Partially implemented Windows keyboard HID for testing.

This commit is contained in:
Ben Vanik 2014-02-23 16:36:17 -08:00
parent 86f66c4ab7
commit 24fc5acb07
8 changed files with 359 additions and 1 deletions

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@ -17,11 +17,12 @@ using namespace xe::hid;
DEFINE_string(hid, "any",
"Input system. Use: [any, nop, xinput]");
"Input system. Use: [any, nop, winkey, xinput]");
#include <xenia/hid/nop/nop_hid.h>
#if XE_PLATFORM_WIN32
#include <xenia/hid/winkey/winkey_hid.h>
#include <xenia/hid/xinput/xinput_hid.h>
#endif // WIN32
@ -33,6 +34,8 @@ InputSystem* xe::hid::Create(Emulator* emulator) {
if (FLAGS_hid.compare("nop") == 0) {
input_system->AddDriver(xe::hid::nop::Create(input_system));
#if XE_PLATFORM_WIN32
} else if (FLAGS_hid.compare("winkey") == 0) {
input_system->AddDriver(xe::hid::winkey::Create(input_system));
} else if (FLAGS_hid.compare("xinput") == 0) {
input_system->AddDriver(xe::hid::xinput::Create(input_system));
#endif // WIN32
@ -43,6 +46,11 @@ InputSystem* xe::hid::Create(Emulator* emulator) {
// NOTE: in any mode we create as many as we can, falling back to nop.
#if XE_PLATFORM_WIN32
InputDriver* winkey_driver = xe::hid::winkey::Create(input_system);
if (winkey_driver) {
input_system->AddDriver(winkey_driver);
any_created = true;
}
InputDriver* xinput_driver = xe::hid::xinput::Create(input_system);
if (xinput_driver) {
input_system->AddDriver(xinput_driver);

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@ -17,6 +17,7 @@
'conditions': [
['OS == "win"', {
'includes': [
'winkey/sources.gypi',
'xinput/sources.gypi',
],
}],

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@ -0,0 +1,10 @@
# Copyright 2013 Ben Vanik. All Rights Reserved.
{
'sources': [
'winkey_hid-private.h',
'winkey_hid.cc',
'winkey_hid.h',
'winkey_input_driver.cc',
'winkey_input_driver.h',
],
}

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@ -0,0 +1,31 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_HID_WINKEY_WINKEY_HID_PRIVATE_H_
#define XENIA_HID_WINKEY_WINKEY_HID_PRIVATE_H_
#include <xenia/core.h>
#include <xenia/hid/winkey/winkey_hid.h>
namespace xe {
namespace hid {
namespace winkey {
} // namespace winkey
} // namespace hid
} // namespace xe
#endif // XENIA_HID_WINKEY_WINKEY_HID_PRIVATE_H_

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@ -0,0 +1,44 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <xenia/hid/winkey/winkey_hid.h>
#include <xenia/hid/winkey/winkey_input_driver.h>
using namespace xe;
using namespace xe::hid;
using namespace xe::hid::winkey;
namespace {
void InitializeIfNeeded();
void CleanupOnShutdown();
void InitializeIfNeeded() {
static bool has_initialized = false;
if (has_initialized) {
return;
}
has_initialized = true;
//
atexit(CleanupOnShutdown);
}
void CleanupOnShutdown() {
}
}
InputDriver* xe::hid::winkey::Create(InputSystem* input_system) {
InitializeIfNeeded();
return new WinKeyInputDriver(input_system);
}

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@ -0,0 +1,33 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_HID_WINKEY_WINKEY_HID_H_
#define XENIA_HID_WINKEY_WINKEY_HID_H_
#include <xenia/core.h>
XEDECLARECLASS2(xe, hid, InputDriver);
XEDECLARECLASS2(xe, hid, InputSystem);
namespace xe {
namespace hid {
namespace winkey {
InputDriver* Create(InputSystem* input_system);
} // namespace winkey
} // namespace hid
} // namespace xe
#endif // XENIA_HID_WINKEY_WINKEY_HID_H_

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@ -0,0 +1,181 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <xenia/hid/winkey/winkey_input_driver.h>
#include <xenia/hid/hid-private.h>
using namespace xe;
using namespace xe::hid;
using namespace xe::hid::winkey;
WinKeyInputDriver::WinKeyInputDriver(InputSystem* input_system) :
packet_number_(1),
InputDriver(input_system) {
}
WinKeyInputDriver::~WinKeyInputDriver() {
}
X_STATUS WinKeyInputDriver::Setup() {
return X_STATUS_SUCCESS;
}
X_RESULT WinKeyInputDriver::GetCapabilities(
uint32_t user_index, uint32_t flags, X_INPUT_CAPABILITIES& out_caps) {
if (user_index != 0) {
return X_ERROR_DEVICE_NOT_CONNECTED;
}
// TODO(benvanik): confirm with a real XInput controller.
out_caps.type = 0x01; // XINPUT_DEVTYPE_GAMEPAD
out_caps.sub_type = 0x01; // XINPUT_DEVSUBTYPE_GAMEPAD
out_caps.flags = 0;
out_caps.gamepad.buttons = 0xFFFF;
out_caps.gamepad.left_trigger = 0xFF;
out_caps.gamepad.right_trigger = 0xFF;
out_caps.gamepad.thumb_lx = (int16_t)0xFFFF;
out_caps.gamepad.thumb_ly = (int16_t)0xFFFF;
out_caps.gamepad.thumb_rx = (int16_t)0xFFFF;
out_caps.gamepad.thumb_ry = (int16_t)0xFFFF;
out_caps.vibration.left_motor_speed = 0;
out_caps.vibration.right_motor_speed = 0;
return X_ERROR_SUCCESS;
}
#define IS_KEY_TOGGLED(key) ((GetKeyState(key) & 0x1) == 0x1)
#define IS_KEY_DOWN(key) ((GetAsyncKeyState(key) & 0x8000) == 0x8000)
X_RESULT WinKeyInputDriver::GetState(
uint32_t user_index, X_INPUT_STATE& out_state) {
if (user_index != 0) {
return X_ERROR_DEVICE_NOT_CONNECTED;
}
packet_number_++;
uint16_t buttons = 0;
uint8_t left_trigger = 0;
uint8_t right_trigger = 0;
int16_t thumb_lx = 0;
int16_t thumb_ly = 0;
int16_t thumb_rx = 0;
int16_t thumb_ry = 0;
if (IS_KEY_TOGGLED(VK_CAPITAL)) {
// dpad toggled
if (IS_KEY_DOWN(0x41)) {
// A
buttons |= 0x0004; // XINPUT_GAMEPAD_DPAD_LEFT
}
if (IS_KEY_DOWN(0x44)) {
// D
buttons |= 0x0008; // XINPUT_GAMEPAD_DPAD_RIGHT
}
if (IS_KEY_DOWN(0x53)) {
// S
buttons |= 0x0002; // XINPUT_GAMEPAD_DPAD_DOWN
}
if (IS_KEY_DOWN(0x57)) {
// W
buttons |= 0x0001; // XINPUT_GAMEPAD_DPAD_UP
}
} else {
// left stick
if (IS_KEY_DOWN(0x41)) {
// A
thumb_lx += SHRT_MIN;
}
if (IS_KEY_DOWN(0x44)) {
// D
thumb_lx += SHRT_MAX;
}
if (IS_KEY_DOWN(0x53)) {
// S
thumb_ly += SHRT_MIN;
}
if (IS_KEY_DOWN(0x57)) {
// W
thumb_ly += SHRT_MAX;
}
}
if (IS_KEY_DOWN(0x4C)) {
// L
buttons |= 0x4000; // XINPUT_GAMEPAD_X
}
if (IS_KEY_DOWN(VK_OEM_7)) {
// '
buttons |= 0x2000; // XINPUT_GAMEPAD_B
}
if (IS_KEY_DOWN(VK_OEM_1)) {
// ;
buttons |= 0x1000; // XINPUT_GAMEPAD_A
}
if (IS_KEY_DOWN(0x50)) {
// P
buttons |= 0x8000; // XINPUT_GAMEPAD_Y
}
if (IS_KEY_DOWN(0x5A)) {
// Z
buttons |= 0x0020; // XINPUT_GAMEPAD_BACK
}
if (IS_KEY_DOWN(0x58)) {
// X
buttons |= 0x0010; // XINPUT_GAMEPAD_START
}
out_state.packet_number = packet_number_;
out_state.gamepad.buttons = buttons;
out_state.gamepad.left_trigger = left_trigger;
out_state.gamepad.right_trigger = right_trigger;
out_state.gamepad.thumb_lx = thumb_lx;
out_state.gamepad.thumb_ly = thumb_ly;
out_state.gamepad.thumb_rx = thumb_rx;
out_state.gamepad.thumb_ry = thumb_ry;
return X_ERROR_SUCCESS;
}
X_RESULT WinKeyInputDriver::SetState(
uint32_t user_index, X_INPUT_VIBRATION& vibration) {
if (user_index != 0) {
return X_ERROR_DEVICE_NOT_CONNECTED;
}
return X_ERROR_SUCCESS;
}
X_RESULT WinKeyInputDriver::GetKeystroke(
uint32_t user_index, uint32_t flags, X_INPUT_KEYSTROKE& out_keystroke) {
if (user_index != 0) {
return X_ERROR_DEVICE_NOT_CONNECTED;
}
X_RESULT result = X_ERROR_EMPTY;
uint16_t virtual_key = 0;
uint16_t unicode = 0;
uint16_t keystroke_flags = 0;
uint8_t hid_code = 0;
out_keystroke.virtual_key = virtual_key;
out_keystroke.unicode = unicode;
out_keystroke.flags = keystroke_flags;
out_keystroke.user_index = 0;
out_keystroke.hid_code = hid_code;
// X_ERROR_EMPTY if no new keys
// X_ERROR_DEVICE_NOT_CONNECTED if no device
// X_ERROR_SUCCESS if key
return result;
}

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@ -0,0 +1,50 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_HID_WINKEY_WINKEY_DRIVER_H_
#define XENIA_HID_WINKEY_WINKEY_DRIVER_H_
#include <xenia/core.h>
#include <xenia/hid/input_driver.h>
#include <xenia/hid/nop/nop_hid-private.h>
namespace xe {
namespace hid {
namespace winkey {
class WinKeyInputDriver : public InputDriver {
public:
WinKeyInputDriver(InputSystem* input_system);
virtual ~WinKeyInputDriver();
virtual X_STATUS Setup();
virtual X_RESULT GetCapabilities(
uint32_t user_index, uint32_t flags, X_INPUT_CAPABILITIES& out_caps);
virtual X_RESULT GetState(
uint32_t user_index, X_INPUT_STATE& out_state);
virtual X_RESULT SetState(
uint32_t user_index, X_INPUT_VIBRATION& vibration);
virtual X_RESULT GetKeystroke(
uint32_t user_index, uint32_t flags, X_INPUT_KEYSTROKE& out_keystroke);
protected:
uint32_t packet_number_;
};
} // namespace winkey
} // namespace hid
} // namespace xe
#endif // XENIA_HID_WINKEY_WINKEY_DRIVER_H_