Add check init Controls Dialog and ControlMapping constructor

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nachume authored and Henrik Rydgard committed 2013-05-18 22:59:13 +02:00
1 parent 9af5499b21
commit 4062059c2e
12 files changed
+835 -151

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+108 -25
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@@ -1,12 +1,36 @@
#include <limits.h>
#include "XinputDevice.h"
#include "Core/Config.h"
#include "input/input_state.h"
#include "XinputDevice.h"
#include "ControlMapping.h"
#ifndef XUSER_MAX_COUNT
#define XUSER_MAX_COUNT 4
#endif
// Yes, this maps more than the PSP has, but that's fine as this lets us
// map buttons to extra functionality like speedup.
unsigned int xinput_ctrl_map[] = {
XBOX_CODE_LEFTTRIGER, PAD_BUTTON_MENU,
XBOX_CODE_RIGHTTRIGER, PAD_BUTTON_BACK,
XINPUT_GAMEPAD_A, PAD_BUTTON_A,
XINPUT_GAMEPAD_B, PAD_BUTTON_B,
XINPUT_GAMEPAD_X, PAD_BUTTON_X,
XINPUT_GAMEPAD_Y, PAD_BUTTON_Y,
XINPUT_GAMEPAD_BACK, PAD_BUTTON_SELECT,
XINPUT_GAMEPAD_START, PAD_BUTTON_START,
XINPUT_GAMEPAD_LEFT_SHOULDER, PAD_BUTTON_LBUMPER,
XINPUT_GAMEPAD_RIGHT_SHOULDER, PAD_BUTTON_RBUMPER,
XINPUT_GAMEPAD_LEFT_THUMB, PAD_BUTTON_LEFT_THUMB, // Turbo
XINPUT_GAMEPAD_RIGHT_THUMB, PAD_BUTTON_RIGHT_THUMB, // Open PauseScreen
XINPUT_GAMEPAD_DPAD_UP, PAD_BUTTON_UP,
XINPUT_GAMEPAD_DPAD_DOWN, PAD_BUTTON_DOWN,
XINPUT_GAMEPAD_DPAD_LEFT, PAD_BUTTON_LEFT,
XINPUT_GAMEPAD_DPAD_RIGHT, PAD_BUTTON_RIGHT,
};
static const unsigned int xinput_ctrl_map_size = sizeof(xinput_ctrl_map);
XinputDevice::XinputDevice() {
ZeroMemory( &this->prevState, sizeof(this->prevState) );
this->check_delay = 0;
@@ -95,34 +119,93 @@ static Stick NormalizedDeadzoneFilter(short x, short y) {
return left;
}
// Yes, this maps more than the PSP has, but that's fine as this lets us
// map buttons to extra functionality like speedup.
static const unsigned int xinput_ctrl_map[] = {
XINPUT_GAMEPAD_DPAD_UP, PAD_BUTTON_UP,
XINPUT_GAMEPAD_DPAD_DOWN, PAD_BUTTON_DOWN,
XINPUT_GAMEPAD_DPAD_LEFT, PAD_BUTTON_LEFT,
XINPUT_GAMEPAD_DPAD_RIGHT, PAD_BUTTON_RIGHT,
XINPUT_GAMEPAD_START, PAD_BUTTON_START,
XINPUT_GAMEPAD_BACK, PAD_BUTTON_SELECT,
XINPUT_GAMEPAD_LEFT_SHOULDER, PAD_BUTTON_LBUMPER,
XINPUT_GAMEPAD_RIGHT_SHOULDER, PAD_BUTTON_RBUMPER,
XINPUT_GAMEPAD_A, PAD_BUTTON_A,
XINPUT_GAMEPAD_B, PAD_BUTTON_B,
XINPUT_GAMEPAD_X, PAD_BUTTON_X,
XINPUT_GAMEPAD_Y, PAD_BUTTON_Y,
XINPUT_GAMEPAD_LEFT_THUMB, PAD_BUTTON_LEFT_THUMB,
XINPUT_GAMEPAD_RIGHT_THUMB, PAD_BUTTON_RIGHT_THUMB,
struct xinput_button_name {
unsigned int button;
char name[10];
};
static inline u32 CtrlForXinput(int xinput) {
for (int i = 0; i < sizeof(xinput_ctrl_map)/sizeof(xinput_ctrl_map[0]); i += 2)
if (xinput_ctrl_map[i] == xinput) return (u32) xinput_ctrl_map[i+1];
const xinput_button_name xinput_name_map[] = {
{XBOX_CODE_LEFTTRIGER, "LT"},
{XBOX_CODE_RIGHTTRIGER, "RT"},
{XINPUT_GAMEPAD_A, "A"},
{XINPUT_GAMEPAD_B, "B"},
{XINPUT_GAMEPAD_X, "X"},
{XINPUT_GAMEPAD_Y, "Y"},
{XINPUT_GAMEPAD_BACK, "Back"},
{XINPUT_GAMEPAD_START, "Start"},
{XINPUT_GAMEPAD_LEFT_SHOULDER, "LB"},
{XINPUT_GAMEPAD_RIGHT_SHOULDER, "RB"},
{XINPUT_GAMEPAD_LEFT_THUMB, "LThumb"},
{XINPUT_GAMEPAD_RIGHT_THUMB, "RThumb"},
{XINPUT_GAMEPAD_DPAD_UP, "Up"},
{XINPUT_GAMEPAD_DPAD_DOWN, "Down"},
{XINPUT_GAMEPAD_DPAD_LEFT, "Left"},
{XINPUT_GAMEPAD_DPAD_RIGHT, "Right"},
};
static const int xbutton_name_map_size = sizeof(xinput_name_map) / sizeof(xinput_button_name);
const char * getXinputButtonName(unsigned int button) {
for (int i = 0; i < xbutton_name_map_size; i++) {
if (xinput_name_map[i].button == button)
return xinput_name_map[i].name;
}
return 0;
}
void XinputDevice::ApplyDiff(XINPUT_STATE &state, InputState &input_state) {
for (int i = 1; i < USHRT_MAX; i <<= 1) {
if (state.Gamepad.wButtons & i)
input_state.pad_buttons |= CtrlForXinput(i);
// Skip XBOX_CODE_LIFT/RIGHT TRIGER. it's virtual code for Mapping.
for (int i = 0; i < sizeof(xinput_ctrl_map)/sizeof(xinput_ctrl_map[0]); i += 2) {
if (state.Gamepad.wButtons & (WORD)(xinput_ctrl_map[i])) {
input_state.pad_buttons |= (int)xinput_ctrl_map[i + 1];
}
// Effective use of triggers that are not used.
if (xinput_ctrl_map[i] == XBOX_CODE_LEFTTRIGER &&
state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
input_state.pad_buttons |= xinput_ctrl_map[i + 1];
}
if (xinput_ctrl_map[i] == XBOX_CODE_RIGHTTRIGER &&
state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
input_state.pad_buttons |= xinput_ctrl_map[i + 1];
}
}
}
}
int XinputDevice::UpdateRawStateSingle(RawInputState &rawState)
{
if (g_Config.iForceInputDevice > 0) return -1;
XINPUT_STATE state;
ZeroMemory( &state, sizeof(XINPUT_STATE) );
DWORD dwResult;
if (this->gamepad_idx >= 0)
dwResult = XInputGetState( this->gamepad_idx, &state );
else {
// use the first gamepad that responds
for (int i = 0; i < XUSER_MAX_COUNT; i++) {
dwResult = XInputGetState( i, &state );
if (dwResult == ERROR_SUCCESS) {
this->gamepad_idx = i;
break;
}
}
}
if ( dwResult == ERROR_SUCCESS ) {
for (UINT bit = XINPUT_GAMEPAD_DPAD_UP; bit <= XINPUT_GAMEPAD_Y; bit <<= 1) {
if (state.Gamepad.wButtons & bit) {
rawState.button = bit;
break;
}
}
if (state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
rawState.button = XBOX_CODE_LEFTTRIGER;
} else if (state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
rawState.button = XBOX_CODE_RIGHTTRIGER;
}
return TRUE;
}
return FALSE;
}