mirror of https://github.com/PCSX2/pcsx2.git
Add support for Scarlet Crush's XInput extensions
Also adds support for the GUIDE buttons to be used.
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807ec04229
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@ -21,13 +21,52 @@
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#include "InputManager.h"
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#include "XInputEnum.h"
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// Extra enum
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#define XINPUT_GAMEPAD_GUIDE 0x0400
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typedef struct
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{
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float SCP_UP;
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float SCP_RIGHT;
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float SCP_DOWN;
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float SCP_LEFT;
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float SCP_LX;
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float SCP_LY;
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float SCP_L1;
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float SCP_L2;
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float SCP_L3;
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float SCP_RX;
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float SCP_RY;
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float SCP_R1;
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float SCP_R2;
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float SCP_R3;
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float SCP_T;
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float SCP_C;
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float SCP_X;
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float SCP_S;
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float SCP_SELECT;
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float SCP_START;
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float SCP_PS;
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} SCP_EXTN;
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// This way, I don't require that XInput junk be installed.
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typedef void (CALLBACK *_XInputEnable)(BOOL enable);
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typedef DWORD (CALLBACK *_XInputGetState)(DWORD dwUserIndex, XINPUT_STATE* pState);
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typedef DWORD (CALLBACK *_XInputSetState)(DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
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typedef void(CALLBACK *_XInputEnable)(BOOL enable);
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typedef DWORD(CALLBACK *_XInputGetStateEx)(DWORD dwUserIndex, XINPUT_STATE* pState);
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typedef DWORD(CALLBACK *_XInputGetExtended)(DWORD dwUserIndex, SCP_EXTN* pPressure);
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typedef DWORD(CALLBACK *_XInputSetState)(DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
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_XInputEnable pXInputEnable = 0;
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_XInputGetState pXInputGetState = 0;
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_XInputGetStateEx pXInputGetStateEx = 0;
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_XInputGetExtended pXInputGetExtended = 0;
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_XInputSetState pXInputSetState = 0;
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static int xInputActiveCount = 0;
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@ -55,15 +94,10 @@ public:
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memset(&xInputVibration, 0, sizeof(xInputVibration));
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this->index = index;
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int i;
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for (i=0; i<14; i++) {
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// The i > 9 accounts for the 2 bit skip in button flags.
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AddPhysicalControl(PSHBTN, i + 2*(i > 9), 0);
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for (i=0; i<17; i++) { // Skip empty bit
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AddPhysicalControl(PRESSURE_BTN, i + (i > 10), 0);
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}
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for (i=14; i<16; i++) {
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// The i > 9 accounts for the 2 bit skip in button flags.
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AddPhysicalControl(PRESSURE_BTN, i + 2*(i > 9), 0);
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}
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for (; i<20; i++) {
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for (; i<21; i++) {
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AddPhysicalControl(ABSAXIS, i + 2, 0);
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}
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AddFFAxis(L"Slow Motor", 0);
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@ -83,6 +117,7 @@ public:
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L"Right Thumb",
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L"Left Shoulder",
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L"Right Shoulder",
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L"Guide",
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L"A",
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L"B",
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L"X",
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@ -95,7 +130,7 @@ public:
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L"Right Thumb Y",
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};
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unsigned int i = (unsigned int) (c - physicalControls);
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if (i < 20) {
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if (i < 21) {
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return (wchar_t*)names[i];
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}
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return Device::GetPhysicalControlName(c);
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@ -115,20 +150,45 @@ public:
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int Update() {
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if (!active) return 0;
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XINPUT_STATE state;
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if (ERROR_SUCCESS != pXInputGetState(index, &state)) {
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if (ERROR_SUCCESS != pXInputGetStateEx(index, &state)) {
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Deactivate();
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return 0;
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}
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SCP_EXTN pressure;
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if (!pXInputGetExtended || (ERROR_SUCCESS != pXInputGetExtended(index, &pressure))) {
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int buttons = state.Gamepad.wButtons;
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for (int i=0; i<14; i++) {
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physicalControlState[i] = ((buttons >> physicalControls[i].id)&1)<<16;
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for (int i = 0; i < 15; i++) {
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physicalControlState[i] = ((buttons >> physicalControls[i].id) & 1) << 16;
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}
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physicalControlState[15] = (int)(state.Gamepad.bLeftTrigger * 257.005);
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physicalControlState[16] = (int)(state.Gamepad.bRightTrigger * 257.005);
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physicalControlState[17] = ShortToAxis(state.Gamepad.sThumbLX);
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physicalControlState[18] = ShortToAxis(state.Gamepad.sThumbLY);
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physicalControlState[19] = ShortToAxis(state.Gamepad.sThumbRX);
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physicalControlState[20] = ShortToAxis(state.Gamepad.sThumbRY);
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} else {
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physicalControlState[0] = (int)(pressure.SCP_UP * FULLY_DOWN);
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physicalControlState[1] = (int)(pressure.SCP_DOWN * FULLY_DOWN);
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physicalControlState[2] = (int)(pressure.SCP_LEFT * FULLY_DOWN);
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physicalControlState[3] = (int)(pressure.SCP_RIGHT * FULLY_DOWN);
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physicalControlState[4] = (int)(pressure.SCP_START * FULLY_DOWN);
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physicalControlState[5] = (int)(pressure.SCP_SELECT * FULLY_DOWN);
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physicalControlState[6] = (int)(pressure.SCP_L3 * FULLY_DOWN);
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physicalControlState[7] = (int)(pressure.SCP_R3 * FULLY_DOWN);
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physicalControlState[8] = (int)(pressure.SCP_L1 * FULLY_DOWN);
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physicalControlState[9] = (int)(pressure.SCP_R1 * FULLY_DOWN);
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physicalControlState[10] = (int)(pressure.SCP_PS * FULLY_DOWN);
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physicalControlState[11] = (int)(pressure.SCP_X * FULLY_DOWN);
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physicalControlState[12] = (int)(pressure.SCP_C * FULLY_DOWN);
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physicalControlState[13] = (int)(pressure.SCP_S * FULLY_DOWN);
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physicalControlState[14] = (int)(pressure.SCP_T * FULLY_DOWN);
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physicalControlState[15] = (int)(pressure.SCP_L2 * FULLY_DOWN);
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physicalControlState[16] = (int)(pressure.SCP_R2 * FULLY_DOWN);
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physicalControlState[17] = (int)(pressure.SCP_LX * FULLY_DOWN);
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physicalControlState[18] = (int)(pressure.SCP_LY * FULLY_DOWN);
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physicalControlState[19] = (int)(pressure.SCP_RX * FULLY_DOWN);
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physicalControlState[20] = (int)(pressure.SCP_RY * FULLY_DOWN);
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}
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physicalControlState[14] = (((int)state.Gamepad.bLeftTrigger) + (state.Gamepad.bLeftTrigger>>7)) << 8;
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physicalControlState[15] = (((int)state.Gamepad.bRightTrigger) + (state.Gamepad.bRightTrigger>>7)) << 8;
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physicalControlState[16] = ShortToAxis(state.Gamepad.sThumbLX);
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physicalControlState[17] = ShortToAxis(state.Gamepad.sThumbLY);
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physicalControlState[18] = ShortToAxis(state.Gamepad.sThumbRX);
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physicalControlState[19] = ShortToAxis(state.Gamepad.sThumbRY);
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return 1;
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}
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@ -202,7 +262,9 @@ void EnumXInputDevices() {
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}
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if (hMod) {
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if ((pXInputEnable = (_XInputEnable) GetProcAddress(hMod, "XInputEnable")) &&
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(pXInputGetState = (_XInputGetState) GetProcAddress(hMod, "XInputGetState"))) {
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((pXInputGetStateEx = (_XInputGetStateEx) GetProcAddress(hMod, (LPCSTR)100)) || // Try Ex version first
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(pXInputGetStateEx = (_XInputGetStateEx) GetProcAddress(hMod, "XinputGetState")))) {
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pXInputGetExtended = (_XInputGetExtended)GetProcAddress(hMod, "XInputGetExtended");
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pXInputSetState = (_XInputSetState) GetProcAddress(hMod, "XInputSetState");
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}
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}
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