = _controller.GetState();
|
||||
_state.dwPacketNumber = slimState.PacketNumber;
|
||||
_state.Gamepad.wButtons = (ushort)slimState.Gamepad.Buttons;
|
||||
_state.Gamepad.sThumbLX = slimState.Gamepad.LeftThumbX;
|
||||
_state.Gamepad.sThumbLY = slimState.Gamepad.LeftThumbY;
|
||||
_state.Gamepad.sThumbRX = slimState.Gamepad.RightThumbX;
|
||||
_state.Gamepad.sThumbRY = slimState.Gamepad.RightThumbY;
|
||||
_state.Gamepad.bLeftTrigger = slimState.Gamepad.LeftTrigger;
|
||||
_state.Gamepad.bRightTrigger = slimState.Gamepad.RightTrigger;
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<Tuple<string, float>> GetFloats()
|
||||
{
|
||||
var g = state.Gamepad;
|
||||
var g = _state.Gamepad;
|
||||
|
||||
//constant for adapting a +/- 32768 range to a +/-10000-based range
|
||||
const float f = 32768 / 10000.0f;
|
||||
|
||||
//since our whole input framework really only understands whole axes, let's make the triggers look like an axis
|
||||
float ltrig = g.bLeftTrigger / 255.0f * 2 - 1;
|
||||
float rtrig = g.bRightTrigger / 255.0f * 2 - 1;
|
||||
ltrig *= 10000;
|
||||
rtrig *= 10000;
|
||||
float lTrig = g.bLeftTrigger / 255.0f * 2 - 1;
|
||||
float rTrig = g.bRightTrigger / 255.0f * 2 - 1;
|
||||
lTrig *= 10000;
|
||||
rTrig *= 10000;
|
||||
|
||||
yield return new Tuple<string, float>("LeftThumbX", g.sThumbLX / f);
|
||||
yield return new Tuple<string, float>("LeftThumbY", g.sThumbLY / f);
|
||||
yield return new Tuple<string, float>("RightThumbX", g.sThumbRX / f);
|
||||
yield return new Tuple<string, float>("RightThumbY", g.sThumbRY / f);
|
||||
yield return new Tuple<string, float>("LeftTrigger", ltrig);
|
||||
yield return new Tuple<string, float>("RightTrigger", rtrig);
|
||||
yield break;
|
||||
yield return new Tuple<string, float>("LeftTrigger", lTrig);
|
||||
yield return new Tuple<string, float>("RightTrigger", rTrig);
|
||||
}
|
||||
|
||||
public int NumButtons { get; private set; }
|
||||
|
||||
private readonly List<string> names = new List<string>();
|
||||
private readonly List<Func<bool>> actions = new List<Func<bool>>();
|
||||
private readonly List<string> _names = new List<string>();
|
||||
private readonly List<Func<bool>> _actions = new List<Func<bool>>();
|
||||
|
||||
void InitializeButtons()
|
||||
private void InitializeButtons()
|
||||
{
|
||||
const int dzp = 20000;
|
||||
const int dzn = -20000;
|
||||
const int dzt = 40;
|
||||
|
||||
AddItem("A", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.A) != 0);
|
||||
AddItem("B", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.B) != 0);
|
||||
AddItem("X", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.X) != 0);
|
||||
AddItem("Y", () => (state.Gamepad.wButtons & unchecked((ushort)GamepadButtonFlags.Y)) != 0);
|
||||
AddItem("Guide", () => (state.Gamepad.wButtons & 1024) != 0);
|
||||
AddItem("A", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.A) != 0);
|
||||
AddItem("B", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.B) != 0);
|
||||
AddItem("X", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.X) != 0);
|
||||
AddItem("Y", () => (_state.Gamepad.wButtons & unchecked((ushort)GamepadButtonFlags.Y)) != 0);
|
||||
AddItem("Guide", () => (_state.Gamepad.wButtons & 1024) != 0);
|
||||
|
||||
AddItem("Start", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.Start) != 0);
|
||||
AddItem("Back", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.Back) != 0);
|
||||
AddItem("LeftThumb", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.LeftThumb) != 0);
|
||||
AddItem("RightThumb", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.RightThumb) != 0);
|
||||
AddItem("LeftShoulder", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.LeftShoulder) != 0);
|
||||
AddItem("RightShoulder", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.RightShoulder) != 0);
|
||||
AddItem("Start", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.Start) != 0);
|
||||
AddItem("Back", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.Back) != 0);
|
||||
AddItem("LeftThumb", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.LeftThumb) != 0);
|
||||
AddItem("RightThumb", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.RightThumb) != 0);
|
||||
AddItem("LeftShoulder", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.LeftShoulder) != 0);
|
||||
AddItem("RightShoulder", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.RightShoulder) != 0);
|
||||
|
||||
AddItem("DpadUp", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadUp) != 0);
|
||||
AddItem("DpadDown", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadDown) != 0);
|
||||
AddItem("DpadLeft", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadLeft) != 0);
|
||||
AddItem("DpadRight", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadRight) != 0);
|
||||
AddItem("DpadUp", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadUp) != 0);
|
||||
AddItem("DpadDown", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadDown) != 0);
|
||||
AddItem("DpadLeft", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadLeft) != 0);
|
||||
AddItem("DpadRight", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadRight) != 0);
|
||||
|
||||
AddItem("LStickUp", () => state.Gamepad.sThumbLY >= dzp);
|
||||
AddItem("LStickDown", () => state.Gamepad.sThumbLY <= dzn);
|
||||
AddItem("LStickLeft", () => state.Gamepad.sThumbLX <= dzn);
|
||||
AddItem("LStickRight", () => state.Gamepad.sThumbLX >= dzp);
|
||||
AddItem("LStickUp", () => _state.Gamepad.sThumbLY >= dzp);
|
||||
AddItem("LStickDown", () => _state.Gamepad.sThumbLY <= dzn);
|
||||
AddItem("LStickLeft", () => _state.Gamepad.sThumbLX <= dzn);
|
||||
AddItem("LStickRight", () => _state.Gamepad.sThumbLX >= dzp);
|
||||
|
||||
AddItem("RStickUp", () => state.Gamepad.sThumbRY >= dzp);
|
||||
AddItem("RStickDown", () => state.Gamepad.sThumbRY <= dzn);
|
||||
AddItem("RStickLeft", () => state.Gamepad.sThumbRX <= dzn);
|
||||
AddItem("RStickRight", () => state.Gamepad.sThumbRX >= dzp);
|
||||
AddItem("RStickUp", () => _state.Gamepad.sThumbRY >= dzp);
|
||||
AddItem("RStickDown", () => _state.Gamepad.sThumbRY <= dzn);
|
||||
AddItem("RStickLeft", () => _state.Gamepad.sThumbRX <= dzn);
|
||||
AddItem("RStickRight", () => _state.Gamepad.sThumbRX >= dzp);
|
||||
|
||||
AddItem("LeftTrigger", () => state.Gamepad.bLeftTrigger > dzt);
|
||||
AddItem("RightTrigger", () => state.Gamepad.bRightTrigger > dzt);
|
||||
AddItem("LeftTrigger", () => _state.Gamepad.bLeftTrigger > dzt);
|
||||
AddItem("RightTrigger", () => _state.Gamepad.bRightTrigger > dzt);
|
||||
}
|
||||
|
||||
void AddItem(string name, Func<bool> pressed)
|
||||
private void AddItem(string name, Func<bool> pressed)
|
||||
{
|
||||
names.Add(name);
|
||||
actions.Add(pressed);
|
||||
_names.Add(name);
|
||||
_actions.Add(pressed);
|
||||
NumButtons++;
|
||||
}
|
||||
|
||||
public string ButtonName(int index)
|
||||
{
|
||||
return names[index];
|
||||
}
|
||||
public string ButtonName(int index) => _names[index];
|
||||
|
||||
public bool Pressed(int index)
|
||||
{
|
||||
return actions[index]();
|
||||
}
|
||||
public bool Pressed(int index) => _actions[index]();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -138,7 +138,7 @@ namespace BizHawk.Client.EmuHawk
|
|||
{
|
||||
KeyInput.Initialize(parent);
|
||||
IPCKeyInput.Initialize();
|
||||
GamePad.Initialize();
|
||||
GamePad.Initialize(parent);
|
||||
GamePad360.Initialize();
|
||||
}
|
||||
Instance = new Input();
|
||||
|
|
|
@ -2769,7 +2769,7 @@ namespace BizHawk.Client.EmuHawk
|
|||
switch (m.Msg)
|
||||
{
|
||||
case WmDeviceChange:
|
||||
GamePad.Initialize();
|
||||
GamePad.Initialize(this);
|
||||
GamePad360.Initialize();
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -394,6 +394,8 @@
|
|||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Winform/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=winforms/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=WSWAN/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=XBOX/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=xinput/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Xjin/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Yabause/@EntryIndexedValue">True</s:Boolean>
|
||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Zipheader/@EntryIndexedValue">True</s:Boolean>
|
||||
|
|
Loading…
Reference in New Issue