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

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "DInputKeyboardMouse.h"
#include "DInput.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
{
namespace DInput
{
static const struct
{
const BYTE code;
const char* const name;
} named_keys[] =
{
#include "NamedKeys.h"
};
static const struct
{
const BYTE code;
const char* const name;
} named_lights[] =
{
{ VK_NUMLOCK, "NUM LOCK" },
{ VK_CAPITAL, "CAPS LOCK" },
{ VK_SCROLL, "SCROLL LOCK" }
};
// lil silly
static HWND hwnd;
void InitKeyboardMouse(IDirectInput8* const idi8, std::vector<Core::Device*>& devices, HWND _hwnd)
{
hwnd = _hwnd;
// 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 = NULL;
LPDIRECTINPUTDEVICE8 mo_device = NULL;
if (SUCCEEDED(idi8->CreateDevice( GUID_SysKeyboard, &kb_device, NULL)))
{
if (SUCCEEDED(kb_device->SetDataFormat(&c_dfDIKeyboard)))
{
if (SUCCEEDED(kb_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
{
if (SUCCEEDED(idi8->CreateDevice( GUID_SysMouse, &mo_device, NULL )))
{
if (SUCCEEDED(mo_device->SetDataFormat(&c_dfDIMouse2)))
{
if (SUCCEEDED(mo_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
{
devices.push_back(new KeyboardMouse(kb_device, mo_device));
return;
}
}
}
}
}
}
if (kb_device)
kb_device->Release();
if (mo_device)
mo_device->Release();
}
KeyboardMouse::~KeyboardMouse()
{
// 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)
: m_kb_device(kb_device)
, m_mo_device(mo_device)
{
m_kb_device->Acquire();
m_mo_device->Acquire();
m_last_update = GetTickCount();
ZeroMemory(&m_state_in, sizeof(m_state_in));
ZeroMemory(m_state_out, sizeof(m_state_out));
ZeroMemory(&m_current_state_out, sizeof(m_current_state_out));
// 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]));
// add lights
for (u8 i = 0; i < sizeof(named_lights)/sizeof(*named_lights); ++i)
AddOutput(new Light(i));
// MOUSE
// get caps
DIDEVCAPS mouse_caps;
ZeroMemory( &mouse_caps, sizeof(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 GetMousePos(float* const x, float* const y)
{
unsigned int win_width = 2, win_height = 2;
POINT point = { 1, 1 };
GetCursorPos(&point);
// Get the cursor position relative to the upper left corner of the rendering window
ScreenToClient(hwnd, &point);
// Get the size of the rendering window. (In my case Rect.top and Rect.left was zero.)
RECT rect;
GetClientRect(hwnd, &rect);
// Width and height is the size of the rendering window
win_width = rect.right - rect.left;
win_height = rect.bottom - rect.top;
// Return the mouse position as a range from -1 to 1
*x = (float)point.x / (float)win_width * 2 - 1;
*y = (float)point.y / (float)win_height * 2 - 1;
}
bool 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
ZeroMemory(&m_state_in.mouse, sizeof(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));
// update mouse cursor
GetMousePos(&m_state_in.cursor.x, &m_state_in.cursor.y);
return true;
}
return false;
}
bool KeyboardMouse::UpdateOutput()
{
class KInput : public INPUT
{
public:
KInput( const unsigned char key, const bool up = false )
{
memset( this, 0, sizeof(*this) );
type = INPUT_KEYBOARD;
ki.wVk = key;
if (up)
ki.dwFlags = KEYEVENTF_KEYUP;
}
};
std::vector< KInput > kbinputs;
for (unsigned int i = 0; i < sizeof(m_state_out)/sizeof(*m_state_out); ++i)
{
bool want_on = false;
if (m_state_out[i])
want_on = m_state_out[i] > GetTickCount() % 255 ; // light should flash when output is 0.5
// lights are set to their original state when output is zero
if (want_on ^ m_current_state_out[i])
{
kbinputs.push_back(KInput(named_lights[i].code)); // press
kbinputs.push_back(KInput(named_lights[i].code, true)); // release
m_current_state_out[i] ^= 1;
}
}
if (kbinputs.size())
return ( kbinputs.size() == SendInput( (UINT)kbinputs.size(), &kbinputs[0], sizeof( kbinputs[0] ) ) );
else
return true;
}
std::string KeyboardMouse::GetName() const
{
return "Keyboard Mouse";
}
int KeyboardMouse::GetId() const
{
// should this be -1, idk
return 0;
}
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;
}
std::string KeyboardMouse::Light::GetName() const
{
return named_lights[m_index].name;
}
// 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 std::max(0.0f, ControlState(m_axis) / m_range);
}
ControlState KeyboardMouse::Cursor::GetState() const
{
return std::max(0.0f, ControlState(m_axis) / (m_positive ? 1.0f : -1.0f));
}
void KeyboardMouse::Light::SetState(const ControlState state)
{
//state_out[m_index] = (unsigned char)(state * 255);
}
}
}