/* LilyPad - Pad plugin for PS2 Emulator
* Copyright (C) 2002-2014 PCSX2 Dev Team/ChickenLiver
*
* PCSX2 is free software: you can redistribute it and/or modify it under the
* terms of the GNU Lesser General Public License as published by the Free
* Software Found- ation, either version 3 of the License, or (at your option)
* any later version.
*
* PCSX2 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 for more
* details.
*
* You should have received a copy of the GNU General Public License along
* with PCSX2. If not, see .
*/
#include "Global.h"
#include "InputManager.h"
#include "KeyboardQueue.h"
InputDeviceManager *dm = 0;
InputDeviceManager::InputDeviceManager() {
memset(this, 0, sizeof(*this));
}
void InputDeviceManager::ClearDevices() {
for (int i=0; iapi = api;
type = d;
this->displayName = wcsdup(displayName);
if (instanceID)
this->instanceID = wcsdup(instanceID);
else
this->instanceID = wcsdup(displayName);
this->productID = 0;
if (productID)
this->productID = wcsdup(productID);
active = 0;
attached = 1;
enabled = 0;
hWndProc = 0;
virtualControls = 0;
numVirtualControls = 0;
virtualControlState = 0;
oldVirtualControlState = 0;
physicalControls = 0;
numPhysicalControls = 0;
physicalControlState = 0;
ffEffectTypes = 0;
numFFEffectTypes = 0;
ffAxes = 0;
numFFAxes = 0;
}
void Device::FreeState() {
if (virtualControlState) free(virtualControlState);
virtualControlState = 0;
oldVirtualControlState = 0;
physicalControlState = 0;
}
Device::~Device() {
Deactivate();
// Generally called by deactivate, but just in case...
FreeState();
int i;
for (int port=0; port<2; port++) {
for (int slot=0; slot<4; slot++) {
free(pads[port][slot].bindings);
for (i=0; i=0; i--) {
if (physicalControls[i].name) free(physicalControls[i].name);
}
free(physicalControls);
free(displayName);
free(instanceID);
free(productID);
if (ffAxes) {
for (i=0; iaxes = (AxisEffectInfo*) realloc(b->axes, sizeof(AxisEffectInfo) * (numFFAxes));
memset(b->axes + (numFFAxes-1), 0, sizeof(AxisEffectInfo));
bindingsExist = 1;
}
}
}
// Generally the case when not loading a binding file.
if (!bindingsExist) {
int i = numFFAxes-1;
ForceFeedbackAxis temp = ffAxes[i];
while (i && temp.id < ffAxes[i-1].id) {
ffAxes[i] = ffAxes[i-1];
i--;
}
ffAxes[i] = temp;
}
}
void Device::AllocState() {
FreeState();
virtualControlState = (int*) calloc(numVirtualControls + numVirtualControls + numPhysicalControls, sizeof(int));
oldVirtualControlState = virtualControlState + numVirtualControls;
physicalControlState = oldVirtualControlState + numVirtualControls;
}
void Device::FlipState() {
memcpy(oldVirtualControlState, virtualControlState, sizeof(int)*numVirtualControls);
}
void Device::PostRead() {
FlipState();
}
void Device::CalcVirtualState() {
for (int i=0; ibaseVirtualControlIndex;
int val = physicalControlState[i];
if (c->type & BUTTON) {
virtualControlState[index] = val;
// DirectInput keyboard events only.
if (this->api == DI && this->type == KEYBOARD) {
if (!(virtualControlState[index]>>15) != !(oldVirtualControlState[index]>>15) && c->vkey) {
// Check for alt-F4 to avoid toggling skip mode incorrectly.
if (c->vkey == VK_F4) {
int i;
for (i=0; i>15)) event = KEYRELEASE;
QueueKeyEvent(c->vkey, event);
}
}
}
else if (c->type & ABSAXIS) {
virtualControlState[index] = (val + FULLY_DOWN)/2;
// Positive. Overkill.
virtualControlState[index+1] = (val & ~(val>>31));
// Negative
virtualControlState[index+2] = (-val & (val>>31));
}
else if (c->type & RELAXIS) {
int delta = val - oldVirtualControlState[index];
virtualControlState[index] = val;
// Positive
virtualControlState[index+1] = (delta & ~(delta>>31));
// Negative
virtualControlState[index+2] = (-delta & (delta>>31));
}
else if (c->type & POV) {
virtualControlState[index] = val;
int iSouth = 0;
int iEast = 0;
if ((unsigned int)val <= 37000) {
double angle = val * (3.141592653589793/18000.0);
double East = sin(angle);
double South = -cos(angle);
// Normalize so greatest direction is 1.
double mul = FULLY_DOWN / max(fabs(South), fabs(East));
iEast = (int) floor(East * mul + 0.5);
iSouth = (int) floor(South * mul + 0.5);
}
// N
virtualControlState[index+1] = (-iSouth & (iSouth>>31));
// S
virtualControlState[index+3] = (iSouth & ~(iSouth>>31));
// E
virtualControlState[index+2] = (iEast & ~(iEast>>31));
// W
virtualControlState[index+4] = (-iEast & (iEast>>31));
}
}
}
VirtualControl *Device::GetVirtualControl(unsigned int uid) {
for (int i=0; iuid = uid;
c->physicalControlIndex = physicalControlIndex;
numVirtualControls++;
return c;
}
PhysicalControl *Device::AddPhysicalControl(ControlType type, unsigned short id, unsigned short vkey, const wchar_t *name) {
// Not really necessary, as always call AllocState when activated, but doesn't hurt.
FreeState();
if (numPhysicalControls % 16 == 0) {
physicalControls = (PhysicalControl*) realloc(physicalControls, sizeof(PhysicalControl)*(numPhysicalControls+16));
}
PhysicalControl *control = physicalControls + numPhysicalControls;
memset(control, 0, sizeof(PhysicalControl));
control->type = type;
control->id = id;
if (name) control->name = wcsdup(name);
control->baseVirtualControlIndex = numVirtualControls;
unsigned int uid = id | (type<<16);
if (type & BUTTON) {
AddVirtualControl(uid, numPhysicalControls);
control->vkey = vkey;
}
else if (type & AXIS) {
AddVirtualControl(uid | UID_AXIS, numPhysicalControls);
AddVirtualControl(uid | UID_AXIS_POS, numPhysicalControls);
AddVirtualControl(uid | UID_AXIS_NEG, numPhysicalControls);
}
else if (type & POV) {
AddVirtualControl(uid | UID_POV, numPhysicalControls);
AddVirtualControl(uid | UID_POV_N, numPhysicalControls);
AddVirtualControl(uid | UID_POV_E, numPhysicalControls);
AddVirtualControl(uid | UID_POV_S, numPhysicalControls);
AddVirtualControl(uid | UID_POV_W, numPhysicalControls);
}
numPhysicalControls++;
return control;
}
void Device::SetEffects(unsigned char port, unsigned int slot, unsigned char motor, unsigned char force) {
for (int i=0; imotor == motor) {
SetEffect(binding, force);
}
}
}
wchar_t *GetDefaultControlName(unsigned short id, int type) {
static wchar_t name[20];
if (type & BUTTON) {
wsprintfW(name, L"Button %i", id);
}
else if (type & AXIS) {
wsprintfW(name, L"Axis %i", id);
}
else if (type & POV) {
wsprintfW(name, L"POV %i", id);
}
else return L"Unknown";
return name;
}
wchar_t *Device::GetVirtualControlName(VirtualControl *control) {
static wchar_t temp[100];
wchar_t *baseName = 0;
if (control->physicalControlIndex >= 0) {
baseName = physicalControls[control->physicalControlIndex].name;
if (!baseName) baseName = GetPhysicalControlName(&physicalControls[control->physicalControlIndex]);
}
unsigned int uid = control->uid;
if (!baseName) {
baseName = GetDefaultControlName(uid & 0xFFFF, (uid >> 16)& 0x1F);
}
uid &= 0xFF000000;
int len = (int)wcslen(baseName);
if (len > 99) len = 99;
memcpy(temp, baseName, len*sizeof(wchar_t));
temp[len] = 0;
if (uid) {
if (len > 95) len = 95;
wchar_t *out = temp+len;
if (uid == UID_AXIS_POS) {
wcscpy(out, L" +");
}
else if (uid == UID_AXIS_NEG) {
wcscpy(out, L" -");
}
else if (uid == UID_POV_N) {
wcscpy(out, L" N");
}
else if (uid == UID_POV_E) {
wcscpy(out, L" E");
}
else if (uid == UID_POV_S) {
wcscpy(out, L" S");
}
else if (uid == UID_POV_W) {
wcscpy(out, L" W");
}
}
return temp;
}
wchar_t *Device::GetPhysicalControlName(PhysicalControl *control) {
if (control->name) return control->name;
return GetDefaultControlName(control->id, control->type);
}
void InputDeviceManager::AddDevice(Device *d) {
devices = (Device**) realloc(devices, sizeof(Device*) * (numDevices+1));
devices[numDevices++] = d;
}
void InputDeviceManager::Update(InitInfo *info) {
for (int i=0; ienabled) {
if (!devices[i]->active) {
if (!devices[i]->Activate(info) || !devices[i]->Update()) continue;
devices[i]->CalcVirtualState();
devices[i]->PostRead();
}
if (devices[i]->Update())
devices[i]->CalcVirtualState();
}
}
}
void InputDeviceManager::PostRead() {
for (int i=0; iactive)
devices[i]->PostRead();
}
}
Device *InputDeviceManager::GetActiveDevice(InitInfo *info, unsigned int *uid, int *index, int *value) {
int i, j;
Update(info);
int bestDiff = FULLY_DOWN/2;
Device *bestDevice = 0;
for (i=0; iactive) {
for (j=0; jnumVirtualControls; j++) {
if (devices[i]->virtualControlState[j] == devices[i]->oldVirtualControlState[j]) continue;
if (devices[i]->virtualControls[j].uid & UID_POV) continue;
// Fix for releasing button used to click on bind button
if (!((devices[i]->virtualControls[j].uid>>16) & (POV|RELAXIS|ABSAXIS))) {
if (abs(devices[i]->oldVirtualControlState[j]) > abs(devices[i]->virtualControlState[j])) {
devices[i]->oldVirtualControlState[j] = 0;
}
}
int diff = abs(devices[i]->virtualControlState[j] - devices[i]->oldVirtualControlState[j]);
// Make it require a bit more work to bind relative axes.
if (((devices[i]->virtualControls[j].uid>>16) & 0xFF) == RELAXIS) {
diff = diff/4+1;
}
// Less pressure needed to bind DS3 buttons.
if (devices[i]->api == DS3 && (((devices[i]->virtualControls[j].uid>>16) & 0xFF) & BUTTON)) {
diff *= 4;
}
if (diff > bestDiff) {
if (devices[i]->virtualControls[j].uid & UID_AXIS) {
if ((((devices[i]->virtualControls[j].uid>>16)&0xFF) != ABSAXIS)) continue;
// Very picky when binding entire axes. Prefer binding half-axes.
if (!((devices[i]->oldVirtualControlState[j] < FULLY_DOWN/32 && devices[i]->virtualControlState[j] > FULLY_DOWN/8) ||
(devices[i]->oldVirtualControlState[j] > 31*FULLY_DOWN/32 && devices[i]->virtualControlState[j] < 7*FULLY_DOWN/8))) {
continue;
}
devices[i]->virtualControls[j].uid = devices[i]->virtualControls[j].uid;
}
else if ((((devices[i]->virtualControls[j].uid>>16)&0xFF) == ABSAXIS)) {
if (devices[i]->oldVirtualControlState[j] > 15*FULLY_DOWN/16)
continue;
}
bestDiff = diff;
*uid = devices[i]->virtualControls[j].uid;
*index = j;
bestDevice = devices[i];
if (value) {
if ((devices[i]->virtualControls[j].uid>>16)& RELAXIS) {
*value = devices[i]->virtualControlState[j] - devices[i]->oldVirtualControlState[j];
}
else {
*value = devices[i]->virtualControlState[j];
}
}
}
}
}
}
// Don't call when binding.
// PostRead();
return bestDevice;
}
void InputDeviceManager::ReleaseInput() {
for (int i=0; iactive) devices[i]->Deactivate();
}
}
void InputDeviceManager::EnableDevices(DeviceType type, DeviceAPI api) {
for (int i=0; iapi == api && devices[i]->type == type) {
EnableDevice(i);
}
}
}
void InputDeviceManager::DisableAllDevices() {
for (int i=0; ienabled = 0;
if (devices[index]->active) {
devices[index]->Deactivate();
}
}
ForceFeedbackEffectType *Device::GetForcefeedbackEffect(wchar_t *id) {
for (int i=0; ipads[port][slot].numBindings + old->pads[port][slot].numFFBindings) {
// Means that there are bindings.
oldMatches[i] = -1;
}
}
}
}
// Loops through ids looking for match, from most specific to most general.
for (int id=0; id<3; id++) {
for (i=0; i= 0) continue;
for (j=0; j= 0) {
continue;
}
wchar_t *id1 = devices[j]->IDs[id];
wchar_t *id2 = oldDevices[i]->IDs[id];
if (!id1 || !id2) {
continue;
}
if (!wcsicmp(id1, id2)) {
matches[j] = i;
oldMatches[i] = j;
break;
}
}
}
}
for (i=0; iapi, old->type, old->displayName, old->instanceID, old->productID);
dev->attached = 0;
AddDevice(dev);
for (j=0; jnumVirtualControls; j++) {
VirtualControl *c = old->virtualControls+j;
dev->AddVirtualControl(c->uid, -1);
}
for (j=0; jnumFFEffectTypes; j++) {
ForceFeedbackEffectType * effect = old->ffEffectTypes + j;
dev->AddFFEffectType(effect->displayName, effect->effectID, effect->type);
}
for (j=0; jnumFFAxes; j++) {
ForceFeedbackAxis * axis = old->ffAxes + j;
dev->AddFFAxis(axis->displayName, axis->id);
}
// Just steal the old bindings directly when there's no matching device.
// Indices will be the same.
memcpy(dev->pads, old->pads, sizeof(old->pads));
memset(old->pads, 0, sizeof(old->pads));
}
else {
dev = devices[oldMatches[i]];
for (port=0; port<2; port++) {
for (slot=0; slot<4; slot++) {
if (old->pads[port][slot].numBindings) {
dev->pads[port][slot].bindings = (Binding*) malloc(old->pads[port][slot].numBindings * sizeof(Binding));
for (int j=0; jpads[port][slot].numBindings; j++) {
Binding *bo = old->pads[port][slot].bindings + j;
Binding *bn = dev->pads[port][slot].bindings + dev->pads[port][slot].numBindings;
VirtualControl *cn = dev->GetVirtualControl(old->virtualControls[bo->controlIndex].uid);
if (cn) {
*bn = *bo;
bn->controlIndex = cn - dev->virtualControls;
dev->pads[port][slot].numBindings++;
}
}
}
if (old->pads[port][slot].numFFBindings) {
dev->pads[port][slot].ffBindings = (ForceFeedbackBinding*) malloc(old->pads[port][slot].numFFBindings * sizeof(ForceFeedbackBinding));
for (int j=0; jpads[port][slot].numFFBindings; j++) {
ForceFeedbackBinding *bo = old->pads[port][slot].ffBindings + j;
ForceFeedbackBinding *bn = dev->pads[port][slot].ffBindings + dev->pads[port][slot].numFFBindings;
ForceFeedbackEffectType *en = dev->GetForcefeedbackEffect(old->ffEffectTypes[bo->effectIndex].effectID);
if (en) {
*bn = *bo;
bn->effectIndex = en - dev->ffEffectTypes;
bn->axes = (AxisEffectInfo*)calloc(dev->numFFAxes, sizeof(AxisEffectInfo));
for (int k=0; knumFFAxes; k++) {
ForceFeedbackAxis *newAxis = dev->GetForceFeedbackAxis(old->ffAxes[k].id);
if (newAxis) {
bn->axes[newAxis - dev->ffAxes] = bo->axes[k];
}
}
dev->pads[port][slot].numFFBindings++;
}
}
}
}
}
}
}
free(oldMatches);
free(matches);
}
void InputDeviceManager::SetEffect(unsigned char port, unsigned int slot, unsigned char motor, unsigned char force) {
for (int i=0; ienabled && dev->numFFEffectTypes) {
dev->SetEffects(port, slot, motor, force);
}
}
}