mirror of https://github.com/PCSX2/pcsx2.git
222 lines
6.5 KiB
C++
222 lines
6.5 KiB
C++
/* 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 <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#include "Global.h"
|
|
#include <xinput.h>
|
|
#include "VKey.h"
|
|
#include "InputManager.h"
|
|
#include "XInputEnum.h"
|
|
|
|
// This way, I don't require that XInput junk be installed.
|
|
typedef void (CALLBACK *_XInputEnable)(BOOL enable);
|
|
typedef DWORD (CALLBACK *_XInputGetState)(DWORD dwUserIndex, XINPUT_STATE* pState);
|
|
typedef DWORD (CALLBACK *_XInputSetState)(DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
|
|
|
|
_XInputEnable pXInputEnable = 0;
|
|
_XInputGetState pXInputGetState = 0;
|
|
_XInputSetState pXInputSetState = 0;
|
|
|
|
static int xInputActiveCount = 0;
|
|
|
|
// Completely unncessary, really.
|
|
__forceinline int ShortToAxis(int v) {
|
|
// If positive and at least 1 << 14, increment.
|
|
v += (!((v>>15)&1)) & ((v>>14)&1);
|
|
// Just double.
|
|
return v * 2;
|
|
}
|
|
|
|
class XInputDevice : public Device {
|
|
// Cached last vibration values by pad and motor.
|
|
// Need this, as only one value is changed at a time.
|
|
int ps2Vibration[2][4][2];
|
|
// Minor optimization - cache last set vibration values
|
|
// When there's no change, no need to do anything.
|
|
XINPUT_VIBRATION xInputVibration;
|
|
public:
|
|
int index;
|
|
|
|
XInputDevice(int index, wchar_t *displayName) : Device(XINPUT, OTHER, displayName) {
|
|
memset(ps2Vibration, 0, sizeof(ps2Vibration));
|
|
memset(&xInputVibration, 0, sizeof(xInputVibration));
|
|
this->index = index;
|
|
int i;
|
|
for (i=0; i<14; i++) {
|
|
// The i > 9 accounts for the 2 bit skip in button flags.
|
|
AddPhysicalControl(PSHBTN, i + 2*(i > 9), 0);
|
|
}
|
|
for (i=14; i<16; i++) {
|
|
// The i > 9 accounts for the 2 bit skip in button flags.
|
|
AddPhysicalControl(PRESSURE_BTN, i + 2*(i > 9), 0);
|
|
}
|
|
for (; i<20; i++) {
|
|
AddPhysicalControl(ABSAXIS, i + 2, 0);
|
|
}
|
|
AddFFAxis(L"Slow Motor", 0);
|
|
AddFFAxis(L"Fast Motor", 1);
|
|
AddFFEffectType(L"Constant Effect", L"Constant", EFFECT_CONSTANT);
|
|
}
|
|
|
|
wchar_t *GetPhysicalControlName(PhysicalControl *c) {
|
|
const static wchar_t *names[] = {
|
|
L"D-pad Up",
|
|
L"D-pad Down",
|
|
L"D-pad Left",
|
|
L"D-pad Right",
|
|
L"Start",
|
|
L"Back",
|
|
L"Left Thumb",
|
|
L"Right Thumb",
|
|
L"Left Shoulder",
|
|
L"Right Shoulder",
|
|
L"A",
|
|
L"B",
|
|
L"X",
|
|
L"Y",
|
|
L"Left Trigger",
|
|
L"Right Trigger",
|
|
L"Left Thumb X",
|
|
L"Left Thumb Y",
|
|
L"Right Thumb X",
|
|
L"Right Thumb Y",
|
|
};
|
|
unsigned int i = (unsigned int) (c - physicalControls);
|
|
if (i < 20) {
|
|
return (wchar_t*)names[i];
|
|
}
|
|
return Device::GetPhysicalControlName(c);
|
|
}
|
|
|
|
int Activate(InitInfo *initInfo) {
|
|
if (active) Deactivate();
|
|
if (!xInputActiveCount) {
|
|
pXInputEnable(1);
|
|
}
|
|
xInputActiveCount++;
|
|
active = 1;
|
|
AllocState();
|
|
return 1;
|
|
}
|
|
|
|
int Update() {
|
|
if (!active) return 0;
|
|
XINPUT_STATE state;
|
|
if (ERROR_SUCCESS != pXInputGetState(index, &state)) {
|
|
Deactivate();
|
|
return 0;
|
|
}
|
|
int buttons = state.Gamepad.wButtons;
|
|
for (int i=0; i<14; i++) {
|
|
physicalControlState[i] = ((buttons >> physicalControls[i].id)&1)<<16;
|
|
}
|
|
physicalControlState[14] = (((int)state.Gamepad.bLeftTrigger) + (state.Gamepad.bLeftTrigger>>7)) << 8;
|
|
physicalControlState[15] = (((int)state.Gamepad.bRightTrigger) + (state.Gamepad.bRightTrigger>>7)) << 8;
|
|
physicalControlState[16] = ShortToAxis(state.Gamepad.sThumbLX);
|
|
physicalControlState[17] = ShortToAxis(state.Gamepad.sThumbLY);
|
|
physicalControlState[18] = ShortToAxis(state.Gamepad.sThumbRX);
|
|
physicalControlState[19] = ShortToAxis(state.Gamepad.sThumbRY);
|
|
return 1;
|
|
}
|
|
|
|
void SetEffects(unsigned char port, unsigned int slot, unsigned char motor, unsigned char force) {
|
|
ps2Vibration[port][slot][motor] = force;
|
|
int newVibration[2] = {0,0};
|
|
for (int p=0; p<2; p++) {
|
|
for (int s=0; s<4; s++) {
|
|
for (int i=0; i<pads[p][s].numFFBindings; i++) {
|
|
// Technically should also be a *65535/BASE_SENSITIVITY, but that's close enough to 1 for me.
|
|
ForceFeedbackBinding *ffb = &pads[p][s].ffBindings[i];
|
|
newVibration[0] += (int)((ffb->axes[0].force * (__int64)ps2Vibration[p][s][ffb->motor]) / 255);
|
|
newVibration[1] += (int)((ffb->axes[1].force * (__int64)ps2Vibration[p][s][ffb->motor]) / 255);
|
|
}
|
|
}
|
|
}
|
|
newVibration[0] = abs(newVibration[0]);
|
|
if (newVibration[0] > 65535) {
|
|
newVibration[0] = 65535;
|
|
}
|
|
newVibration[1] = abs(newVibration[1]);
|
|
if (newVibration[1] > 65535) {
|
|
newVibration[1] = 65535;
|
|
}
|
|
if (newVibration[0] || newVibration[1] || newVibration[0] != xInputVibration.wLeftMotorSpeed || newVibration[1] != xInputVibration.wRightMotorSpeed) {
|
|
XINPUT_VIBRATION newv = {newVibration[0], newVibration[1]};
|
|
if (ERROR_SUCCESS == pXInputSetState(index, &newv)) {
|
|
xInputVibration = newv;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SetEffect(ForceFeedbackBinding *binding, unsigned char force) {
|
|
PadBindings pBackup = pads[0][0];
|
|
pads[0][0].ffBindings = binding;
|
|
pads[0][0].numFFBindings = 1;
|
|
SetEffects(0, 0, binding->motor, 255);
|
|
pads[0][0] = pBackup;
|
|
}
|
|
|
|
void Deactivate() {
|
|
memset(&xInputVibration, 0, sizeof(xInputVibration));
|
|
memset(ps2Vibration, 0, sizeof(ps2Vibration));
|
|
pXInputSetState(index, &xInputVibration);
|
|
|
|
FreeState();
|
|
if (active) {
|
|
if (!--xInputActiveCount) {
|
|
pXInputEnable(0);
|
|
}
|
|
active = 0;
|
|
}
|
|
}
|
|
|
|
~XInputDevice() {
|
|
}
|
|
};
|
|
|
|
void EnumXInputDevices() {
|
|
int i;
|
|
wchar_t temp[30];
|
|
if (!pXInputSetState) {
|
|
// Also used as flag to indicute XInput not installed, so
|
|
// don't repeatedly try to load it.
|
|
if (pXInputEnable) return;
|
|
|
|
HMODULE hMod = 0;
|
|
for (i=3; i>= 0; i--) {
|
|
wsprintfW(temp, L"xinput1_%i.dll", i);
|
|
if (hMod = LoadLibraryW(temp)) break;
|
|
}
|
|
if (hMod) {
|
|
if ((pXInputEnable = (_XInputEnable) GetProcAddress(hMod, "XInputEnable")) &&
|
|
(pXInputGetState = (_XInputGetState) GetProcAddress(hMod, "XInputGetState"))) {
|
|
pXInputSetState = (_XInputSetState) GetProcAddress(hMod, "XInputSetState");
|
|
}
|
|
}
|
|
if (!pXInputSetState) {
|
|
pXInputEnable = (_XInputEnable)-1;
|
|
return;
|
|
}
|
|
}
|
|
pXInputEnable(1);
|
|
for (i=0; i<4; i++) {
|
|
wsprintfW(temp, L"XInput Pad %i", i);
|
|
dm->AddDevice(new XInputDevice(i, temp));
|
|
}
|
|
pXInputEnable(0);
|
|
}
|
|
|