mirror of https://github.com/PCSX2/pcsx2.git
601 lines
18 KiB
C++
601 lines
18 KiB
C++
#include "Global.h"
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#include "InputManager.h"
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#include "KeyboardQueue.h"
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InputDeviceManager *dm = 0;
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InputDeviceManager::InputDeviceManager() {
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memset(this, 0, sizeof(*this));
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}
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void InputDeviceManager::ClearDevices() {
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for (int i=0; i<numDevices; i++) {
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delete devices[i];
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}
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free(devices);
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devices = 0;
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numDevices = 0;
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}
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InputDeviceManager::~InputDeviceManager() {
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ClearDevices();
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}
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Device::Device(DeviceAPI api, DeviceType d, const wchar_t *displayName, const wchar_t *instanceID, wchar_t *productID) {
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memset(pads, 0, sizeof(pads));
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this->api = api;
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type = d;
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this->displayName = wcsdup(displayName);
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if (instanceID)
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this->instanceID = wcsdup(instanceID);
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else
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this->instanceID = wcsdup(displayName);
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this->productID = 0;
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if (productID)
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this->productID = wcsdup(productID);
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active = 0;
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attached = 1;
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enabled = 0;
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hWndProc = 0;
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virtualControls = 0;
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numVirtualControls = 0;
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virtualControlState = 0;
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oldVirtualControlState = 0;
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physicalControls = 0;
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numPhysicalControls = 0;
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physicalControlState = 0;
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ffEffectTypes = 0;
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numFFEffectTypes = 0;
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ffAxes = 0;
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numFFAxes = 0;
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}
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void Device::FreeState() {
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if (virtualControlState) free(virtualControlState);
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virtualControlState = 0;
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oldVirtualControlState = 0;
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physicalControlState = 0;
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}
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Device::~Device() {
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Deactivate();
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// Generally called by deactivate, but just in case...
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FreeState();
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int i;
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for (int port=0; port<2; port++) {
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for (int slot=0; slot<4; slot++) {
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free(pads[port][slot].bindings);
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for (i=0; i<pads[port][slot].numFFBindings; i++) {
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free(pads[port][slot].ffBindings[i].axes);
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}
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free(pads[port][slot].ffBindings);
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}
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}
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free(virtualControls);
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for (i=numPhysicalControls-1; i>=0; i--) {
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if (physicalControls[i].name) free(physicalControls[i].name);
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}
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free(physicalControls);
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free(displayName);
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free(instanceID);
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free(productID);
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if (ffAxes) {
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for (i=0; i<numFFAxes; i++) {
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free(ffAxes[i].displayName);
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}
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free(ffAxes);
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}
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if (ffEffectTypes) {
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for (i=0; i<numFFEffectTypes; i++) {
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free(ffEffectTypes[i].displayName);
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free(ffEffectTypes[i].effectID);
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}
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free(ffEffectTypes);
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}
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}
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void Device::AddFFEffectType(const wchar_t *displayName, const wchar_t *effectID, EffectType type) {
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ffEffectTypes = (ForceFeedbackEffectType*) realloc(ffEffectTypes, sizeof(ForceFeedbackEffectType) * (numFFEffectTypes+1));
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ffEffectTypes[numFFEffectTypes].displayName = wcsdup(displayName);
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ffEffectTypes[numFFEffectTypes].effectID = wcsdup(effectID);
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ffEffectTypes[numFFEffectTypes].type = type;
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numFFEffectTypes++;
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}
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void Device::AddFFAxis(const wchar_t *displayName, int id) {
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ffAxes = (ForceFeedbackAxis*) realloc(ffAxes, sizeof(ForceFeedbackAxis) * (numFFAxes+1));
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ffAxes[numFFAxes].id = id;
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ffAxes[numFFAxes].displayName = wcsdup(displayName);
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numFFAxes++;
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int bindingsExist = 0;
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for (int port=0; port<2; port++) {
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for (int slot=0; slot<4; slot++) {
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for (int i=0; i<pads[port][slot].numFFBindings; i++) {
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ForceFeedbackBinding *b = pads[port][slot].ffBindings+i;
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b->axes = (AxisEffectInfo*) realloc(b->axes, sizeof(AxisEffectInfo) * (numFFAxes));
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memset(b->axes + (numFFAxes-1), 0, sizeof(AxisEffectInfo));
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bindingsExist = 1;
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}
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}
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}
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// Generally the case when not loading a binding file.
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if (!bindingsExist) {
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int i = numFFAxes-1;
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ForceFeedbackAxis temp = ffAxes[i];
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while (i && temp.id < ffAxes[i-1].id) {
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ffAxes[i] = ffAxes[i-1];
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i--;
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}
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ffAxes[i] = temp;
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}
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}
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void Device::AllocState() {
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FreeState();
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virtualControlState = (int*) calloc(numVirtualControls + numVirtualControls + numPhysicalControls, sizeof(int));
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oldVirtualControlState = virtualControlState + numVirtualControls;
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physicalControlState = oldVirtualControlState + numVirtualControls;
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}
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void Device::FlipState() {
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memcpy(oldVirtualControlState, virtualControlState, sizeof(int)*numVirtualControls);
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}
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void Device::PostRead() {
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FlipState();
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}
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void Device::CalcVirtualState() {
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for (int i=0; i<numPhysicalControls; i++) {
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PhysicalControl *c = physicalControls+i;
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int index = c->baseVirtualControlIndex;
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int val = physicalControlState[i];
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if (c->type & BUTTON) {
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virtualControlState[index] = val;
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// DirectInput keyboard events only.
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if (this->api == DI && this->type == KEYBOARD) {
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if (!(virtualControlState[index]>>15) != !(oldVirtualControlState[index]>>15) && c->vkey) {
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// Check for alt-F4 to avoid toggling skip mode incorrectly.
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if (c->vkey == VK_F4) {
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int i;
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for (i=0; i<numPhysicalControls; i++) {
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if (virtualControlState[physicalControls[i].baseVirtualControlIndex] &&
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(physicalControls[i].vkey == VK_MENU ||
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physicalControls[i].vkey == VK_RMENU ||
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physicalControls[i].vkey == VK_LMENU)) {
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break;
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}
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}
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if (i<numPhysicalControls) continue;
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}
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int event = KEYPRESS;
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if (!(virtualControlState[index]>>15)) event = KEYRELEASE;
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QueueKeyEvent(c->vkey, event);
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}
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}
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}
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else if (c->type & ABSAXIS) {
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virtualControlState[index] = (val + FULLY_DOWN)/2;
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// Positive. Overkill.
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virtualControlState[index+1] = (val & ~(val>>31));
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// Negative
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virtualControlState[index+2] = (-val & (val>>31));
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}
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else if (c->type & RELAXIS) {
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int delta = val - oldVirtualControlState[index];
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virtualControlState[index] = val;
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// Positive
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virtualControlState[index+1] = (delta & ~(delta>>31));
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// Negative
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virtualControlState[index+2] = (-delta & (delta>>31));
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}
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else if (c->type & POV) {
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virtualControlState[index] = val;
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int iSouth = 0;
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int iEast = 0;
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if ((unsigned int)val <= 37000) {
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double angle = val * (3.141592653589793/18000.0);
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double East = sin(angle);
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double South = -cos(angle);
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// Normalize so greatest direction is 1.
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double mul = FULLY_DOWN / max(fabs(South), fabs(East));
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iEast = (int) floor(East * mul + 0.5);
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iSouth = (int) floor(South * mul + 0.5);
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}
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// N
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virtualControlState[index+1] = (-iSouth & (iSouth>>31));
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// S
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virtualControlState[index+3] = (iSouth & ~(iSouth>>31));
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// E
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virtualControlState[index+2] = (iEast & ~(iEast>>31));
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// W
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virtualControlState[index+4] = (-iEast & (iEast>>31));
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}
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}
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}
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VirtualControl *Device::GetVirtualControl(unsigned int uid) {
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for (int i=0; i<numVirtualControls; i++) {
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if (virtualControls[i].uid == uid)
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return virtualControls + i;
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}
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return 0;
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}
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VirtualControl *Device::AddVirtualControl(unsigned int uid, int physicalControlIndex) {
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// Not really necessary, as always call AllocState when activated, but doesn't hurt.
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FreeState();
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if (numVirtualControls % 16 == 0) {
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virtualControls = (VirtualControl*) realloc(virtualControls, sizeof(VirtualControl)*(numVirtualControls+16));
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}
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VirtualControl *c = virtualControls + numVirtualControls;
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c->uid = uid;
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c->physicalControlIndex = physicalControlIndex;
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numVirtualControls++;
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return c;
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}
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PhysicalControl *Device::AddPhysicalControl(ControlType type, unsigned short id, unsigned short vkey, const wchar_t *name) {
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// Not really necessary, as always call AllocState when activated, but doesn't hurt.
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FreeState();
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if (numPhysicalControls % 16 == 0) {
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physicalControls = (PhysicalControl*) realloc(physicalControls, sizeof(PhysicalControl)*(numPhysicalControls+16));
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}
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PhysicalControl *control = physicalControls + numPhysicalControls;
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memset(control, 0, sizeof(PhysicalControl));
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control->type = type;
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control->id = id;
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if (name) control->name = wcsdup(name);
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control->baseVirtualControlIndex = numVirtualControls;
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unsigned int uid = id | (type<<16);
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if (type & BUTTON) {
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AddVirtualControl(uid, numPhysicalControls);
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control->vkey = vkey;
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}
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else if (type & AXIS) {
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AddVirtualControl(uid | UID_AXIS, numPhysicalControls);
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AddVirtualControl(uid | UID_AXIS_POS, numPhysicalControls);
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AddVirtualControl(uid | UID_AXIS_NEG, numPhysicalControls);
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}
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else if (type & POV) {
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AddVirtualControl(uid | UID_POV, numPhysicalControls);
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AddVirtualControl(uid | UID_POV_N, numPhysicalControls);
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AddVirtualControl(uid | UID_POV_E, numPhysicalControls);
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AddVirtualControl(uid | UID_POV_S, numPhysicalControls);
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AddVirtualControl(uid | UID_POV_W, numPhysicalControls);
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}
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numPhysicalControls++;
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return control;
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}
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void Device::SetEffects(unsigned char port, unsigned int slot, unsigned char motor, unsigned char force) {
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for (int i=0; i<pads[port][slot].numFFBindings; i++) {
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ForceFeedbackBinding *binding = pads[port][slot].ffBindings+i;
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if (binding->motor == motor) {
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SetEffect(binding, force);
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}
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}
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}
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wchar_t *GetDefaultControlName(unsigned short id, int type) {
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static wchar_t name[20];
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if (type & BUTTON) {
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wsprintfW(name, L"Button %i", id);
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}
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else if (type & AXIS) {
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wsprintfW(name, L"Axis %i", id);
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}
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else if (type & POV) {
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wsprintfW(name, L"POV %i", id);
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}
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else return L"Unknown";
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return name;
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}
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wchar_t *Device::GetVirtualControlName(VirtualControl *control) {
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static wchar_t temp[100];
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wchar_t *baseName = 0;
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if (control->physicalControlIndex >= 0) {
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baseName = physicalControls[control->physicalControlIndex].name;
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if (!baseName) baseName = GetPhysicalControlName(&physicalControls[control->physicalControlIndex]);
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}
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unsigned int uid = control->uid;
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if (!baseName) {
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baseName = GetDefaultControlName(uid & 0xFFFF, (uid >> 16)& 0x1F);
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}
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uid &= 0xFF000000;
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int len = (int)wcslen(baseName);
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if (len > 99) len = 99;
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memcpy(temp, baseName, len*sizeof(wchar_t));
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temp[len] = 0;
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if (uid) {
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if (len > 95) len = 95;
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wchar_t *out = temp+len;
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if (uid == UID_AXIS_POS) {
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wcscpy(out, L" +");
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}
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else if (uid == UID_AXIS_NEG) {
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wcscpy(out, L" -");
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}
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else if (uid == UID_POV_N) {
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wcscpy(out, L" N");
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}
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else if (uid == UID_POV_E) {
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wcscpy(out, L" E");
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}
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else if (uid == UID_POV_S) {
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wcscpy(out, L" S");
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}
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else if (uid == UID_POV_W) {
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wcscpy(out, L" W");
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}
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}
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return temp;
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}
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wchar_t *Device::GetPhysicalControlName(PhysicalControl *control) {
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if (control->name) return control->name;
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return GetDefaultControlName(control->id, control->type);
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}
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void InputDeviceManager::AddDevice(Device *d) {
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devices = (Device**) realloc(devices, sizeof(Device*) * (numDevices+1));
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devices[numDevices++] = d;
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}
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void InputDeviceManager::Update(InitInfo *info) {
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for (int i=0; i<numDevices; i++) {
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if (devices[i]->enabled) {
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if (!devices[i]->active) {
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if (!devices[i]->Activate(info) || !devices[i]->Update()) continue;
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devices[i]->CalcVirtualState();
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devices[i]->PostRead();
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}
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if (devices[i]->Update())
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devices[i]->CalcVirtualState();
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}
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}
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}
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void InputDeviceManager::PostRead() {
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for (int i=0; i<numDevices; i++) {
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if (devices[i]->active)
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devices[i]->PostRead();
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}
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}
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Device *InputDeviceManager::GetActiveDevice(InitInfo *info, unsigned int *uid, int *index, int *value) {
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int i, j;
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Update(info);
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int bestDiff = FULLY_DOWN/2;
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Device *bestDevice = 0;
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for (i=0; i<numDevices; i++) {
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if (devices[i]->active) {
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for (j=0; j<devices[i]->numVirtualControls; j++) {
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if (devices[i]->virtualControlState[j] == devices[i]->oldVirtualControlState[j]) continue;
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if (devices[i]->virtualControls[j].uid & UID_POV) continue;
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// Fix for releasing button used to click on bind button
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if (!((devices[i]->virtualControls[j].uid>>16) & (POV|RELAXIS|ABSAXIS))) {
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if (abs(devices[i]->oldVirtualControlState[j]) > abs(devices[i]->virtualControlState[j])) {
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devices[i]->oldVirtualControlState[j] = 0;
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}
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}
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int diff = abs(devices[i]->virtualControlState[j] - devices[i]->oldVirtualControlState[j]);
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// Make it require a bit more work to bind relative axes.
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if (((devices[i]->virtualControls[j].uid>>16) & 0xFF) == RELAXIS) {
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diff = diff/4+1;
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}
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// Less pressure needed to bind DS3 buttons.
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if (devices[i]->api == DS3 && (((devices[i]->virtualControls[j].uid>>16) & 0xFF) & BUTTON)) {
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diff *= 4;
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}
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if (diff > bestDiff) {
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if (devices[i]->virtualControls[j].uid & UID_AXIS) {
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if ((((devices[i]->virtualControls[j].uid>>16)&0xFF) != ABSAXIS)) continue;
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// Very picky when binding entire axes. Prefer binding half-axes.
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if (!((devices[i]->oldVirtualControlState[j] < FULLY_DOWN/32 && devices[i]->virtualControlState[j] > FULLY_DOWN/8) ||
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(devices[i]->oldVirtualControlState[j] > 31*FULLY_DOWN/32 && devices[i]->virtualControlState[j] < 7*FULLY_DOWN/8))) {
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continue;
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}
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devices[i]->virtualControls[j].uid = devices[i]->virtualControls[j].uid;
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}
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else if ((((devices[i]->virtualControls[j].uid>>16)&0xFF) == ABSAXIS)) {
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if (devices[i]->oldVirtualControlState[j] > 15*FULLY_DOWN/16)
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continue;
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}
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bestDiff = diff;
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*uid = devices[i]->virtualControls[j].uid;
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*index = j;
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bestDevice = devices[i];
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if (value) {
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if ((devices[i]->virtualControls[j].uid>>16)& RELAXIS) {
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*value = devices[i]->virtualControlState[j] - devices[i]->oldVirtualControlState[j];
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}
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else {
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*value = devices[i]->virtualControlState[j];
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}
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}
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}
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}
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}
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}
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// Don't call when binding.
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// PostRead();
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return bestDevice;
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}
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void InputDeviceManager::ReleaseInput() {
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for (int i=0; i<numDevices; i++) {
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if (devices[i]->active) devices[i]->Deactivate();
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}
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}
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void InputDeviceManager::EnableDevices(DeviceType type, DeviceAPI api) {
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for (int i=0; i<numDevices; i++) {
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if (devices[i]->api == api && devices[i]->type == type) {
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EnableDevice(i);
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}
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}
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}
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void InputDeviceManager::DisableAllDevices() {
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for (int i=0; i<numDevices; i++) {
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DisableDevice(i);
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}
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}
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void InputDeviceManager::DisableDevice(int index) {
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devices[index]->enabled = 0;
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if (devices[index]->active) {
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devices[index]->Deactivate();
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}
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}
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ForceFeedbackEffectType *Device::GetForcefeedbackEffect(wchar_t *id) {
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for (int i=0; i<numFFEffectTypes; i++) {
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if (!wcsicmp(id, ffEffectTypes[i].effectID)) {
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return &ffEffectTypes[i];
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}
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}
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return 0;
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}
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ForceFeedbackAxis *Device::GetForceFeedbackAxis(int id) {
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for (int i=0; i<numFFAxes; i++) {
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if (ffAxes[i].id == id) return &ffAxes[i];
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}
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return 0;
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}
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void InputDeviceManager::CopyBindings(int numOldDevices, Device **oldDevices) {
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int *oldMatches = (int*) malloc(sizeof(int) * numOldDevices);
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int *matches = (int*) malloc(sizeof(int) * numDevices);
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int i, j, port, slot;
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Device *old, *dev;
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for (i=0; i<numDevices; i++) {
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matches[i] = -1;
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}
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for (i=0; i<numOldDevices; i++) {
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oldMatches[i] = -2;
|
|
old = oldDevices[i];
|
|
for (port=0; port<2; port++) {
|
|
for (slot=0; slot<4; slot++) {
|
|
if (old->pads[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<numOldDevices; i++) {
|
|
if (oldMatches[i] >= 0) continue;
|
|
for (j=0; j<numDevices; j++) {
|
|
if (matches[j] >= 0) {
|
|
continue;
|
|
}
|
|
wchar_t *id1 = devices[j]->IDs[id];
|
|
wchar_t *id2 = oldDevices[i]->IDs[id];
|
|
if (!id1 || !id2) {
|
|
continue;
|
|
}
|
|
if (!wcsicmp(devices[j]->instanceID, oldDevices[i]->instanceID)) {
|
|
matches[j] = i;
|
|
oldMatches[i] = j;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i=0; i<numOldDevices; i++) {
|
|
if (oldMatches[i] == -2) continue;
|
|
old = oldDevices[i];
|
|
if (oldMatches[i] < 0) {
|
|
dev = new Device(old->api, old->type, old->displayName, old->instanceID, old->productID);
|
|
dev->attached = 0;
|
|
AddDevice(dev);
|
|
for (j=0; j<old->numVirtualControls; j++) {
|
|
VirtualControl *c = old->virtualControls+j;
|
|
dev->AddVirtualControl(c->uid, -1);
|
|
}
|
|
for (j=0; j<old->numFFEffectTypes; j++) {
|
|
ForceFeedbackEffectType * effect = old->ffEffectTypes + j;
|
|
dev->AddFFEffectType(effect->displayName, effect->effectID, effect->type);
|
|
}
|
|
for (j=0; j<old->numFFAxes; 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; j<old->pads[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; j<old->pads[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; k<old->numFFAxes; 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; i<numDevices; i++) {
|
|
Device *dev = devices[i];
|
|
if (dev->enabled && dev->numFFEffectTypes) {
|
|
dev->SetEffects(port, slot, motor, force);
|
|
}
|
|
}
|
|
}
|
|
|