win32: added mouse and keyboard virtual gamepads

This commit is contained in:
flyinghead 2019-02-21 22:39:26 +01:00
parent 94f346a1e0
commit d392923d86
4 changed files with 338 additions and 289 deletions

View File

@ -24,8 +24,8 @@ static SDL_GLContext glcontext;
#endif
#define WINDOW_HEIGHT 480
static SDLMouseGamepadDevice* sdl_mouse_gamepad = NULL;
static SDLKbGamepadDevice* sdl_kb_gamepad = NULL;
static std::shared_ptr<SDLMouseGamepadDevice> sdl_mouse_gamepad;
static std::shared_ptr<SDLKbGamepadDevice> sdl_kb_gamepad;
static SDLKeyboardDevice* sdl_keyboard = NULL;
extern void dc_stop();
@ -76,8 +76,10 @@ void input_sdl_init()
SDL_SetRelativeMouseMode(SDL_FALSE);
sdl_keyboard = new SDLKeyboardDevice(0);
sdl_kb_gamepad = new SDLKbGamepadDevice(0);
sdl_mouse_gamepad = new SDLMouseGamepadDevice(0);
sdl_kb_gamepad = std::make_shared<SDLKbGamepadDevice>(0);
GamepadDevice::Register(sdl_kb_gamepad);
sdl_mouse_gamepad = std::make_shared<SDLMouseGamepadDevice>(0);
GamepadDevice::Register(sdl_mouse_gamepad);
}
static void set_mouse_position(int x, int y)

152
core/windows/win_keyboard.h Normal file
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@ -0,0 +1,152 @@
#pragma once
#include "input/keyboard_device.h"
// Used to differentiate between main enter key and num keypad one
#define VK_NUMPAD_RETURN 0x0E
class Win32KeyboardDevice : public KeyboardDevice<u8>
{
public:
Win32KeyboardDevice(int maple_port) : KeyboardDevice(maple_port)
{
kb_map['A'] = 0x04;
kb_map['B'] = 0x05;
kb_map['C'] = 0x06;
kb_map['D'] = 0x07;
kb_map['E'] = 0x08;
kb_map['F'] = 0x09;
kb_map['G'] = 0x0A;
kb_map['H'] = 0x0B;
kb_map['I'] = 0x0C;
kb_map['J'] = 0x0D;
kb_map['K'] = 0x0E;
kb_map['L'] = 0x0F;
kb_map['M'] = 0x10;
kb_map['N'] = 0x11;
kb_map['O'] = 0x12;
kb_map['P'] = 0x13;
kb_map['Q'] = 0x14;
kb_map['R'] = 0x15;
kb_map['S'] = 0x16;
kb_map['T'] = 0x17;
kb_map['U'] = 0x18;
kb_map['V'] = 0x19;
kb_map['W'] = 0x1A;
kb_map['X'] = 0x1B;
kb_map['Y'] = 0x1C;
kb_map['Z'] = 0x1D;
//1E-27 Number keys 1-0
kb_map['1'] = 0x1E;
kb_map['2'] = 0x1F;
kb_map['3'] = 0x20;
kb_map['4'] = 0x21;
kb_map['5'] = 0x22;
kb_map['6'] = 0x23;
kb_map['7'] = 0x24;
kb_map['8'] = 0x25;
kb_map['9'] = 0x26;
kb_map['0'] = 0x27;
kb_map[VK_RETURN] = 0x28;
kb_map[VK_ESCAPE] = 0x29;
kb_map[VK_BACK] = 0x2A;
kb_map[VK_TAB] = 0x2B;
kb_map[VK_SPACE] = 0x2C;
kb_map[VK_OEM_MINUS] = 0x2D; // -
kb_map[VK_OEM_PLUS] = 0x2E; // =
kb_map[VK_OEM_4] = 0x2F; // [
kb_map[VK_OEM_6] = 0x30; // ]
kb_map[VK_OEM_5] = 0x31; // \ (US) unsure of keycode
//32-34 "]", ";" and ":" (the 3 keys right of L)
kb_map[VK_OEM_8] = 0x32; // ~ (non-US) *,µ in FR layout
kb_map[VK_OEM_1] = 0x33; // ;
kb_map[VK_OEM_7] = 0x34; // '
//35 hankaku/zenkaku / kanji (top left)
kb_map[VK_OEM_3] = 0x35; // `~ (US)
//36-38 ",", "." and "/" (the 3 keys right of M)
kb_map[VK_OEM_COMMA] = 0x36;
kb_map[VK_OEM_PERIOD] = 0x37;
kb_map[VK_OEM_2] = 0x38;
// CAPSLOCK
kb_map[VK_CAPITAL] = 0x39;
//3A-45 Function keys F1-F12
for (int i = 0;i < 12; i++)
kb_map[VK_F1 + i] = 0x3A + i;
//46-4E Control keys above cursor keys
kb_map[VK_SNAPSHOT] = 0x46; // Print Screen
kb_map[VK_SCROLL] = 0x47; // Scroll Lock
kb_map[VK_PAUSE] = 0x48; // Pause
kb_map[VK_INSERT] = 0x49;
kb_map[VK_HOME] = 0x4A;
kb_map[VK_PRIOR] = 0x4B;
kb_map[VK_DELETE] = 0x4C;
kb_map[VK_END] = 0x4D;
kb_map[VK_NEXT] = 0x4E;
//4F-52 Cursor keys
kb_map[VK_RIGHT] = 0x4F;
kb_map[VK_LEFT] = 0x50;
kb_map[VK_DOWN] = 0x51;
kb_map[VK_UP] = 0x52;
//53 Num Lock (Numeric keypad)
kb_map[VK_NUMLOCK] = 0x53;
//54 "/" (Numeric keypad)
kb_map[VK_DIVIDE] = 0x54;
//55 "*" (Numeric keypad)
kb_map[VK_MULTIPLY] = 0x55;
//56 "-" (Numeric keypad)
kb_map[VK_SUBTRACT] = 0x56;
//57 "+" (Numeric keypad)
kb_map[VK_ADD] = 0x57;
//58 Enter (Numeric keypad)
kb_map[VK_NUMPAD_RETURN] = 0x58;
//59-62 Number keys 1-0 (Numeric keypad)
kb_map[VK_NUMPAD1] = 0x59;
kb_map[VK_NUMPAD2] = 0x5A;
kb_map[VK_NUMPAD3] = 0x5B;
kb_map[VK_NUMPAD4] = 0x5C;
kb_map[VK_NUMPAD5] = 0x5D;
kb_map[VK_NUMPAD6] = 0x5E;
kb_map[VK_NUMPAD7] = 0x5F;
kb_map[VK_NUMPAD8] = 0x60;
kb_map[VK_NUMPAD9] = 0x61;
kb_map[VK_NUMPAD0] = 0x62;
//63 "." (Numeric keypad)
kb_map[VK_DECIMAL] = 0x63;
//64 #| (non-US)
//kb_map[94] = 0x64;
//65 S3 key
//66-A4 Not used
//A5-DF Reserved
kb_map[VK_CONTROL] = 0xE0; // Left Control
kb_map[VK_SHIFT] = 0xE1; // Left Shift
//E2 Left Alt
//E3 Left S1
//E4 Right Control
//E5 Right Shift
//E6 Right Alt
//E7 Right S3
//E8-FF Reserved
}
virtual const char* name() override { return "Windows Keyboard"; }
protected:
virtual u8 convert_keycode(u8 keycode) override
{
return kb_map[keycode];
}
private:
std::map<u8, u8> kb_map;
};

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@ -1,8 +1,8 @@
#include "oslib\oslib.h"
#include "oslib\audiostream.h"
#include "imgread\common.h"
#include "rend\gui.h"
#include "xinput_gamepad.h"
#include "win_keyboard.h"
#define _WIN32_WINNT 0x0500
#include <windows.h>
@ -107,23 +107,24 @@ PCHAR*
}
void dc_stop(void);
void dc_savestate();
void dc_loadstate();
bool VramLockedWrite(u8* address);
bool ngen_Rewrite(unat& addr,unat retadr,unat acc);
bool BM_LockedWrite(u8* address);
void UpdateController(u32 port);
static void init_kb_map();
static std::shared_ptr<WinKbGamepadDevice> kb_gamepad;
static std::shared_ptr<WinMouseGamepadDevice> mouse_gamepad;
void os_SetupInput()
{
init_kb_map();
#if DC_PLATFORM == DC_PLATFORM_DREAMCAST
mcfg_CreateDevices();
#endif
XInputGamepadDevice::CreateDevices();
kb_gamepad = std::make_shared<WinKbGamepadDevice>(0);
GamepadDevice::Register(kb_gamepad);
mouse_gamepad = std::make_shared<WinMouseGamepadDevice>(0);
GamepadDevice::Register(mouse_gamepad);
}
LONG ExeptionHandler(EXCEPTION_POINTERS *ExceptionInfo)
@ -194,7 +195,7 @@ int msgboxf(const wchar* text,unsigned int type,...)
}
// Gamepads
u16 kcode[4];
u16 kcode[4] = { 0xffff, 0xffff, 0xffff, 0xffff };
u32 vks[4];
s8 joyx[4],joyy[4];
u8 rt[4],lt[4];
@ -205,101 +206,35 @@ extern s32 mo_x_abs;
extern s32 mo_y_abs;
extern u32 mo_buttons;
// Keyboard
static u32 kb_used = 0;
extern u8 kb_key[6]; // normal keys pressed
extern u8 kb_shift; // shift keys pressed (bitmask)
static u8 kb_map[256];
// Used to differentiate between main enter key and num keypad one
#define VK_NUMPAD_RETURN 0x0E
static Win32KeyboardDevice keyboard(0);
#define key_CONT_C (1 << 0)
#define key_CONT_B (1 << 1)
#define key_CONT_A (1 << 2)
#define key_CONT_START (1 << 3)
#define key_CONT_DPAD_UP (1 << 4)
#define key_CONT_DPAD_DOWN (1 << 5)
#define key_CONT_DPAD_LEFT (1 << 6)
#define key_CONT_DPAD_RIGHT (1 << 7)
#define key_CONT_Z (1 << 8)
#define key_CONT_Y (1 << 9)
#define key_CONT_X (1 << 10)
#define key_CONT_D (1 << 11)
#define key_CONT_DPAD2_UP (1 << 12)
#define key_CONT_DPAD2_DOWN (1 << 13)
#define key_CONT_DPAD2_LEFT (1 << 14)
#define key_CONT_DPAD2_RIGHT (1 << 15)
void UpdateInputState(u32 port)
{
//joyx[port]=pad.Lx;
//joyy[port]=pad.Ly;
lt[port]=GetAsyncKeyState('A')?255:0;
rt[port]=GetAsyncKeyState('S')?255:0;
joyx[port]=joyy[port]=0;
if (GetAsyncKeyState('J'))
joyx[port]-=126;
if (GetAsyncKeyState('L'))
joyx[port]+=126;
if (GetAsyncKeyState('I'))
joyy[port]-=126;
if (GetAsyncKeyState('K'))
joyy[port]+=126;
kcode[port]=0xFFFF;
if (GetAsyncKeyState('V'))
kcode[port]&=~key_CONT_A;
if (GetAsyncKeyState('C'))
kcode[port]&=~key_CONT_B;
if (GetAsyncKeyState('X'))
kcode[port]&=~key_CONT_Y;
if (GetAsyncKeyState('Z'))
kcode[port]&=~key_CONT_X;
if (GetAsyncKeyState(VK_SHIFT))
kcode[port]&=~key_CONT_START;
if (GetAsyncKeyState(VK_UP))
kcode[port]&=~key_CONT_DPAD_UP;
if (GetAsyncKeyState(VK_DOWN))
kcode[port]&=~key_CONT_DPAD_DOWN;
if (GetAsyncKeyState(VK_LEFT))
kcode[port]&=~key_CONT_DPAD_LEFT;
if (GetAsyncKeyState(VK_RIGHT))
kcode[port]&=~key_CONT_DPAD_RIGHT;
UpdateController(port);
if (GetAsyncKeyState(VK_F1))
settings.pvr.ta_skip = 100;
// if (GetAsyncKeyState(VK_F2))
// settings.pvr.ta_skip = 0;
if (GetAsyncKeyState(VK_F2))
dc_savestate();
if (GetAsyncKeyState(VK_F4))
dc_loadstate();
if (GetAsyncKeyState(VK_F10))
DiscSwap();
if (GetAsyncKeyState(VK_ESCAPE))
dc_stop();
#if DC_PLATFORM == DC_PLATFORM_NAOMI || DC_PLATFORM == DC_PLATFORM_ATOMISWAVE
coin_chute = GetAsyncKeyState(VK_F8);
naomi_test_button = GetAsyncKeyState(VK_F7);
#endif
if (GetAsyncKeyState(VK_TAB))
gui_open_settings();
}
void UpdateController(u32 port)
{
/*
Disabled for now. Need new EMU_BTN_ANA_LEFT/RIGHT/.. virtual controller keys
joyx[port]=joyy[port]=0;
if (GetAsyncKeyState('J'))
joyx[port]-=126;
if (GetAsyncKeyState('L'))
joyx[port]+=126;
if (GetAsyncKeyState('I'))
joyy[port]-=126;
if (GetAsyncKeyState('K'))
joyy[port]+=126;
*/
std::shared_ptr<XInputGamepadDevice> gamepad = XInputGamepadDevice::GetXInputDevice(port);
if (gamepad != NULL)
gamepad->ReadInput();
}
#if DC_PLATFORM == DC_PLATFORM_NAOMI || DC_PLATFORM == DC_PLATFORM_ATOMISWAVE
// FIXME
coin_chute = GetAsyncKeyState(VK_F8);
naomi_test_button = GetAsyncKeyState(VK_F7);
#endif
}
void UpdateVibration(u32 port, u32 value)
{
@ -359,6 +294,28 @@ LRESULT CALLBACK WndProc2(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
case WM_MBUTTONUP:
case WM_RBUTTONDOWN:
case WM_RBUTTONUP:
switch (message)
{
case WM_LBUTTONDOWN:
mouse_gamepad->gamepad_btn_input(0, true);
break;
case WM_LBUTTONUP:
mouse_gamepad->gamepad_btn_input(0, false);
break;
case WM_MBUTTONDOWN:
mouse_gamepad->gamepad_btn_input(1, true);
break;
case WM_MBUTTONUP:
mouse_gamepad->gamepad_btn_input(1, false);
break;
case WM_RBUTTONDOWN:
mouse_gamepad->gamepad_btn_input(2, true);
break;
case WM_RBUTTONUP:
mouse_gamepad->gamepad_btn_input(2, false);
break;
}
/* no break */
case WM_MOUSEMOVE:
{
int xPos = GET_X_LPARAM(lParam);
@ -377,59 +334,17 @@ LRESULT CALLBACK WndProc2(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
case WM_KEYDOWN:
case WM_KEYUP:
if (wParam == VK_SHIFT)
{
if (message == WM_KEYDOWN)
kb_shift |= 0x02 | 0x20;
else
kb_shift &= ~(0x02 | 0x20);
}
else if (wParam == VK_CONTROL)
{
if (message == WM_KEYDOWN)
kb_shift |= 0x01 | 0x10;
else
kb_shift &= ~(0x01 | 0x10);
}
else
{
u8 keycode;
if (wParam == VK_RETURN && (lParam & (1 << 24) != 0))
// bit 24 indicates whether the key is an extended key, such as the right-hand ALT and CTRL keys that appear on an enhanced 101- or 102-key keyboard.
// (It also distinguishes between the main Return key and the numeric keypad Enter key)
// The value is 1 if it is an extended key; otherwise, it is 0.
if (wParam == VK_RETURN && ((lParam & (1 << 24)) != 0))
keycode = VK_NUMPAD_RETURN;
else
keycode = wParam & 0xff;
u8 dc_keycode = kb_map[keycode];
if (dc_keycode != 0)
{
if (message == WM_KEYDOWN)
{
if (kb_used < ARRAY_SIZE(kb_key))
{
bool found = false;
for (int i = 0; !found && i < kb_used; i++)
{
if (kb_key[i] == dc_keycode)
found = true;
}
if (!found)
kb_key[kb_used++] = dc_keycode;
}
}
else
{
for (int i = 0; i < kb_used; i++)
{
if (kb_key[i] == dc_keycode)
{
kb_used--;
for (int j = i; j < ARRAY_SIZE(kb_key) - 1; j++)
kb_key[j] = kb_key[j + 1];
kb_key[ARRAY_SIZE(kb_key) - 1] = 0;
break;
}
}
}
}
kb_gamepad->gamepad_btn_input(keycode, message == WM_KEYDOWN);
keyboard.keyboard_input(keycode, message == WM_KEYDOWN);
}
break;
@ -892,136 +807,3 @@ void VArray2::UnLockRegion(u32 offset,u32 size)
int get_mic_data(u8* buffer) { return 0; }
int push_vmu_screen(u8* buffer) { return 0; }
static void init_kb_map()
{
//04-1D Letter keys A-Z (in alphabetic order)
kb_map['A'] = 0x04;
kb_map['B'] = 0x05;
kb_map['C'] = 0x06;
kb_map['D'] = 0x07;
kb_map['E'] = 0x08;
kb_map['F'] = 0x09;
kb_map['G'] = 0x0A;
kb_map['H'] = 0x0B;
kb_map['I'] = 0x0C;
kb_map['J'] = 0x0D;
kb_map['K'] = 0x0E;
kb_map['L'] = 0x0F;
kb_map['M'] = 0x10;
kb_map['N'] = 0x11;
kb_map['O'] = 0x12;
kb_map['P'] = 0x13;
kb_map['Q'] = 0x14;
kb_map['R'] = 0x15;
kb_map['S'] = 0x16;
kb_map['T'] = 0x17;
kb_map['U'] = 0x18;
kb_map['V'] = 0x19;
kb_map['W'] = 0x1A;
kb_map['X'] = 0x1B;
kb_map['Y'] = 0x1C;
kb_map['Z'] = 0x1D;
//1E-27 Number keys 1-0
kb_map['1'] = 0x1E;
kb_map['2'] = 0x1F;
kb_map['3'] = 0x20;
kb_map['4'] = 0x21;
kb_map['5'] = 0x22;
kb_map['6'] = 0x23;
kb_map['7'] = 0x24;
kb_map['8'] = 0x25;
kb_map['9'] = 0x26;
kb_map['0'] = 0x27;
kb_map[VK_RETURN] = 0x28;
kb_map[VK_ESCAPE] = 0x29;
kb_map[VK_BACK] = 0x2A;
kb_map[VK_TAB] = 0x2B;
kb_map[VK_SPACE] = 0x2C;
kb_map[VK_OEM_MINUS] = 0x2D; // -
kb_map[VK_OEM_PLUS] = 0x2E; // =
kb_map[VK_OEM_4] = 0x2F; // [
kb_map[VK_OEM_6] = 0x30; // ]
kb_map[VK_OEM_5] = 0x31; // \ (US) unsure of keycode
//32-34 "]", ";" and ":" (the 3 keys right of L)
kb_map[VK_OEM_8] = 0x32; // ~ (non-US) *,µ in FR layout
kb_map[VK_OEM_1] = 0x33; // ;
kb_map[VK_OEM_7] = 0x34; // '
//35 hankaku/zenkaku / kanji (top left)
kb_map[VK_OEM_3] = 0x35; // `~ (US)
//36-38 ",", "." and "/" (the 3 keys right of M)
kb_map[VK_OEM_COMMA] = 0x36;
kb_map[VK_OEM_PERIOD] = 0x37;
kb_map[VK_OEM_2] = 0x38;
// CAPSLOCK
kb_map[VK_CAPITAL] = 0x39;
//3A-45 Function keys F1-F12
for (int i = 0;i < 12; i++)
kb_map[VK_F1 + i] = 0x3A + i;
//46-4E Control keys above cursor keys
kb_map[VK_SNAPSHOT] = 0x46; // Print Screen
kb_map[VK_SCROLL] = 0x47; // Scroll Lock
kb_map[VK_PAUSE] = 0x48; // Pause
kb_map[VK_INSERT] = 0x49;
kb_map[VK_HOME] = 0x4A;
kb_map[VK_PRIOR] = 0x4B;
kb_map[VK_DELETE] = 0x4C;
kb_map[VK_END] = 0x4D;
kb_map[VK_NEXT] = 0x4E;
//4F-52 Cursor keys
kb_map[VK_RIGHT] = 0x4F;
kb_map[VK_LEFT] = 0x50;
kb_map[VK_DOWN] = 0x51;
kb_map[VK_UP] = 0x52;
//53 Num Lock (Numeric keypad)
kb_map[VK_NUMLOCK] = 0x53;
//54 "/" (Numeric keypad)
kb_map[VK_DIVIDE] = 0x54;
//55 "*" (Numeric keypad)
kb_map[VK_MULTIPLY] = 0x55;
//56 "-" (Numeric keypad)
kb_map[VK_SUBTRACT] = 0x56;
//57 "+" (Numeric keypad)
kb_map[VK_ADD] = 0x57;
//58 Enter (Numeric keypad)
kb_map[VK_NUMPAD_RETURN] = 0x58;
//59-62 Number keys 1-0 (Numeric keypad)
kb_map[VK_NUMPAD1] = 0x59;
kb_map[VK_NUMPAD2] = 0x5A;
kb_map[VK_NUMPAD3] = 0x5B;
kb_map[VK_NUMPAD4] = 0x5C;
kb_map[VK_NUMPAD5] = 0x5D;
kb_map[VK_NUMPAD6] = 0x5E;
kb_map[VK_NUMPAD7] = 0x5F;
kb_map[VK_NUMPAD8] = 0x60;
kb_map[VK_NUMPAD9] = 0x61;
kb_map[VK_NUMPAD0] = 0x62;
//63 "." (Numeric keypad)
kb_map[VK_DECIMAL] = 0x63;
//64 #| (non-US)
//kb_map[94] = 0x64;
//65 S3 key
//66-A4 Not used
//A5-DF Reserved
//E0 Left Control
//E1 Left Shift
//E2 Left Alt
//E3 Left S1
//E4 Right Control
//E5 Right Shift
//E6 Right Alt
//E7 Right S3
//E8-FF Reserved
}

View File

@ -1,5 +1,6 @@
#include "../input/gamepad_device.h"
#include <Xinput.h>
#include "input/gamepad_device.h"
#include "rend/gui.h"
class XInputMapping : public InputMapping
{
@ -46,23 +47,56 @@ public:
if (input_mapper == NULL)
Open();
u32 xbutton = state.Gamepad.wButtons;
u32 changes = xbutton ^ last_buttons_state;
for (int i = 0; i < 16; i++)
if ((changes & (1 << i)) != 0)
gamepad_btn_input(1 << i, (xbutton & (1 << i)) != 0);
last_buttons_state = xbutton;
if (state.Gamepad.bLeftTrigger != last_left_trigger)
{
gamepad_btn_input(1 << i, (xbutton & (1 << i)) != 0);
gamepad_axis_input(0, state.Gamepad.bLeftTrigger);
last_left_trigger = state.Gamepad.bLeftTrigger;
}
if (state.Gamepad.bRightTrigger != last_right_trigger)
{
gamepad_axis_input(1, state.Gamepad.bRightTrigger);
last_right_trigger = state.Gamepad.bRightTrigger;
}
if (state.Gamepad.sThumbLX != last_left_thumb_x)
{
gamepad_axis_input(2, state.Gamepad.sThumbLX);
last_left_thumb_x = state.Gamepad.sThumbLX;
}
if (state.Gamepad.sThumbLY != last_left_thumb_y)
{
gamepad_axis_input(3, state.Gamepad.sThumbLY);
last_left_thumb_y = state.Gamepad.sThumbLY;
}
if (state.Gamepad.sThumbRX != last_right_thumb_x)
{
gamepad_axis_input(4, state.Gamepad.sThumbRX);
last_right_thumb_x = state.Gamepad.sThumbRX;
}
if (state.Gamepad.sThumbRY != last_right_thumb_y)
{
gamepad_axis_input(5, state.Gamepad.sThumbRY);
last_right_thumb_y = state.Gamepad.sThumbRY;
}
gamepad_axis_input(0, state.Gamepad.bLeftTrigger);
gamepad_axis_input(1, state.Gamepad.bRightTrigger);
gamepad_axis_input(2, state.Gamepad.sThumbLX);
gamepad_axis_input(3, state.Gamepad.sThumbLY);
gamepad_axis_input(4, state.Gamepad.sThumbRX);
gamepad_axis_input(5, state.Gamepad.sThumbRY);
}
else if (input_mapper != NULL)
{
printf("xinput: Controller '%s' on port %d disconnected\n", _name.c_str(), _xinput_port);
GamepadDevice::Unregister(xinput_gamepads[_xinput_port]);
input_mapper = NULL;
last_buttons_state = 0;
last_left_trigger = 0;
last_right_trigger = 0;
last_left_thumb_x = 0;
last_left_thumb_y = 0;
last_right_thumb_x = 0;
last_right_thumb_y = 0;
}
}
@ -121,7 +155,86 @@ protected:
private:
const int _xinput_port;
u32 last_buttons_state = 0;
u8 last_left_trigger = 0;
u8 last_right_trigger = 0;
s16 last_left_thumb_x = 0;
s16 last_left_thumb_y = 0;
s16 last_right_thumb_x = 0;
s16 last_right_thumb_y = 0;
static std::vector<std::shared_ptr<XInputGamepadDevice>> xinput_gamepads;
};
std::vector<std::shared_ptr<XInputGamepadDevice>> XInputGamepadDevice::xinput_gamepads(XUSER_MAX_COUNT);
class KbInputMapping : public InputMapping
{
public:
KbInputMapping()
{
name = "Windows Keyboard";
set_button(DC_BTN_A, 'X');
set_button(DC_BTN_B, 'C');
set_button(DC_BTN_X, 'S');
set_button(DC_BTN_Y, 'D');
set_button(DC_DPAD_UP, VK_UP);
set_button(DC_DPAD_DOWN, VK_DOWN);
set_button(DC_DPAD_LEFT, VK_LEFT);
set_button(DC_DPAD_RIGHT, VK_RIGHT);
set_button(DC_BTN_START, VK_RETURN);
set_button(EMU_BTN_TRIGGER_LEFT, 'F');
set_button(EMU_BTN_TRIGGER_RIGHT, 'V');
set_button(EMU_BTN_MENU, VK_TAB);
dirty = false;
}
};
class WinKbGamepadDevice : public GamepadDevice
{
public:
WinKbGamepadDevice(int maple_port) : GamepadDevice(maple_port, "win32")
{
_name = "Keyboard";
if (!find_mapping())
input_mapper = new KbInputMapping();
}
virtual ~WinKbGamepadDevice() {}
};
class MouseInputMapping : public InputMapping
{
public:
MouseInputMapping()
{
name = "Mouse";
set_button(DC_BTN_A, 0); // Left
set_button(DC_BTN_B, 2); // Right
set_button(DC_BTN_START, 1);// Middle
dirty = false;
}
};
class WinMouseGamepadDevice : public GamepadDevice
{
public:
WinMouseGamepadDevice(int maple_port) : GamepadDevice(maple_port, "win32")
{
_name = "Mouse";
if (!find_mapping())
input_mapper = new MouseInputMapping();
}
virtual ~WinMouseGamepadDevice() {}
bool gamepad_btn_input(u32 code, bool pressed) override
{
if (gui_is_open())
// Don't register mouse clicks as gamepad presses when gui is open
// This makes the gamepad presses to be handled first and the mouse position to be ignored
// TODO Make this generic
return false;
else
return GamepadDevice::gamepad_btn_input(code, pressed);
}
};