// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include #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 { namespace DInput { static const struct { const BYTE code; const char* const name; } named_keys[] = { #include "InputCommon/ControllerInterface/DInput/NamedKeys.h" // NOLINT }; // lil silly static HWND m_hwnd; void InitKeyboardMouse(IDirectInput8* const idi8, std::vector& devices, HWND _hwnd) { m_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 = nullptr; LPDIRECTINPUTDEVICE8 mo_device = nullptr; if (SUCCEEDED(idi8->CreateDevice( GUID_SysKeyboard, &kb_device, nullptr))) { if (SUCCEEDED(kb_device->SetDataFormat(&c_dfDIKeyboard))) { if (SUCCEEDED(kb_device->SetCooperativeLevel(nullptr, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE))) { if (SUCCEEDED(idi8->CreateDevice( GUID_SysMouse, &mo_device, nullptr ))) { if (SUCCEEDED(mo_device->SetDataFormat(&c_dfDIMouse2))) { if (SUCCEEDED(mo_device->SetCooperativeLevel(nullptr, 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)); // 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 // 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(ControlState* const x, ControlState* const y) { POINT point = { 1, 1 }; GetCursorPos(&point); // Get the cursor position relative to the upper left corner of the current window (separate or render to main) HWND hwnd = WindowFromPoint(point); ScreenToClient(hwnd, &point); // Get the size of the current 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 unsigned int win_width = rect.right - rect.left; unsigned int win_height = rect.bottom - rect.top; // Return the mouse position as a range from -1 to 1 *x = (ControlState)point.x / (ControlState)win_width * 2 - 1; *y = (ControlState)point.y / (ControlState)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 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); } } 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; } // 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(0.0, ControlState(m_axis) / m_range); } ControlState KeyboardMouse::Cursor::GetState() const { return std::max(0.0, ControlState(m_axis) / (m_positive ? 1.0 : -1.0)); } } }