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