Begin updating DirectInput for keymapping, and to take it off the legacy path.
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e2b5bfcd13
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2 changed files with 85 additions and 30 deletions
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@ -23,6 +23,8 @@
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#include "ControlMapping.h"
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#include "Core/Config.h"
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#include "input/input_state.h"
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#include "base/NativeApp.h"
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#include"input/keycodes.h"
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#include "Core/Reporting.h"
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#include "Xinput.h"
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#pragma comment(lib,"dinput8.lib")
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@ -32,26 +34,33 @@
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#undef max
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#endif
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unsigned int dinput_ctrl_map[] = {
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11, PAD_BUTTON_MENU, // Open PauseScreen
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10, PAD_BUTTON_BACK, // Toggle PauseScreen & Back Setting Page
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1, PAD_BUTTON_A, // Cross = XBOX-A
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2, PAD_BUTTON_B, // Circle = XBOX-B
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0, PAD_BUTTON_X, // Square = XBOX-X
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3, PAD_BUTTON_Y, // Triangle = XBOX-Y
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8, PAD_BUTTON_SELECT,
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9, PAD_BUTTON_START,
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4, PAD_BUTTON_LBUMPER, // LTrigger = XBOX-LBumper
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5, PAD_BUTTON_RBUMPER, // RTrigger = XBOX-RBumper
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6, PAD_BUTTON_LEFT_THUMB, // Turbo
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7, PAD_BUTTON_RIGHT_THUMB, // Open PauseScreen
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POV_CODE_UP, PAD_BUTTON_UP,
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POV_CODE_DOWN, PAD_BUTTON_DOWN,
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POV_CODE_LEFT, PAD_BUTTON_LEFT,
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POV_CODE_RIGHT, PAD_BUTTON_RIGHT,
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static const struct {int from, to;} dinput_ctrl_map[] = {
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{11, KEYCODE_BUTTON_THUMBR} , // Open PauseScreen
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{10, KEYCODE_BACK} ,// Toggle PauseScreen & Back Setting Page
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{1, KEYCODE_BUTTON_A } , // Cross = XBOX-A
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{2, KEYCODE_BUTTON_B } , // Circle = XBOX-B
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{0, KEYCODE_BUTTON_Y } , // Square = XBOX-X
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{3, KEYCODE_BUTTON_X } , // Triangle = XBOX-Y
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{8, KEYCODE_BUTTON_SELECT},
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{9, KEYCODE_BUTTON_START},
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{4, KEYCODE_BUTTON_L1 }, // LTrigger = XBOX-LBumper
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{5, KEYCODE_BUTTON_R1 }, // RTrigger = XBOX-RBumper
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{6, KEYCODE_BUTTON_THUMBL}, // Turbo
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{7, KEYCODE_BUTTON_THUMBR }, // Open PauseScreen
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{POV_CODE_UP, KEYCODE_DPAD_UP},
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{POV_CODE_DOWN, KEYCODE_DPAD_DOWN},
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{POV_CODE_LEFT, KEYCODE_DPAD_LEFT},
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{POV_CODE_RIGHT, KEYCODE_DPAD_RIGHT},
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};
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const unsigned int dinput_ctrl_map_size = sizeof(dinput_ctrl_map);
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struct Stick {
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float x;
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float y;
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};
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static Stick NormalizedDeadzoneFilter(short x, short y);
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const unsigned int dinput_ctrl_map_size = sizeof(dinput_ctrl_map) / sizeof(dinput_ctrl_map[0]);
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#define DIFF (JOY_POVRIGHT - JOY_POVFORWARD) / 2
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#define JOY_POVFORWARD_RIGHT JOY_POVFORWARD + DIFF
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@ -155,8 +164,8 @@ static inline int getPadCodeFromVirtualPovCode(unsigned int povCode)
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{
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int mergedCode = 0;
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for (int i = 0; i < dinput_ctrl_map_size / sizeof(dinput_ctrl_map[0]); i += 2) {
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if (dinput_ctrl_map[i] != 0xFFFFFFFF && dinput_ctrl_map[i] > 0xFF && dinput_ctrl_map[i] & povCode)
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mergedCode |= dinput_ctrl_map[i + 1];
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if (dinput_ctrl_map[i].from != 0xFFFFFFFF && dinput_ctrl_map[i].from > 0xFF && dinput_ctrl_map[i].from & povCode)
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mergedCode |= dinput_ctrl_map[i + 1].from;
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}
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return mergedCode;
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}
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@ -175,7 +184,8 @@ int DinputDevice::UpdateState(InputState &input_state)
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}
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if(FAILED(pJoystick->GetDeviceState(sizeof(DIJOYSTATE2), &js)))
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return -1;
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return -1;
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switch (js.rgdwPOV[0])
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{
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case JOY_POVFORWARD: input_state.pad_buttons |= getPadCodeFromVirtualPovCode(POV_CODE_UP); break;
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@ -190,25 +200,53 @@ int DinputDevice::UpdateState(InputState &input_state)
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if (analog)
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{
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float x = (float)js.lX / 10000.f;
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float y = -((float)js.lY / 10000.f);
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Stick left = NormalizedDeadzoneFilter(js.lX, js.lY);
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Stick right = NormalizedDeadzoneFilter(js.lZ, js.lRz);
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// Expand and clamp. Hack to let us reach the corners on most pads.
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x = std::min(1.0f, std::max(-1.0f, x * 1.2f));
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y = std::min(1.0f, std::max(-1.0f, y * 1.2f));
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input_state.pad_lstick_x += left.x;
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input_state.pad_lstick_y += left.y;
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input_state.pad_rstick_x += right.x;
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input_state.pad_rstick_y += right.y;
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input_state.pad_lstick_x += x;
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input_state.pad_lstick_y += y;
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AxisInput axis;
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axis.deviceId = DEVICE_ID_PAD_0;
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axis.axisId = JOYSTICK_AXIS_X;
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axis.value = left.x;
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NativeAxis(axis);
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axis.axisId = JOYSTICK_AXIS_Y;
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axis.value = left.y;
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NativeAxis(axis);
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axis.axisId = JOYSTICK_AXIS_Z;
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axis.value = right.x;
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NativeAxis(axis);
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axis.axisId = JOYSTICK_AXIS_RZ;
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axis.value = right.y;
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NativeAxis(axis);
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}
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for (u8 i = 0; i < sizeof(dinput_ctrl_map)/sizeof(dinput_ctrl_map[0]); i += 2)
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{
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// DIJOYSTATE2 supported 128 buttons. for exclude the Virtual POV_CODE bit fields.
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if (dinput_ctrl_map[i] < DIRECTINPUT_RGBBUTTONS_MAX && js.rgbButtons[dinput_ctrl_map[i]] & 0x80)
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if (dinput_ctrl_map[i].from < DIRECTINPUT_RGBBUTTONS_MAX && js.rgbButtons[dinput_ctrl_map[i].from] & 0x80)
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{
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input_state.pad_buttons |= dinput_ctrl_map[i+1];
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//input_state.pad_buttons |= dinput_ctrl_map[i].to;
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KeyInput key;
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key.deviceId = DEVICE_ID_PAD_0;
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key.flags = KEY_DOWN;
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key.keyCode = dinput_ctrl_map[i].to;
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NativeKey(key);
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}
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}
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//u32 downMask = buttons & (~prevState.Gamepad.wButtons);
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//js.
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//for(int i = 0; i < dinput_ctrl_map_size; i++) {
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// if (
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//}
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const LONG rthreshold = 8000;
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@ -282,6 +320,22 @@ int DinputDevice::UpdateState(InputState &input_state)
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return UPDATESTATE_SKIP_PAD;
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}
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static Stick NormalizedDeadzoneFilter(short x, short y) {
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Stick s;
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s.x = (float)x / 10000.f;
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s.y = -((float)y / 10000.f);
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// Expand and clamp. Hack to let us reach the corners on most pads.
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s.x = std::min(1.0f, std::max(-1.0f, s.x * 1.2f));
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s.y = std::min(1.0f, std::max(-1.0f, s.y * 1.2f));
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return s;
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}
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void DinputDevice::ApplyButtons(InputState &input_state) {
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}
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int DinputDevice::UpdateRawStateSingle(RawInputState &rawState)
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{
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if (g_Config.iForceInputDevice == 0) return FALSE;
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