484 lines
19 KiB
C++
484 lines
19 KiB
C++
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// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// M O D U L E B E G I N ///////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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#include "stdafx.h"
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#include <math.h>
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#include "PluginSpecs_Pad.h"
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#include "multidi.h"
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#include "DIHandler.h"
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// T Y P E D E F S / D E F I N E S //////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// Actions used by this app
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DIACTION CDIHandler::m_rgGameAction[] =
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{
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// Keyboard input mappings
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{ CDIHandler::INPUT_MAIN_LEFT, DIKEYBOARD_LEFT, 0, TEXT("Main left"), },
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{ CDIHandler::INPUT_MAIN_RIGHT, DIKEYBOARD_RIGHT, 0, TEXT("Main right"), },
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{ CDIHandler::INPUT_MAIN_UP, DIKEYBOARD_UP, 0, TEXT("Main up"), },
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{ CDIHandler::INPUT_MAIN_DOWN, DIKEYBOARD_DOWN, 0, TEXT("Main down"), },
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{ CDIHandler::INPUT_CPAD_LEFT, DIKEYBOARD_J, 0, TEXT("CPad left"), },
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{ CDIHandler::INPUT_CPAD_RIGHT, DIKEYBOARD_L, 0, TEXT("CPad right"), },
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{ CDIHandler::INPUT_CPAD_UP, DIKEYBOARD_I, 0, TEXT("CPad up"), },
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{ CDIHandler::INPUT_CPAD_DOWN, DIKEYBOARD_K, 0, TEXT("CPad down"), },
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{ CDIHandler::INPUT_DPAD_LEFT, DIKEYBOARD_F, 0, TEXT("DPad left"), },
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{ CDIHandler::INPUT_DPAD_RIGHT, DIKEYBOARD_H, 0, TEXT("DPad right"), },
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{ CDIHandler::INPUT_DPAD_UP, DIKEYBOARD_T, 0, TEXT("DPad up"), },
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{ CDIHandler::INPUT_DPAD_DOWN, DIKEYBOARD_G, 0, TEXT("DPad down"), },
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{ CDIHandler::INPUT_BUTTON_START, DIKEYBOARD_RETURN, 0, TEXT("Start"), },
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{ CDIHandler::INPUT_BUTTON_A, DIKEYBOARD_X, 0, TEXT("A-Button"), },
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{ CDIHandler::INPUT_BUTTON_B, DIKEYBOARD_Y, 0, TEXT("B-Button"), },
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{ CDIHandler::INPUT_BUTTON_X, DIKEYBOARD_S, 0, TEXT("X-Button"), },
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{ CDIHandler::INPUT_BUTTON_Y, DIKEYBOARD_C, 0, TEXT("Y-Button"), },
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{ CDIHandler::INPUT_BUTTON_Z, DIKEYBOARD_D, 0, TEXT("Z-Button"), },
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{ CDIHandler::INPUT_BUTTON_L, DIKEYBOARD_Q, 0, TEXT("L-Trigger"), },
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{ CDIHandler::INPUT_BUTTON_R, DIKEYBOARD_W, 0, TEXT("R-Trigger"), },
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// Joystick input mappings
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{ CDIHandler::INPUT_MAIN_AXIS_LR, DIAXIS_ARCADEP_LATERAL, 0, _T("Main left/right"), },
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{ CDIHandler::INPUT_MAIN_AXIS_UD, DIAXIS_ARCADEP_MOVE, 0, _T("Main Up/Down"), },
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{ CDIHandler::INPUT_CPAD_AXIS_LR, DIAXIS_ANY_1, 0, _T("CPad left/right"), },
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{ CDIHandler::INPUT_CPAD_AXIS_UP, DIAXIS_ANY_2, 0, _T("CPad Up/Down"), },
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{ CDIHandler::INPUT_DPAD_AXIS_LR, DIPOV_ANY_1, 0, _T("DPad left/right"), },
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{ CDIHandler::INPUT_DPAD_AXIS_UP, DIPOV_ANY_2, 0, _T("DPad Up/Down"), },
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};
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const GUID g_guidApp = { 0x3afabad0, 0xd2c0, 0x4514, { 0xb4, 0x7e, 0x65, 0xfe, 0xf9, 0xb5, 0x14, 0x2e } };
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#define SAMPLE_KEY TEXT("Emulator\\Dolphin\\PadPlugin2")
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#define NUMBER_OF_GAMEACTIONS (sizeof(m_rgGameAction)/sizeof(DIACTION))
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// I M P L E M E N T A T I O N ////////////////////////// ////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////
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// ________________________________________________________________________________________ __________
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// constructor
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//
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CDIHandler::CDIHandler(void) :
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m_hWnd(NULL),
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m_pInputDeviceManager(NULL)
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{
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}
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// ________________________________________________________________________________________ __________
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// destructor
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//
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CDIHandler::~CDIHandler(void)
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{
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CleanupDirectInput();
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}
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// ________________________________________________________________________________________ __________
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// InitInput
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//
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HRESULT
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CDIHandler::InitInput(HWND _hWnd)
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{
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if (m_hWnd == _hWnd)
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return S_OK;
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CleanupDirectInput();
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m_hWnd = _hWnd;
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HRESULT hr;
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// Setup action format for the actual gameplay
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ZeroMemory( &m_diafGame, sizeof(DIACTIONFORMAT) );
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m_diafGame.dwSize = sizeof(DIACTIONFORMAT);
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m_diafGame.dwActionSize = sizeof(DIACTION);
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m_diafGame.dwDataSize = NUMBER_OF_GAMEACTIONS * sizeof(DWORD);
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m_diafGame.guidActionMap = g_guidApp;
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m_diafGame.dwGenre = DIVIRTUAL_ARCADE_PLATFORM;
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m_diafGame.dwNumActions = NUMBER_OF_GAMEACTIONS;
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m_diafGame.rgoAction = m_rgGameAction;
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m_diafGame.lAxisMin = -100;
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m_diafGame.lAxisMax = 100;
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m_diafGame.dwBufferSize = 32;
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_tcscpy_s( m_diafGame.tszActionMap, _T("Dolphin Pad Plugin") );
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// Create a new input device manager
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m_pInputDeviceManager = new CMultiplayerInputDeviceManager( SAMPLE_KEY );
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if( FAILED( hr = ChangeNumPlayers( 1, FALSE, FALSE ) ) )
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{
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MessageBox(NULL, "InitInput", "Pad", MB_OK);
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return S_FALSE;
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}
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return S_OK;
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}
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// ________________________________________________________________________________________ __________
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// ConfigInput
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//
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void
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CDIHandler::ConfigInput(void)
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{
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HRESULT hr;
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CleanupDeviceStateStructs();
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// Configure the devices (with edit capability)
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hr = m_pInputDeviceManager->ConfigureDevices( m_hWnd, NULL, NULL, DICD_EDIT, NULL );
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if( FAILED(hr) )
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{
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if( hr == E_DIUTILERR_PLAYERWITHOUTDEVICE )
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{
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// There's a player that hasn't been assigned a device. Some games may
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// want to handle this by reducing the number of players, or auto-assigning
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// a device, or warning the user, etc.
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MessageBox( m_hWnd, TEXT("There is at least one player that wasn't assigned ") \
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TEXT("a device\n") \
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TEXT("Press OK to auto-assign a device to these users"),
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TEXT("Player Without Device"), MB_OK | MB_ICONEXCLAMATION );
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}
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// Auto-reassign every player a device.
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ChangeNumPlayers( m_dwNumPlayers, FALSE, FALSE );
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}
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}
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// ________________________________________________________________________________________ __________
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// CleanupDirectInput
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//
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void
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CDIHandler::CleanupDirectInput(void)
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{
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if( NULL == m_pInputDeviceManager )
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return;
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CleanupDeviceStateStructs();
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// Cleanup DirectX input objects
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SAFE_DELETE( m_pInputDeviceManager );
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}
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// ________________________________________________________________________________________ __________
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// CleanupDeviceStateStructs
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//
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void
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CDIHandler::CleanupDeviceStateStructs(void)
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{
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// Get access to the list of semantically-mapped input devices
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// to delete all InputDeviceState structs before calling ConfigureDevices()
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CMultiplayerInputDeviceManager::DeviceInfo* pDeviceInfos;
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DWORD dwNumDevices;
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m_pInputDeviceManager->GetDevices( &pDeviceInfos, &dwNumDevices );
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for( DWORD i=0; i<dwNumDevices; i++ )
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{
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SUserInput* pInputDeviceState = (SUserInput*) pDeviceInfos[i].pParam;
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SAFE_DELETE( pInputDeviceState );
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pDeviceInfos[i].pParam = NULL;
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}
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}
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// ________________________________________________________________________________________ __________
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// CleanupDeviceStateStructs
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//
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HRESULT
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CDIHandler::ChangeNumPlayers( DWORD dwNumPlayers, BOOL bResetOwnership, BOOL bResetMappings )
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{
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HRESULT hr;
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m_dwNumPlayers = dwNumPlayers;
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// Just pass in stock names. Real games may want to ask the user for a name, etc.
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TCHAR* strUserNames[4] = { TEXT("Controller 1"), TEXT("Controller 2"),
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TEXT("Controller 3"), TEXT("Controller 4") };
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BOOL bSuccess = FALSE;
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while( !bSuccess )
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{
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hr = m_pInputDeviceManager->Create( m_hWnd, strUserNames, m_dwNumPlayers, &m_diafGame,
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StaticInputAddDeviceCB, NULL,
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bResetOwnership, bResetMappings );
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if( FAILED(hr) )
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{
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switch( hr )
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{
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case E_DIUTILERR_DEVICESTAKEN:
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{
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// It's possible that a single user could "own" too many devices for the other
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// players to get into the game. If so, we reinit the manager class to provide
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// each user with a device that has a default configuration.
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bResetOwnership = TRUE;
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MessageBox( m_hWnd, TEXT("You have entered more users than there are suitable ") \
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TEXT("devices, or some users are claiming too many devices.\n") \
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TEXT("Press OK to give each user a default device"),
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TEXT("Devices Are Taken"), MB_OK | MB_ICONEXCLAMATION );
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break;
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}
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case E_DIUTILERR_TOOMANYUSERS:
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{
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// Another common error is if more users are attempting to play than there are devices
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// attached to the machine. In this case, the number of players is automatically
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// lowered to make playing the game possible.
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DWORD dwNumDevices = m_pInputDeviceManager->GetNumDevices();
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m_dwNumPlayers = dwNumDevices;
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TCHAR sz[256];
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wsprintf( sz, TEXT("There are not enough devices attached to the ") \
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TEXT("system for the number of users you entered.\nThe ") \
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TEXT("number of users has been automatically changed to ") \
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TEXT("%i (the number of devices available on the system)."),
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m_dwNumPlayers );
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MessageBox( m_hWnd, sz, _T("Too Many Users"), MB_OK | MB_ICONEXCLAMATION );
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break;
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}
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default:
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MessageBox(NULL, "ChangeNumPlayers", "Pad", MB_OK);
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return S_FALSE;
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break;
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}
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m_pInputDeviceManager->Cleanup();
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}
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else
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{
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bSuccess = TRUE;
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}
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}
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return S_OK;
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}
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// ________________________________________________________________________________________ __________
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// UpdateInput
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//
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void
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CDIHandler::UpdateInput(void)
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{
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if( NULL == m_pInputDeviceManager )
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return;
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CMultiplayerInputDeviceManager::DeviceInfo* pDeviceInfos;
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DWORD dwNumDevices;
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// Get access to the list of semantically-mapped input devices
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m_pInputDeviceManager->GetDevices( &pDeviceInfos, &dwNumDevices );
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// Loop through all devices and check game input
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for( DWORD i=0; i<dwNumDevices; i++ )
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{
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// skip past any devices that aren't assigned,
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// since we don't care about them
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if( pDeviceInfos[i].pPlayerInfo == NULL )
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continue;
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DIDEVICEOBJECTDATA rgdod[10];
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DWORD dwItems = 10;
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HRESULT hr;
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LPDIRECTINPUTDEVICE8 pdidDevice = pDeviceInfos[i].pdidDevice;
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SUserInput* pInputDeviceState = (SUserInput*) pDeviceInfos[i].pParam;
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// dunno if we need this
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if(pDeviceInfos[i].bRelativeAxis)
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{
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// For relative axis data, the action mapper only informs us when
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// the delta data is non-zero, so we need to zero its state
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// out each frame
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pInputDeviceState->fMainLR = 0.0f;
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pInputDeviceState->fMainUP = 0.0f;
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pInputDeviceState->fCPadLR = 0.0f;
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pInputDeviceState->fCPadUP = 0.0f;
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pInputDeviceState->fDPadLR = 0.0f;
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pInputDeviceState->fDPadUP = 0.0f;
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pInputDeviceState->fTriggerL = 0.0f;
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pInputDeviceState->fTriggerR = 0.0f;
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}
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hr = pdidDevice->Acquire();
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hr = pdidDevice->Poll();
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hr = pdidDevice->GetDeviceData( sizeof(DIDEVICEOBJECTDATA), rgdod, &dwItems, 0 );
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if( FAILED(hr) )
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continue;
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// Get the sematics codes for the game menu
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for( DWORD j=0; j<dwItems; j++ )
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{
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bool bButtonState = (rgdod[j].dwData==0x80) ? true : false;
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FLOAT fAxisState = (FLOAT)((int)rgdod[j].dwData)/100.0f;
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switch( rgdod[j].uAppData )
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{
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// Handle relative axis data
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case INPUT_MAIN_AXIS_LR: pInputDeviceState->fMainLR = fAxisState; break;
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case INPUT_MAIN_AXIS_UD: pInputDeviceState->fMainUP = fAxisState; break;
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case INPUT_CPAD_AXIS_LR: pInputDeviceState->fCPadLR = fAxisState; break;
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case INPUT_CPAD_AXIS_UP: pInputDeviceState->fCPadUP = fAxisState; break;
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case INPUT_DPAD_AXIS_LR: pInputDeviceState->fDPadLR = fAxisState; break;
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case INPUT_DPAD_AXIS_UP: pInputDeviceState->fDPadUP = fAxisState; break;
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// Handle buttons separately so the button state data
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// doesn't overwrite the axis state data, and handle
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// each button separately so they don't overwrite each other
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case INPUT_MAIN_LEFT: pInputDeviceState->bMainLeft = bButtonState; break;
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case INPUT_MAIN_RIGHT: pInputDeviceState->bMainRight = bButtonState; break;
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case INPUT_MAIN_UP: pInputDeviceState->bMainUp = bButtonState; break;
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case INPUT_MAIN_DOWN: pInputDeviceState->bMainDown = bButtonState; break;
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case INPUT_CPAD_LEFT: pInputDeviceState->bCPadLeft = bButtonState; break;
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case INPUT_CPAD_RIGHT: pInputDeviceState->bCPadRight = bButtonState; break;
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case INPUT_CPAD_UP: pInputDeviceState->bCPadUp = bButtonState; break;
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case INPUT_CPAD_DOWN: pInputDeviceState->bCPadDown = bButtonState; break;
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case INPUT_DPAD_LEFT: pInputDeviceState->bDPadLeft = bButtonState; break;
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case INPUT_DPAD_RIGHT: pInputDeviceState->bDPadRight = bButtonState; break;
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case INPUT_DPAD_UP: pInputDeviceState->bDPadUp = bButtonState; break;
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case INPUT_DPAD_DOWN: pInputDeviceState->bDPadDown = bButtonState; break;
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case INPUT_BUTTON_START: pInputDeviceState->bButtonStart = bButtonState; break;
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case INPUT_BUTTON_A: pInputDeviceState->bButtonA = bButtonState; break;
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case INPUT_BUTTON_B: pInputDeviceState->bButtonB = bButtonState; break;
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case INPUT_BUTTON_X: pInputDeviceState->bButtonX = bButtonState; break;
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case INPUT_BUTTON_Y: pInputDeviceState->bButtonY = bButtonState; break;
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case INPUT_BUTTON_Z: pInputDeviceState->bButtonZ = bButtonState; break;
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case INPUT_BUTTON_L: pInputDeviceState->fTriggerL = bButtonState; break;
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case INPUT_BUTTON_R: pInputDeviceState->fTriggerR = bButtonState; break;
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}
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}
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}
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for( DWORD iPlayer=0; iPlayer<m_dwNumPlayers; iPlayer++ )
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{
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SControllerInput& ctrlInput = m_controllerInput[iPlayer];
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m_controllerInput[iPlayer].fMainLR = 0.0f;
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m_controllerInput[iPlayer].fMainUP = 0.0f;
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m_controllerInput[iPlayer].fCPadLR = 0.0f;
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m_controllerInput[iPlayer].fCPadUP = 0.0f;
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m_controllerInput[iPlayer].fDPadLR = 0.0f;
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m_controllerInput[iPlayer].fDPadUP = 0.0f;
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ctrlInput.bButtonA = false;
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ctrlInput.bButtonB = false;
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ctrlInput.bButtonX = false;
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ctrlInput.bButtonY = false;
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||
|
ctrlInput.bButtonZ = false;
|
||
|
ctrlInput.bButtonStart = false;
|
||
|
ctrlInput.fTriggerL = false;
|
||
|
ctrlInput.fTriggerR = false;
|
||
|
|
||
|
// Concatinate the data from all the DirectInput devices
|
||
|
for(DWORD i=0; i<dwNumDevices; i++)
|
||
|
{
|
||
|
// Only look at devices that are assigned to this player
|
||
|
if( pDeviceInfos[i].pPlayerInfo == NULL ||
|
||
|
pDeviceInfos[i].pPlayerInfo->dwPlayerIndex != iPlayer )
|
||
|
continue;
|
||
|
|
||
|
SUserInput* pInputDeviceState = (SUserInput*)pDeviceInfos[i].pParam;
|
||
|
|
||
|
// main-axis
|
||
|
if( fabs(pInputDeviceState->fMainLR) > fabs(ctrlInput.fMainLR) )
|
||
|
ctrlInput.fMainLR = pInputDeviceState->fMainLR;
|
||
|
if( fabs(pInputDeviceState->fMainUP) > fabs(ctrlInput.fMainUP) )
|
||
|
ctrlInput.fMainUP = pInputDeviceState->fMainUP;
|
||
|
|
||
|
if (pInputDeviceState->bMainLeft) ctrlInput.fMainLR = -1.0f;
|
||
|
if (pInputDeviceState->bMainRight) ctrlInput.fMainLR = 1.0f;
|
||
|
if (pInputDeviceState->bMainUp) ctrlInput.fMainUP = -1.0f;
|
||
|
if (pInputDeviceState->bMainDown) ctrlInput.fMainUP = 1.0f;
|
||
|
|
||
|
// CPad-axis
|
||
|
if( fabs(pInputDeviceState->fCPadLR) > fabs(ctrlInput.fCPadLR) )
|
||
|
ctrlInput.fCPadLR = pInputDeviceState->fCPadLR;
|
||
|
if( fabs(pInputDeviceState->fCPadUP) > fabs(ctrlInput.fCPadUP) )
|
||
|
ctrlInput.fCPadUP = pInputDeviceState->fCPadUP;
|
||
|
|
||
|
if (pInputDeviceState->bCPadLeft) ctrlInput.fCPadLR = -1.0f;
|
||
|
if (pInputDeviceState->bCPadRight) ctrlInput.fCPadLR = 1.0f;
|
||
|
if (pInputDeviceState->bCPadUp) ctrlInput.fCPadUP = -1.0f;
|
||
|
if (pInputDeviceState->bCPadDown) ctrlInput.fCPadUP = 1.0f;
|
||
|
|
||
|
// DPad-axis
|
||
|
if( fabs(pInputDeviceState->fDPadLR) > fabs(ctrlInput.fDPadLR) )
|
||
|
ctrlInput.fDPadLR = pInputDeviceState->fDPadLR;
|
||
|
if( fabs(pInputDeviceState->fDPadUP) > fabs(ctrlInput.fDPadUP) )
|
||
|
ctrlInput.fDPadUP = pInputDeviceState->fDPadUP;
|
||
|
|
||
|
if (pInputDeviceState->bDPadLeft) ctrlInput.fDPadLR = -1.0f;
|
||
|
if (pInputDeviceState->bDPadRight) ctrlInput.fDPadLR = 1.0f;
|
||
|
if (pInputDeviceState->bDPadUp) ctrlInput.fDPadUP = -1.0f;
|
||
|
if (pInputDeviceState->bDPadDown) ctrlInput.fDPadUP = 1.0f;
|
||
|
|
||
|
// buttons
|
||
|
if (pInputDeviceState->bButtonA) ctrlInput.bButtonA = true;
|
||
|
if (pInputDeviceState->bButtonB) ctrlInput.bButtonB = true;
|
||
|
if (pInputDeviceState->bButtonX) ctrlInput.bButtonX = true;
|
||
|
if (pInputDeviceState->bButtonY) ctrlInput.bButtonY = true;
|
||
|
if (pInputDeviceState->bButtonZ) ctrlInput.bButtonZ = true;
|
||
|
if (pInputDeviceState->bButtonStart)ctrlInput.bButtonStart = true;
|
||
|
if (pInputDeviceState->fTriggerL) ctrlInput.fTriggerL = true;
|
||
|
if (pInputDeviceState->fTriggerR) ctrlInput.fTriggerR = true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// ________________________________________________________________________________________ __________
|
||
|
// StaticInputAddDeviceCB
|
||
|
//
|
||
|
HRESULT CALLBACK
|
||
|
CDIHandler::StaticInputAddDeviceCB( CMultiplayerInputDeviceManager::PlayerInfo* pPlayerInfo,
|
||
|
CMultiplayerInputDeviceManager::DeviceInfo* pDeviceInfo,
|
||
|
const DIDEVICEINSTANCE* pdidi,
|
||
|
LPVOID pParam)
|
||
|
{
|
||
|
CDIHandler* pApp = (CDIHandler*) pParam;
|
||
|
return pApp->InputAddDeviceCB( pPlayerInfo, pDeviceInfo, pdidi );
|
||
|
}
|
||
|
|
||
|
// ________________________________________________________________________________________ __________
|
||
|
// InputAddDeviceCB
|
||
|
//
|
||
|
HRESULT
|
||
|
CDIHandler::InputAddDeviceCB( CMultiplayerInputDeviceManager::PlayerInfo* pPlayerInfo,
|
||
|
CMultiplayerInputDeviceManager::DeviceInfo* pDeviceInfo,
|
||
|
const DIDEVICEINSTANCE* pdidi)
|
||
|
{
|
||
|
if( (GET_DIDEVICE_TYPE(pdidi->dwDevType) != DI8DEVTYPE_KEYBOARD) &&
|
||
|
(GET_DIDEVICE_TYPE(pdidi->dwDevType) != DI8DEVTYPE_MOUSE) )
|
||
|
{
|
||
|
// Setup the deadzone
|
||
|
DIPROPDWORD dipdw;
|
||
|
dipdw.diph.dwSize = sizeof(DIPROPDWORD);
|
||
|
dipdw.diph.dwHeaderSize = sizeof(DIPROPHEADER);
|
||
|
dipdw.diph.dwObj = 0;
|
||
|
dipdw.diph.dwHow = DIPH_DEVICE;
|
||
|
dipdw.dwData = 500;
|
||
|
pDeviceInfo->pdidDevice->SetProperty( DIPROP_DEADZONE, &dipdw.diph );
|
||
|
}
|
||
|
|
||
|
// Create a new InputDeviceState for each device so the
|
||
|
// app can record its state
|
||
|
SUserInput* pNewInputDeviceState = new SUserInput;
|
||
|
ZeroMemory( pNewInputDeviceState, sizeof(SUserInput) );
|
||
|
pDeviceInfo->pParam = (LPVOID) pNewInputDeviceState;
|
||
|
|
||
|
return S_OK;
|
||
|
}
|