bsnes/ruby/input/joypad/directinput.cpp

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#ifndef RUBY_INPUT_JOYPAD_DIRECTINPUT
#define RUBY_INPUT_JOYPAD_DIRECTINPUT
namespace ruby {
BOOL CALLBACK DirectInput_EnumJoypadsCallback(const DIDEVICEINSTANCE* instance, void* p);
BOOL CALLBACK DirectInput_EnumJoypadAxesCallback(const DIDEVICEOBJECTINSTANCE* instance, void* p);
BOOL CALLBACK DirectInput_EnumJoypadEffectsCallback(const DIDEVICEOBJECTINSTANCE* instance, void* p);
struct InputJoypadDirectInput {
struct Joypad {
HID::Joypad hid;
LPDIRECTINPUTDEVICE8 device = nullptr;
LPDIRECTINPUTEFFECT effect = nullptr;
uint32_t pathID = 0;
uint16_t vendorID = 0;
uint16_t productID = 0;
bool isXInputDevice = false;
};
vector<Joypad> joypads;
uintptr_t handle = 0;
LPDIRECTINPUT8 context = nullptr;
LPDIRECTINPUTDEVICE8 device = nullptr;
bool xinputAvailable = false;
unsigned effects = 0;
void assign(HID::Joypad& hid, unsigned groupID, unsigned inputID, int16_t value) {
auto& group = hid.group[groupID];
if(group.input[inputID].value == value) return;
if(input.onChange) input.onChange(hid, groupID, inputID, group.input[inputID].value, value);
group.input[inputID].value = value;
}
void poll(vector<HID::Device*>& devices) {
for(auto& jp : joypads) {
if(FAILED(jp.device->Poll())) jp.device->Acquire();
DIJOYSTATE2 state;
if(FAILED(jp.device->GetDeviceState(sizeof(DIJOYSTATE2), &state))) continue;
for(unsigned n = 0; n < 4; n++) {
assign(jp.hid, HID::Joypad::GroupID::Axis, 0, state.lX);
assign(jp.hid, HID::Joypad::GroupID::Axis, 1, state.lY);
assign(jp.hid, HID::Joypad::GroupID::Axis, 2, state.lZ);
assign(jp.hid, HID::Joypad::GroupID::Axis, 3, state.lRx);
assign(jp.hid, HID::Joypad::GroupID::Axis, 4, state.lRy);
assign(jp.hid, HID::Joypad::GroupID::Axis, 5, state.lRz);
unsigned pov = state.rgdwPOV[n];
int16_t xaxis = 0;
int16_t yaxis = 0;
if(pov < 36000) {
if(pov >= 31500 || pov <= 4500) yaxis = -32768;
if(pov >= 4500 && pov <= 13500) xaxis = +32767;
if(pov >= 13500 && pov <= 22500) yaxis = +32767;
if(pov >= 22500 && pov <= 31500) xaxis = -32768;
}
assign(jp.hid, HID::Joypad::GroupID::Hat, n * 2 + 0, xaxis);
assign(jp.hid, HID::Joypad::GroupID::Hat, n * 2 + 1, yaxis);
}
for(unsigned n = 0; n < 128; n++) {
assign(jp.hid, HID::Joypad::GroupID::Button, n, (bool)state.rgbButtons[n]);
}
devices.append(&jp.hid);
}
}
bool rumble(uint64_t id, bool enable) {
for(auto& jp : joypads) {
if(jp.hid.id != id) continue;
if(jp.effect == nullptr) continue;
if(enable) jp.effect->Start(1, 0);
else jp.effect->Stop();
return true;
}
return false;
}
bool init(uintptr_t handle, LPDIRECTINPUT8 context, bool xinputAvailable) {
this->handle = handle;
this->context = context;
this->xinputAvailable = xinputAvailable;
context->EnumDevices(DI8DEVCLASS_GAMECTRL, DirectInput_EnumJoypadsCallback, (void*)this, DIEDFL_ATTACHEDONLY);
return true;
}
void term() {
for(auto& jp : joypads) {
jp.device->Unacquire();
if(jp.effect) jp.effect->Release();
jp.device->Release();
}
joypads.reset();
context = nullptr;
}
bool initJoypad(const DIDEVICEINSTANCE* instance) {
Joypad jp;
jp.vendorID = instance->guidProduct.Data1 >> 0;
jp.productID = instance->guidProduct.Data1 >> 16;
jp.isXInputDevice = false;
if(auto device = rawinput.find(jp.vendorID, jp.productID)) {
jp.isXInputDevice = device().isXInputDevice;
}
//Microsoft has intentionally imposed artificial restrictions on XInput devices when used with DirectInput
//a) the two triggers are merged into a single axis, making uniquely distinguishing them impossible
//b) rumble support is not exposed
//thus, it's always preferred to let the XInput driver handle these joypads
//but if the driver is not available (XInput 1.3 does not ship with stock Windows XP), fall back on DirectInput
if(jp.isXInputDevice && xinputAvailable) return DIENUM_CONTINUE;
if(FAILED(context->CreateDevice(instance->guidInstance, &device, 0))) return DIENUM_CONTINUE;
jp.device = device;
device->SetDataFormat(&c_dfDIJoystick2);
device->SetCooperativeLevel((HWND)handle, DISCL_NONEXCLUSIVE | DISCL_BACKGROUND);
effects = 0;
device->EnumObjects(DirectInput_EnumJoypadAxesCallback, (void*)this, DIDFT_ABSAXIS);
device->EnumObjects(DirectInput_EnumJoypadEffectsCallback, (void*)this, DIDFT_FFACTUATOR);
jp.hid.rumble = effects > 0;
DIPROPGUIDANDPATH property;
memset(&property, 0, sizeof(DIPROPGUIDANDPATH));
property.diph.dwSize = sizeof(DIPROPGUIDANDPATH);
property.diph.dwHeaderSize = sizeof(DIPROPHEADER);
property.diph.dwObj = 0;
property.diph.dwHow = DIPH_DEVICE;
device->GetProperty(DIPROP_GUIDANDPATH, &property.diph);
string devicePath = (const char*)utf8_t(property.wszPath);
Update to v094r12 release. byuu says: Changelog: * added driver selection * added video scale + aspect correction settings * added A/V sync + audio mute settings * added configuration file * fixed compilation bugs under Windows and Linux * fixed window sizing * removed HSU1 * the system menu stays as "System", because "Game Boy Advance" was too long a string for the smallest scale size * some more stuff You guys probably won't be ecstatic about the video sizing options, but it's basically your choice of 1x, 2x or 4x scale with optional aspect correction. 3x was intentionally skipped because it looks horrible on hires SNES games. The window is resized and recentered upon loading games. The window doesn't resize otherwise. I never really liked the way v094 always left you with black screen areas and left you with off-centered window positions. I might go ahead and add the pseudo-fullscreen toggle that will jump into 4x mode (respecting your aspect setting.) Short-term: * add input port changing support * add other input types (mouse-based, etc) * add save states * add cheat codes * add timing configuration (video/audio sync) * add hotkeys (single state) We can probably do a new release once the short-term items are completed. Long-term: * add slotted cart loader (SGB, BSX, ST) * add DIP switch selection window (NSS) * add cheat code database * add state manager * add overscan masking Not planned: * video color adjustments (will allow emulated color vs raw color; but no more sliders) * pixel shaders * ananke integration (will need to make a command-line version to get my games in) * fancy audio adjustment controls (resampler, latency, volume) * input focus settings * relocating game library (not hard, just don't feel like it) * localization support (not enough users) * window geometry memory * anything else not in higan v094
2015-03-03 10:14:49 +00:00
jp.pathID = Hash::CRC32(devicePath.data(), devicePath.size()).value();
jp.hid.id = (uint64_t)jp.pathID << 32 | jp.vendorID << 16 | jp.productID << 0;
if(jp.hid.rumble) {
//disable auto-centering spring for rumble support
DIPROPDWORD property;
memset(&property, 0, sizeof(DIPROPDWORD));
property.diph.dwSize = sizeof(DIPROPDWORD);
property.diph.dwHeaderSize = sizeof(DIPROPHEADER);
property.diph.dwObj = 0;
property.diph.dwHow = DIPH_DEVICE;
property.dwData = false;
device->SetProperty(DIPROP_AUTOCENTER, &property.diph);
DWORD dwAxes[2] = {DIJOFS_X, DIJOFS_Y};
LONG lDirection[2] = {0, 0};
DICONSTANTFORCE force;
force.lMagnitude = DI_FFNOMINALMAX; //full force
DIEFFECT effect;
memset(&effect, 0, sizeof(DIEFFECT));
effect.dwSize = sizeof(DIEFFECT);
effect.dwFlags = DIEFF_CARTESIAN | DIEFF_OBJECTOFFSETS;
effect.dwDuration = INFINITE;
effect.dwSamplePeriod = 0;
effect.dwGain = DI_FFNOMINALMAX;
effect.dwTriggerButton = DIEB_NOTRIGGER;
effect.dwTriggerRepeatInterval = 0;
effect.cAxes = 2;
effect.rgdwAxes = dwAxes;
effect.rglDirection = lDirection;
effect.lpEnvelope = 0;
effect.cbTypeSpecificParams = sizeof(DICONSTANTFORCE);
effect.lpvTypeSpecificParams = &force;
effect.dwStartDelay = 0;
device->CreateEffect(GUID_ConstantForce, &effect, &jp.effect, NULL);
}
for(unsigned n = 0; n < 6; n++) jp.hid.axis().append({n});
for(unsigned n = 0; n < 8; n++) jp.hid.hat().append({n});
for(unsigned n = 0; n < 128; n++) jp.hid.button().append({n});
joypads.append(jp);
return DIENUM_CONTINUE;
}
bool initAxis(const DIDEVICEOBJECTINSTANCE* instance) {
DIPROPRANGE range;
memset(&range, 0, sizeof(DIPROPRANGE));
range.diph.dwSize = sizeof(DIPROPRANGE);
range.diph.dwHeaderSize = sizeof(DIPROPHEADER);
range.diph.dwHow = DIPH_BYID;
range.diph.dwObj = instance->dwType;
range.lMin = -32768;
range.lMax = +32767;
device->SetProperty(DIPROP_RANGE, &range.diph);
return DIENUM_CONTINUE;
}
bool initEffect(const DIDEVICEOBJECTINSTANCE* instance) {
effects++;
return DIENUM_CONTINUE;
}
};
BOOL CALLBACK DirectInput_EnumJoypadsCallback(const DIDEVICEINSTANCE* instance, void* p) {
return ((InputJoypadDirectInput*)p)->initJoypad(instance);
}
BOOL CALLBACK DirectInput_EnumJoypadAxesCallback(const DIDEVICEOBJECTINSTANCE* instance, void* p) {
return ((InputJoypadDirectInput*)p)->initAxis(instance);
}
BOOL CALLBACK DirectInput_EnumJoypadEffectsCallback(const DIDEVICEOBJECTINSTANCE* instance, void* p) {
return ((InputJoypadDirectInput*)p)->initEffect(instance);
}
}
#endif