dolphin/Source/Plugins/Plugin_PadDX9/Src/DIHandler.cpp

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