bsnes/ruby/input/joypad/xinput.cpp

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Update to v093r12 release. byuu says: I've completely redone the ethos InputManager and ruby to work on HID::Device objects instead of one giant scancode pool. Currently only the udev driver supports the changes to ruby, so only Linux users will be able to compile and run this WIP build. The nice thing about the new system is that it's now possible to uniquely identify controllers, so if you swap out gamepads, you won't end up with it working but with all the mappings all screwed up. Since higan lets you map multiple physical inputs to one emulated input, you can now configure your keyboard and multiple gamepads to the same emulated input, and then just use whatever controller you want. Because USB gamepad makers failed to provide unique serial#s with each controller, we have to limit the mapping to specific USB ports. Otherwise, we couldn't distinguish two otherwise identical gamepads. So basically your computer USB ports act like real game console input port numbers. Which is kind of neat, I guess. And the really nice thing about the new system is that we now have the capability to support hotplugging input devices. I haven't yet added this to any drivers, but I'm definitely going to add it to udev for v094 official. Finally, with the device ID (vendor ID + product ID) exposed, we gain one last really cool feature that we may be able to develop more in the future. Say we created a joypad.bml file to include with higan. In it, we'd store the Xbox 360 controller, and pre-defined button mappings for each emulated system. So if higan detects you have an Xbox 360 controller, you can just plug it in and use it. Even better, we can clearly specify the difference between triggers and analog axes, and name each individual input. So you'd see "Xbox 360 Gamepad #1: Left Trigger" instead of higan v093's "JP0::Axis2.Hi" Note: for right now, ethos' input manager isn't filtering the device IDs to look pretty. So you're going to see a 64-bit hex value for a device ID right now instead of something like Joypad#N for now.
2013-12-23 11:43:51 +00:00
#ifndef RUBY_INPUT_JOYPAD_XINPUT
#define RUBY_INPUT_JOYPAD_XINPUT
//documented functionality
#define oXInputGetState "XInputGetState"
#define oXInputSetState "XInputSetState"
typedef DWORD WINAPI (*pXInputGetState)(DWORD dwUserIndex, XINPUT_STATE* pState);
typedef DWORD WINAPI (*pXInputSetState)(DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
//undocumented functionality
#define oXInputGetStateEx (LPCSTR)100
#define oXInputWaitForGuideButton (LPCSTR)101
#define oXInputCancelGuideButtonWait (LPCSTR)102
#define oXInputPowerOffController (LPCSTR)103
typedef DWORD WINAPI (*pXInputGetStateEx)(DWORD dwUserIndex, XINPUT_STATE* pState);
typedef DWORD WINAPI (*pXInputWaitForGuideButton)(DWORD dwUserIndex, DWORD dwFlag, void* pUnknown);
typedef DWORD WINAPI (*pXInputCancelGuideButtonWait)(DWORD dwUserIndex);
typedef DWORD WINAPI (*pXInputPowerOffController)(DWORD dwUserIndex);
#define XINPUT_GAMEPAD_GUIDE 0x0400
struct InputJoypadXInput {
Input& input;
InputJoypadXInput(Input& input) : input(input) {}
HMODULE libxinput = nullptr;
pXInputGetStateEx XInputGetStateEx = nullptr;
pXInputSetState XInputSetState = nullptr;
struct Joypad {
shared_pointer<HID::Joypad> hid{new HID::Joypad};
unsigned id = 0;
};
vector<Joypad> joypads;
auto assign(shared_pointer<HID::Joypad> hid, unsigned groupID, unsigned inputID, int16_t value) -> void {
auto& group = hid->group(groupID);
if(group.input(inputID).value() == value) return;
input.doChange(hid, groupID, inputID, group.input(inputID).value(), value);
group.input(inputID).setValue(value);
}
auto poll(vector<shared_pointer<HID::Device>>& devices) -> void {
for(auto& jp : joypads) {
XINPUT_STATE state;
if(XInputGetStateEx(jp.id, &state) != ERROR_SUCCESS) continue;
//flip vertical axes so that -32768 = up, +32767 = down
uint16_t axisLY = 32768 + state.Gamepad.sThumbLY;
uint16_t axisRY = 32768 + state.Gamepad.sThumbRY;
assign(jp.hid, HID::Joypad::GroupID::Axis, 0, (int16_t)state.Gamepad.sThumbLX);
assign(jp.hid, HID::Joypad::GroupID::Axis, 1, (int16_t)(~axisLY - 32768));
assign(jp.hid, HID::Joypad::GroupID::Axis, 2, (int16_t)state.Gamepad.sThumbRX);
assign(jp.hid, HID::Joypad::GroupID::Axis, 3, (int16_t)(~axisRY - 32768));
int16_t hatX = 0;
int16_t hatY = 0;
if(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ) hatY = -32768;
if(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ) hatY = +32767;
if(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ) hatX = -32768;
if(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) hatX = +32767;
assign(jp.hid, HID::Joypad::GroupID::Hat, 0, hatX);
assign(jp.hid, HID::Joypad::GroupID::Hat, 1, hatY);
//scale trigger ranges for up to down from (0 to 255) to (-32768 to +32767)
uint16_t triggerL = state.Gamepad.bLeftTrigger;
uint16_t triggerR = state.Gamepad.bRightTrigger;
triggerL = triggerL << 8 | triggerL << 0;
triggerR = triggerR << 8 | triggerR << 0;
assign(jp.hid, HID::Joypad::GroupID::Trigger, 0, (int16_t)(triggerL - 32768));
assign(jp.hid, HID::Joypad::GroupID::Trigger, 1, (int16_t)(triggerR - 32768));
assign(jp.hid, HID::Joypad::GroupID::Button, 0, (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_A));
assign(jp.hid, HID::Joypad::GroupID::Button, 1, (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_B));
assign(jp.hid, HID::Joypad::GroupID::Button, 2, (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_X));
assign(jp.hid, HID::Joypad::GroupID::Button, 3, (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_Y));
assign(jp.hid, HID::Joypad::GroupID::Button, 4, (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK));
assign(jp.hid, HID::Joypad::GroupID::Button, 5, (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_START));
assign(jp.hid, HID::Joypad::GroupID::Button, 6, (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER));
assign(jp.hid, HID::Joypad::GroupID::Button, 7, (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER));
assign(jp.hid, HID::Joypad::GroupID::Button, 8, (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB));
assign(jp.hid, HID::Joypad::GroupID::Button, 9, (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB));
assign(jp.hid, HID::Joypad::GroupID::Button, 10, (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_GUIDE));
devices.append(jp.hid);
}
}
auto rumble(uint64_t id, bool enable) -> bool {
for(auto& jp : joypads) {
if(jp.hid->id() != id) continue;
XINPUT_VIBRATION vibration;
memset(&vibration, 0, sizeof(XINPUT_VIBRATION));
vibration.wLeftMotorSpeed = enable ? 65535 : 0; //low-frequency motor (0 = off, 65535 = max)
vibration.wRightMotorSpeed = enable ? 65535 : 0; //high-frequency motor (0 = off, 65535 = max)
XInputSetState(jp.id, &vibration);
return true;
}
return false;
}
auto init() -> bool {
if(!libxinput) libxinput = LoadLibraryA("xinput1_3.dll");
if(!libxinput) return false;
//XInputGetStateEx is an undocumented function; but is required to get the state of the guide button
//if for some reason it is not available, fall back on XInputGetState, which takes the same parameters
XInputGetStateEx = (pXInputGetStateEx)GetProcAddress(libxinput, oXInputGetStateEx);
XInputSetState = (pXInputSetState)GetProcAddress(libxinput, oXInputSetState);
if(!XInputGetStateEx) XInputGetStateEx = (pXInputGetStateEx)GetProcAddress(libxinput, oXInputGetState);
if(!XInputGetStateEx || !XInputSetState) return term(), false;
//XInput supports a maximum of four controllers
//add all four to devices list now. If they are not connected, they will not show up in poll() results
for(unsigned id = 0; id < 4; id++) {
Joypad jp;
jp.id = id;
jp.hid->setID((uint64_t)(1 + id) << 32 | 0x045e << 16 | 0x028e << 0); //Xbox 360 Player# + VendorID + ProductID
jp.hid->setRumble(true);
jp.hid->axes().append("LeftThumbX");
jp.hid->axes().append("LeftThumbY");
jp.hid->axes().append("RightThumbX");
jp.hid->axes().append("RightThumbY");
jp.hid->hats().append("HatX");
jp.hid->hats().append("HatY");
jp.hid->triggers().append("LeftTrigger");
jp.hid->triggers().append("RightTrigger");
jp.hid->buttons().append("A");
jp.hid->buttons().append("B");
jp.hid->buttons().append("X");
jp.hid->buttons().append("Y");
jp.hid->buttons().append("Back");
jp.hid->buttons().append("Start");
jp.hid->buttons().append("LeftShoulder");
jp.hid->buttons().append("RightShoulder");
jp.hid->buttons().append("LeftThumb");
jp.hid->buttons().append("RightThumb");
jp.hid->buttons().append("Guide");
joypads.append(jp);
}
return true;
}
auto term() -> void {
if(!libxinput) return;
FreeLibrary(libxinput);
libxinput = nullptr;
}
};
Update to v093r12 release. byuu says: I've completely redone the ethos InputManager and ruby to work on HID::Device objects instead of one giant scancode pool. Currently only the udev driver supports the changes to ruby, so only Linux users will be able to compile and run this WIP build. The nice thing about the new system is that it's now possible to uniquely identify controllers, so if you swap out gamepads, you won't end up with it working but with all the mappings all screwed up. Since higan lets you map multiple physical inputs to one emulated input, you can now configure your keyboard and multiple gamepads to the same emulated input, and then just use whatever controller you want. Because USB gamepad makers failed to provide unique serial#s with each controller, we have to limit the mapping to specific USB ports. Otherwise, we couldn't distinguish two otherwise identical gamepads. So basically your computer USB ports act like real game console input port numbers. Which is kind of neat, I guess. And the really nice thing about the new system is that we now have the capability to support hotplugging input devices. I haven't yet added this to any drivers, but I'm definitely going to add it to udev for v094 official. Finally, with the device ID (vendor ID + product ID) exposed, we gain one last really cool feature that we may be able to develop more in the future. Say we created a joypad.bml file to include with higan. In it, we'd store the Xbox 360 controller, and pre-defined button mappings for each emulated system. So if higan detects you have an Xbox 360 controller, you can just plug it in and use it. Even better, we can clearly specify the difference between triggers and analog axes, and name each individual input. So you'd see "Xbox 360 Gamepad #1: Left Trigger" instead of higan v093's "JP0::Axis2.Hi" Note: for right now, ethos' input manager isn't filtering the device IDs to look pretty. So you're going to see a 64-bit hex value for a device ID right now instead of something like Joypad#N for now.
2013-12-23 11:43:51 +00:00
#endif