Begin updating DirectInput for keymapping, and to take it off the legacy path.

This commit is contained in:
The Dax 2013-07-06 17:31:07 -04:00
parent e2b5bfcd13
commit 8e136bc383
2 changed files with 85 additions and 30 deletions

View file

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