#include #include "Core/Config.h" #include "input/input_state.h" #include "XinputDevice.h" #include "ControlMapping.h" #ifndef XUSER_MAX_COUNT #define XUSER_MAX_COUNT 4 #endif // Yes, this maps more than the PSP has, but that's fine as this lets us // map buttons to extra functionality like speedup. unsigned int xinput_ctrl_map[] = { XBOX_CODE_LEFTTRIGER, PAD_BUTTON_UNTHROTTLE, XBOX_CODE_RIGHTTRIGER, PAD_BUTTON_BACK, XINPUT_GAMEPAD_A, PAD_BUTTON_A, XINPUT_GAMEPAD_B, PAD_BUTTON_B, XINPUT_GAMEPAD_X, PAD_BUTTON_X, XINPUT_GAMEPAD_Y, PAD_BUTTON_Y, XINPUT_GAMEPAD_BACK, PAD_BUTTON_SELECT, XINPUT_GAMEPAD_START, PAD_BUTTON_START, XINPUT_GAMEPAD_LEFT_SHOULDER, PAD_BUTTON_LBUMPER, XINPUT_GAMEPAD_RIGHT_SHOULDER, PAD_BUTTON_RBUMPER, XINPUT_GAMEPAD_LEFT_THUMB, PAD_BUTTON_LEFT_THUMB, // Turbo XINPUT_GAMEPAD_RIGHT_THUMB, PAD_BUTTON_RIGHT_THUMB, // Open PauseScreen XINPUT_GAMEPAD_DPAD_UP, PAD_BUTTON_UP, XINPUT_GAMEPAD_DPAD_DOWN, PAD_BUTTON_DOWN, XINPUT_GAMEPAD_DPAD_LEFT, PAD_BUTTON_LEFT, XINPUT_GAMEPAD_DPAD_RIGHT, PAD_BUTTON_RIGHT, }; static const unsigned int xinput_ctrl_map_size = sizeof(xinput_ctrl_map); 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 ) { ApplyDiff(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; // 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_LEFTTRIGER, "LT"}, {XBOX_CODE_RIGHTTRIGER, "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::ApplyDiff(XINPUT_STATE &state, InputState &input_state) { // Skip XBOX_CODE_LIFT/RIGHT TRIGER. it's virtual code for Mapping. for (int i = 0; i < sizeof(xinput_ctrl_map)/sizeof(xinput_ctrl_map[0]); i += 2) { if (state.Gamepad.wButtons & (WORD)(xinput_ctrl_map[i])) { input_state.pad_buttons |= (int)xinput_ctrl_map[i + 1]; } // Effective use of triggers that are not used. if (xinput_ctrl_map[i] == XBOX_CODE_LEFTTRIGER && state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) { input_state.pad_buttons |= xinput_ctrl_map[i + 1]; } if (xinput_ctrl_map[i] == XBOX_CODE_RIGHTTRIGER && state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) { input_state.pad_buttons |= xinput_ctrl_map[i + 1]; } } const SHORT rthreshold = 22000; switch (g_Config.iRightStickBind) { case 0: break; case 1: if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_RIGHT; else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_LEFT; if (state.Gamepad.sThumbRY > rthreshold) input_state.pad_buttons |= PAD_BUTTON_UP; else if (state.Gamepad.sThumbRY < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_DOWN; break; case 2: if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_B; else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_X; if (state.Gamepad.sThumbRY > rthreshold) input_state.pad_buttons |= PAD_BUTTON_Y; else if (state.Gamepad.sThumbRY < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_A; break; case 3: if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_RBUMPER; else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_LBUMPER; break; case 4: if (state.Gamepad.sThumbRX > rthreshold) input_state.pad_buttons |= PAD_BUTTON_RBUMPER; else if (state.Gamepad.sThumbRX < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_LBUMPER; if (state.Gamepad.sThumbRY > rthreshold) input_state.pad_buttons |= PAD_BUTTON_Y; else if (state.Gamepad.sThumbRY < -rthreshold) input_state.pad_buttons |= PAD_BUTTON_A; break; } } 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_LEFTTRIGER; } else if (state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) { rawState.button = XBOX_CODE_RIGHTTRIGER; } return TRUE; } return FALSE; }