[HID] Allow winkey driver to use the first unused user index
This removes the user_index == 0 requirement from the InputSystem code, and updates WinKeyInputDriver to use the first non-connected user index if it can. Eg. if you had 2 XInput controllers plugged in, those two will take up user index 0 and 1, and keyboard will take user index 2. If all four indexes are taken up already, the WinKey driver will be disabled. (This is done by passing already-setup drivers to each drivers Setup function: since WinKey is the last to be setup, this'll let it query the XInput driver and find which user_index it should handle)
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@ -195,7 +195,7 @@ std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
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#endif // XE_PLATFORM_WIN32
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factory.Add("sdl", xe::hid::sdl::Create);
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for (auto& driver : factory.CreateAll(cvars::hid, window)) {
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if (XSUCCEEDED(driver->Setup())) {
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if (XSUCCEEDED(driver->Setup(drivers))) {
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drivers.emplace_back(std::move(driver));
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}
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}
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@ -10,6 +10,9 @@
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#ifndef XENIA_HID_INPUT_DRIVER_H_
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#define XENIA_HID_INPUT_DRIVER_H_
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#include <memory>
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#include <vector>
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#include "xenia/hid/input.h"
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#include "xenia/xbox.h"
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@ -28,7 +31,8 @@ class InputDriver {
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public:
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virtual ~InputDriver();
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virtual X_STATUS Setup() = 0;
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virtual X_STATUS Setup(
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std::vector<std::unique_ptr<hid::InputDriver>>& drivers) = 0;
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virtual X_RESULT GetCapabilities(uint32_t user_index, uint32_t flags,
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X_INPUT_CAPABILITIES* out_caps) = 0;
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@ -19,7 +19,10 @@ NopInputDriver::NopInputDriver(xe::ui::Window* window) : InputDriver(window) {}
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NopInputDriver::~NopInputDriver() = default;
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X_STATUS NopInputDriver::Setup() { return X_STATUS_SUCCESS; }
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X_STATUS NopInputDriver::Setup(
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std::vector<std::unique_ptr<InputDriver>>& drivers) {
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return X_STATUS_SUCCESS;
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}
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// TODO(benvanik): spoof a device so that games don't stop waiting for
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// a controller to be plugged in.
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@ -21,7 +21,8 @@ class NopInputDriver : public InputDriver {
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explicit NopInputDriver(xe::ui::Window* window);
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~NopInputDriver() override;
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X_STATUS Setup() override;
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X_STATUS Setup(
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std::vector<std::unique_ptr<hid::InputDriver>>& drivers) override;
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X_RESULT GetCapabilities(uint32_t user_index, uint32_t flags,
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X_INPUT_CAPABILITIES* out_caps) override;
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@ -45,11 +45,40 @@ WinKeyInputDriver::WinKeyInputDriver(xe::ui::Window* window)
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WinKeyInputDriver::~WinKeyInputDriver() = default;
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X_STATUS WinKeyInputDriver::Setup() { return X_STATUS_SUCCESS; }
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X_STATUS WinKeyInputDriver::Setup(
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std::vector<std::unique_ptr<hid::InputDriver>>& drivers) {
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int index = 0;
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X_INPUT_STATE state;
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// Search already added drivers for an index that none of them can use
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while (index < 4) {
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bool not_connected = false;
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for (auto& driver : drivers) {
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if (driver.get()->GetState(index, &state) !=
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X_ERROR_DEVICE_NOT_CONNECTED) {
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not_connected = false;
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break;
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}
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not_connected = true;
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}
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if (not_connected) {
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user_index_ = index;
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return X_STATUS_SUCCESS;
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}
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index++;
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}
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// All indexes are in use...
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user_index_ = -1;
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// Return error so this driver won't get used
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return X_ERROR_DEVICE_NOT_CONNECTED;
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}
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X_RESULT WinKeyInputDriver::GetCapabilities(uint32_t user_index, uint32_t flags,
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X_INPUT_CAPABILITIES* out_caps) {
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if (user_index != 0) {
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if (user_index != user_index_) {
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return X_ERROR_DEVICE_NOT_CONNECTED;
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}
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@ -74,7 +103,7 @@ X_RESULT WinKeyInputDriver::GetCapabilities(uint32_t user_index, uint32_t flags,
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X_RESULT WinKeyInputDriver::GetState(uint32_t user_index,
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X_INPUT_STATE* out_state) {
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if (user_index != 0) {
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if (user_index != user_index_) {
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return X_ERROR_DEVICE_NOT_CONNECTED;
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}
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@ -214,7 +243,7 @@ X_RESULT WinKeyInputDriver::GetState(uint32_t user_index,
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X_RESULT WinKeyInputDriver::SetState(uint32_t user_index,
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X_INPUT_VIBRATION* vibration) {
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if (user_index != 0) {
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if (user_index != user_index_) {
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return X_ERROR_DEVICE_NOT_CONNECTED;
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}
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@ -223,7 +252,7 @@ X_RESULT WinKeyInputDriver::SetState(uint32_t user_index,
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X_RESULT WinKeyInputDriver::GetKeystroke(uint32_t user_index, uint32_t flags,
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X_INPUT_KEYSTROKE* out_keystroke) {
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if (user_index != 0) {
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if (user_index != user_index_) {
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return X_ERROR_DEVICE_NOT_CONNECTED;
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}
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@ -356,7 +385,7 @@ X_RESULT WinKeyInputDriver::GetKeystroke(uint32_t user_index, uint32_t flags,
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out_keystroke->virtual_key = virtual_key;
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out_keystroke->unicode = unicode;
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out_keystroke->flags = keystroke_flags;
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out_keystroke->user_index = 0;
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out_keystroke->user_index = user_index_;
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out_keystroke->hid_code = hid_code;
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// X_ERROR_EMPTY if no new keys
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@ -24,7 +24,8 @@ class WinKeyInputDriver : public InputDriver {
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explicit WinKeyInputDriver(xe::ui::Window* window);
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~WinKeyInputDriver() override;
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X_STATUS Setup() override;
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X_STATUS Setup(
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std::vector<std::unique_ptr<hid::InputDriver>>& drivers) override;
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X_RESULT GetCapabilities(uint32_t user_index, uint32_t flags,
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X_INPUT_CAPABILITIES* out_caps) override;
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@ -33,6 +34,8 @@ class WinKeyInputDriver : public InputDriver {
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X_RESULT GetKeystroke(uint32_t user_index, uint32_t flags,
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X_INPUT_KEYSTROKE* out_keystroke) override;
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void user_index(uint32_t index) { user_index_ = index; }
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protected:
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struct KeyEvent {
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int vkey = 0;
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@ -45,6 +48,8 @@ class WinKeyInputDriver : public InputDriver {
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std::queue<KeyEvent> key_events_;
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uint32_t packet_number_;
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uint32_t user_index_ = 1;
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};
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} // namespace winkey
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@ -42,7 +42,8 @@ XInputInputDriver::~XInputInputDriver() {
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}
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}
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X_STATUS XInputInputDriver::Setup() {
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X_STATUS XInputInputDriver::Setup(
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std::vector<std::unique_ptr<InputDriver>>& drivers) {
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HMODULE module = LoadLibraryW(L"xinput1_4.dll");
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if (!module) {
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module = LoadLibraryW(L"xinput1_3.dll");
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@ -21,7 +21,8 @@ class XInputInputDriver : public InputDriver {
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explicit XInputInputDriver(xe::ui::Window* window);
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~XInputInputDriver() override;
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X_STATUS Setup() override;
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X_STATUS Setup(
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std::vector<std::unique_ptr<hid::InputDriver>>& drivers) override;
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X_RESULT GetCapabilities(uint32_t user_index, uint32_t flags,
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X_INPUT_CAPABILITIES* out_caps) override;
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@ -101,7 +101,7 @@ dword_result_t XamInputGetState(dword_t user_index, dword_t flags,
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}
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auto input_system = kernel_state()->emulator()->input_system();
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return input_system->GetState(user_index, input_state);
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return input_system->GetState(actual_user_index, input_state);
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}
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DECLARE_XAM_EXPORT1(XamInputGetState, kInput, kImplemented);
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@ -119,7 +119,7 @@ dword_result_t XamInputSetState(dword_t user_index, dword_t unk,
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}
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auto input_system = kernel_state()->emulator()->input_system();
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return input_system->SetState(user_index, vibration);
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return input_system->SetState(actual_user_index, vibration);
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}
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DECLARE_XAM_EXPORT1(XamInputSetState, kInput, kImplemented);
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@ -182,12 +182,17 @@ X_HRESULT_result_t XamUserGetDeviceContext(dword_t user_index, dword_t unk,
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// Games check the result - usually with some masking.
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// If this function fails they assume zero, so let's fail AND
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// set zero just to be safe.
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*out_ptr = 0;
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if (!user_index || (user_index & 0xFF) == 0xFF) {
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return X_E_SUCCESS;
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} else {
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return X_E_DEVICE_NOT_CONNECTED;
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// *out_ptr = 0;
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uint32_t actual_user_index = user_index;
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if ((user_index & 0xFF) == 0xFF) {
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// Always pin user to 0.
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actual_user_index = 0;
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}
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auto input_system = kernel_state()->emulator()->input_system();
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X_INPUT_STATE state;
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return input_system->GetState(actual_user_index, &state);
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}
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DECLARE_XAM_EXPORT1(XamUserGetDeviceContext, kInput, kStub);
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