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
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#ifndef RUBY_INPUT_JOYPAD_XINPUT
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#define RUBY_INPUT_JOYPAD_XINPUT
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2013-12-21 10:45:58 +00:00
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#include <xinput.h>
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namespace ruby {
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struct InputJoypadXInput {
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HMODULE libxinput = nullptr;
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DWORD WINAPI (*XInputGetState)(DWORD, XINPUT_STATE*) = nullptr;
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DWORD WINAPI (*XInputSetState)(DWORD, XINPUT_VIBRATION*) = nullptr;
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struct Joystick {
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unsigned id;
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int16_t hat = 0;
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int16_t axis[6] = {0};
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bool button[10] = {0};
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};
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vector<Joystick> joysticks;
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bool poll(int16_t* table) {
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if(!XInputGetState) return false;
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for(auto& js : joysticks) {
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XINPUT_STATE state;
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if(XInputGetState(js.id, &state) != ERROR_SUCCESS) continue;
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int16_t hat = 0;
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if(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ) hat |= Joypad::HatUp;
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if(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ) hat |= Joypad::HatDown;
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if(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ) hat |= Joypad::HatLeft;
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if(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) hat |= Joypad::HatRight;
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//scale trigger ranges from (0 to 255) to (-32768 to +32767)
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uint16_t triggerL = state.Gamepad.bLeftTrigger;
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uint16_t triggerR = state.Gamepad.bRightTrigger;
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triggerL = triggerL << 8 | triggerL << 0;
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triggerR = triggerR << 8 | triggerR << 0;
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table[joypad(js.id).axis(0)] = (int16_t)state.Gamepad.sThumbLX;
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table[joypad(js.id).axis(1)] = (int16_t)state.Gamepad.sThumbLY;
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table[joypad(js.id).axis(2)] = (int16_t)state.Gamepad.sThumbRX;
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table[joypad(js.id).axis(3)] = (int16_t)state.Gamepad.sThumbRY;
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table[joypad(js.id).axis(4)] = (int16_t)((~triggerL) - 32768);
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table[joypad(js.id).axis(5)] = (int16_t)((~triggerR) - 32768);
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table[joypad(js.id).hat(0)] = (int16_t)hat;
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table[joypad(js.id).button(0)] = (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_A);
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table[joypad(js.id).button(1)] = (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_B);
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table[joypad(js.id).button(2)] = (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_X);
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table[joypad(js.id).button(3)] = (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_Y);
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table[joypad(js.id).button(4)] = (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK);
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table[joypad(js.id).button(5)] = (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_START);
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table[joypad(js.id).button(6)] = (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
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table[joypad(js.id).button(7)] = (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
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table[joypad(js.id).button(8)] = (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
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table[joypad(js.id).button(9)] = (bool)(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
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}
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return true;
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}
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void rumble(unsigned id, bool enable) {
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if(!XInputSetState) return;
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if(id >= joysticks.size()) return;
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XINPUT_VIBRATION vibration;
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memset(&vibration, 0, sizeof(XINPUT_VIBRATION));
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vibration.wLeftMotorSpeed = enable ? 65535 : 0; //low-frequency motor (0 = off, 65535 = max)
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vibration.wRightMotorSpeed = enable ? 65535 : 0; //high-frequency motor (0 = off, 65535 = max)
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XInputSetState(joysticks(id).id, &vibration);
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}
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bool init() {
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if(!libxinput) libxinput = LoadLibraryA("xinput1_3.dll");
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if(!libxinput) libxinput = LoadLibraryA("xinput1_2.dll");
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if(!libxinput) libxinput = LoadLibraryA("xinput1_1.dll");
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if(!libxinput) return false;
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XInputGetState = (DWORD WINAPI (*)(DWORD, XINPUT_STATE*))GetProcAddress(libxinput, "XInputGetState");
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XInputSetState = (DWORD WINAPI (*)(DWORD, XINPUT_VIBRATION*))GetProcAddress(libxinput, "XInputSetState");
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//XInput supports a maximum of four controllers
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for(unsigned id = 0; id < 4; id++) {
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XINPUT_STATE state;
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if(XInputGetState(id, &state) == ERROR_SUCCESS) {
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Joystick js;
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js.id = id;
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joysticks.append(js);
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}
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}
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return true;
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}
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void term() {
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if(libxinput) {
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FreeLibrary(libxinput);
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libxinput = nullptr;
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}
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}
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};
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}
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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
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#endif
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