dolphin/Source/Core/InputCommon/ControllerInterface/DInput/DInputKeyboardMouse.cpp

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// Copyright 2010 Dolphin Emulator Project
2015-05-17 23:08:10 +00:00
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/ControllerInterface/DInput/DInput.h"
#include "InputCommon/ControllerInterface/DInput/DInputKeyboardMouse.h"
// (lower would be more sensitive) user can lower sensitivity by setting range
// seems decent here ( at 8 ), I don't think anyone would need more sensitive than this
// and user can lower it much farther than they would want to with the range
#define MOUSE_AXIS_SENSITIVITY 8
// if input hasn't been received for this many ms, mouse input will be skipped
// otherwise it is just some crazy value
#define DROP_INPUT_TIME 250
namespace ciface::DInput
{
static const struct
{
const BYTE code;
const char* const name;
} named_keys[] = {
#include "InputCommon/ControllerInterface/DInput/NamedKeys.h" // NOLINT
};
// Prevent duplicate keyboard/mouse devices.
static bool s_keyboard_mouse_exists = false;
void InitKeyboardMouse(IDirectInput8* const idi8, HWND hwnd)
{
if (s_keyboard_mouse_exists)
return;
// mouse and keyboard are a combined device, to allow shift+click and stuff
// if that's dumb, I will make a VirtualDevice class that just uses ranges of inputs/outputs from
// other devices
// so there can be a separated Keyboard and mouse, as well as combined KeyboardMouse
LPDIRECTINPUTDEVICE8 kb_device = nullptr;
LPDIRECTINPUTDEVICE8 mo_device = nullptr;
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if (SUCCEEDED(idi8->CreateDevice(GUID_SysKeyboard, &kb_device, nullptr)) &&
SUCCEEDED(kb_device->SetDataFormat(&c_dfDIKeyboard)) &&
SUCCEEDED(kb_device->SetCooperativeLevel(nullptr, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)) &&
SUCCEEDED(idi8->CreateDevice(GUID_SysMouse, &mo_device, nullptr)) &&
SUCCEEDED(mo_device->SetDataFormat(&c_dfDIMouse2)) &&
SUCCEEDED(mo_device->SetCooperativeLevel(nullptr, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
{
g_controller_interface.AddDevice(std::make_shared<KeyboardMouse>(kb_device, mo_device, hwnd));
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return;
}
if (kb_device)
kb_device->Release();
if (mo_device)
mo_device->Release();
}
KeyboardMouse::~KeyboardMouse()
{
s_keyboard_mouse_exists = false;
// kb
m_kb_device->Unacquire();
m_kb_device->Release();
// mouse
m_mo_device->Unacquire();
m_mo_device->Release();
}
KeyboardMouse::KeyboardMouse(const LPDIRECTINPUTDEVICE8 kb_device,
const LPDIRECTINPUTDEVICE8 mo_device, HWND hwnd)
: m_kb_device(kb_device), m_mo_device(mo_device), m_hwnd(hwnd), m_last_update(GetTickCount()),
m_state_in()
{
s_keyboard_mouse_exists = true;
m_kb_device->Acquire();
m_mo_device->Acquire();
// KEYBOARD
// add keys
for (u8 i = 0; i < sizeof(named_keys) / sizeof(*named_keys); ++i)
AddInput(new Key(i, m_state_in.keyboard[named_keys[i].code]));
// MOUSE
DIDEVCAPS mouse_caps = {};
mouse_caps.dwSize = sizeof(mouse_caps);
m_mo_device->GetCapabilities(&mouse_caps);
// mouse buttons
for (u8 i = 0; i < mouse_caps.dwButtons; ++i)
AddInput(new Button(i, m_state_in.mouse.rgbButtons[i]));
// mouse axes
for (unsigned int i = 0; i < mouse_caps.dwAxes; ++i)
{
const LONG& ax = (&m_state_in.mouse.lX)[i];
// each axis gets a negative and a positive input instance associated with it
AddInput(new Axis(i, ax, (2 == i) ? -1 : -MOUSE_AXIS_SENSITIVITY));
AddInput(new Axis(i, ax, -(2 == i) ? 1 : MOUSE_AXIS_SENSITIVITY));
}
// cursor, with a hax for-loop
for (unsigned int i = 0; i < 4; ++i)
AddInput(new Cursor(!!(i & 2), (&m_state_in.cursor.x)[i / 2], !!(i & 1)));
}
void KeyboardMouse::UpdateCursorInput()
{
POINT point = {};
GetCursorPos(&point);
// Get the cursor position relative to the upper left corner of the current window
// (separate or render to main)
ScreenToClient(m_hwnd, &point);
// Get the size of the current window. (In my case Rect.top and Rect.left was zero.)
RECT rect;
GetClientRect(m_hwnd, &rect);
// Width and height are the size of the rendering window.
const auto win_width = rect.right - rect.left;
const auto win_height = rect.bottom - rect.top;
// Convert the cursor position to a range from -1 to 1.
m_state_in.cursor.x = ControlState(point.x) / win_width * 2 - 1;
m_state_in.cursor.y = ControlState(point.y) / win_height * 2 - 1;
}
void KeyboardMouse::UpdateInput()
{
DIMOUSESTATE2 tmp_mouse;
// if mouse position hasn't been updated in a short while, skip a dev state
DWORD cur_time = GetTickCount();
if (cur_time - m_last_update > DROP_INPUT_TIME)
{
// set axes to zero
m_state_in.mouse = {};
// skip this input state
m_mo_device->GetDeviceState(sizeof(tmp_mouse), &tmp_mouse);
}
m_last_update = cur_time;
HRESULT kb_hr = m_kb_device->GetDeviceState(sizeof(m_state_in.keyboard), &m_state_in.keyboard);
HRESULT mo_hr = m_mo_device->GetDeviceState(sizeof(tmp_mouse), &tmp_mouse);
if (DIERR_INPUTLOST == kb_hr || DIERR_NOTACQUIRED == kb_hr)
m_kb_device->Acquire();
if (DIERR_INPUTLOST == mo_hr || DIERR_NOTACQUIRED == mo_hr)
m_mo_device->Acquire();
if (SUCCEEDED(kb_hr) && SUCCEEDED(mo_hr))
{
// need to smooth out the axes, otherwise it doesn't work for shit
for (unsigned int i = 0; i < 3; ++i)
((&m_state_in.mouse.lX)[i] += (&tmp_mouse.lX)[i]) /= 2;
// copy over the buttons
memcpy(m_state_in.mouse.rgbButtons, tmp_mouse.rgbButtons, sizeof(m_state_in.mouse.rgbButtons));
UpdateCursorInput();
}
}
std::string KeyboardMouse::GetName() const
{
return "Keyboard Mouse";
}
std::string KeyboardMouse::GetSource() const
{
return DINPUT_SOURCE_NAME;
}
// names
std::string KeyboardMouse::Key::GetName() const
{
return named_keys[m_index].name;
}
std::string KeyboardMouse::Button::GetName() const
{
return std::string("Click ") + char('0' + m_index);
}
std::string KeyboardMouse::Axis::GetName() const
{
static char tmpstr[] = "Axis ..";
tmpstr[5] = (char)('X' + m_index);
tmpstr[6] = (m_range < 0 ? '-' : '+');
return tmpstr;
}
std::string KeyboardMouse::Cursor::GetName() const
{
static char tmpstr[] = "Cursor ..";
tmpstr[7] = (char)('X' + m_index);
tmpstr[8] = (m_positive ? '+' : '-');
return tmpstr;
}
// get/set state
ControlState KeyboardMouse::Key::GetState() const
{
return (m_key != 0);
}
ControlState KeyboardMouse::Button::GetState() const
{
return (m_button != 0);
}
ControlState KeyboardMouse::Axis::GetState() const
{
return ControlState(m_axis) / m_range;
}
ControlState KeyboardMouse::Cursor::GetState() const
{
return m_axis / (m_positive ? 1.0 : -1.0);
}
} // namespace ciface::DInput