From 634e3249751f20fef992b0bfef94b64512e993e0 Mon Sep 17 00:00:00 2001 From: Henrik Rydgard Date: Sun, 31 Mar 2013 00:25:10 +0100 Subject: [PATCH] More work on control --- Core/Core.cpp | 4 +-- UI/EmuScreen.cpp | 4 ++- Windows/KeyboardDevice.cpp | 15 ++++-------- Windows/WndMainWindow.cpp | 12 ++++++--- Windows/XinputDevice.cpp | 50 ++++++++++++++++++++------------------ Windows/XinputDevice.h | 2 +- native | 2 +- 7 files changed, 46 insertions(+), 43 deletions(-) diff --git a/Core/Core.cpp b/Core/Core.cpp index 655e9dea43..fd58612af2 100644 --- a/Core/Core.cpp +++ b/Core/Core.cpp @@ -112,13 +112,13 @@ void Core_RunLoop() // Temporary hack. if (GetAsyncKeyState(VK_ESCAPE)) { input_state.pad_buttons |= PAD_BUTTON_MENU; - } else { - input_state.pad_buttons &= ~PAD_BUTTON_MENU; } host->PollControllers(input_state); + UpdateInputState(&input_state); #endif } NativeUpdate(input_state); + EndInputState(&input_state); } NativeRender(); // Simple throttling to not burn the GPU in the menu. diff --git a/UI/EmuScreen.cpp b/UI/EmuScreen.cpp index a9c68f6621..4be966281c 100644 --- a/UI/EmuScreen.cpp +++ b/UI/EmuScreen.cpp @@ -169,7 +169,9 @@ void EmuScreen::update(InputState &input) { return; // First translate touches into native pad input. - UpdateGamepad(input); + if (g_Config.bShowTouchControls) + UpdateGamepad(input); + UpdateInputState(&input); // Then translate pad input into PSP pad input. Also, add in tilt. diff --git a/Windows/KeyboardDevice.cpp b/Windows/KeyboardDevice.cpp index cd7349ff0a..1a6dbabc14 100644 --- a/Windows/KeyboardDevice.cpp +++ b/Windows/KeyboardDevice.cpp @@ -47,13 +47,9 @@ int KeyboardDevice::UpdateState(InputState &input_state) { bool doAlternate = alternate && (alternator++ % 10) < 5; for (int i = 0; i < sizeof(key_ctrl_map)/sizeof(key_ctrl_map[0]); i += 2) { - if (!GetAsyncKeyState(key_ctrl_map[i]) || doAlternate) - __CtrlButtonUp(key_ctrl_map[i+1]); - else - __CtrlButtonDown(key_ctrl_map[i+1]); - - //if (GetAsyncKeyState(key_pad_map[i]) && !doAlternate) - // input_state.pad_buttons |= key_pad_map[i+1]; + if (GetAsyncKeyState(key_pad_map[i]) && !doAlternate) { + input_state.pad_buttons |= key_pad_map[i+1]; + } } float analogX = 0; @@ -79,8 +75,7 @@ int KeyboardDevice::UpdateState(InputState &input_state) { } } - // __CtrlSetAnalog(analogX, analogY); - input_state.pad_lstick_x = analogX; - input_state.pad_lstick_y = analogY; + input_state.pad_lstick_x += analogX; + input_state.pad_lstick_y += analogY; return 0; } \ No newline at end of file diff --git a/Windows/WndMainWindow.cpp b/Windows/WndMainWindow.cpp index aa97685dd4..a59e5d684b 100644 --- a/Windows/WndMainWindow.cpp +++ b/Windows/WndMainWindow.cpp @@ -108,14 +108,18 @@ namespace MainWindow void GetWindowRectAtZoom(int zoom, RECT &rcInner, RECT &rcOuter) { // GetWindowRect(hwndMain, &rcInner); - rcInner.left = g_Config.iWindowX; - rcInner.top = g_Config.iWindowY; + rcInner.left = 0; + rcInner.top = 0; - rcInner.right=480*zoom + rcInner.left;//+client edge - rcInner.bottom=272*zoom + rcInner.top; //+client edge + rcInner.right=480*zoom;//+client edge + rcInner.bottom=272*zoom; //+client edge rcOuter=rcInner; AdjustWindowRect(&rcOuter, WS_OVERLAPPEDWINDOW, TRUE); + rcOuter.right += g_Config.iWindowX - rcOuter.left; + rcOuter.bottom += g_Config.iWindowY - rcOuter.top; + rcOuter.left = g_Config.iWindowX; + rcOuter.top = g_Config.iWindowY; } void SavePosition() { diff --git a/Windows/XinputDevice.cpp b/Windows/XinputDevice.cpp index 5ff28fdf4a..b65e1fd0f9 100644 --- a/Windows/XinputDevice.cpp +++ b/Windows/XinputDevice.cpp @@ -1,6 +1,6 @@ #include - #include "XinputDevice.h" +#include "input/input_state.h" #ifndef XUSER_MAX_COUNT #define XUSER_MAX_COUNT 4 @@ -16,7 +16,7 @@ struct Stick { float x; float y; }; -static Stick NormalizedDeadzoneFilter(XINPUT_STATE &state); +static Stick NormalizedDeadzoneFilter(short x, short y); int XinputDevice::UpdateState(InputState &input_state) { if (this->check_delay-- > 0) return -1; @@ -38,9 +38,13 @@ int XinputDevice::UpdateState(InputState &input_state) { } if ( dwResult == ERROR_SUCCESS ) { - this->ApplyDiff(state); - Stick left = NormalizedDeadzoneFilter(state); - __CtrlSetAnalog(left.x, left.y); + ApplyDiff(state, input_state); + Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY); + Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY); + 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; this->prevState = state; this->check_delay = 0; return 0; @@ -53,11 +57,11 @@ int XinputDevice::UpdateState(InputState &input_state) { } // We only filter the left stick since PSP has no analog triggers or right stick -static Stick NormalizedDeadzoneFilter(XINPUT_STATE &state) { +static Stick NormalizedDeadzoneFilter(short x, short y) { static const short DEADZONE = XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE; Stick left; - left.x = state.Gamepad.sThumbLX; - left.y = state.Gamepad.sThumbLY; + left.x = x; + left.y = y; float magnitude = sqrt(left.x*left.x + left.y*left.y); @@ -82,18 +86,18 @@ static Stick NormalizedDeadzoneFilter(XINPUT_STATE &state) { } static const unsigned short xinput_ctrl_map[] = { - XINPUT_GAMEPAD_DPAD_UP, CTRL_UP, - XINPUT_GAMEPAD_DPAD_DOWN, CTRL_DOWN, - XINPUT_GAMEPAD_DPAD_LEFT, CTRL_LEFT, - XINPUT_GAMEPAD_DPAD_RIGHT, CTRL_RIGHT, - XINPUT_GAMEPAD_START, CTRL_START, - XINPUT_GAMEPAD_BACK, CTRL_SELECT, - XINPUT_GAMEPAD_LEFT_SHOULDER, CTRL_LTRIGGER, - XINPUT_GAMEPAD_RIGHT_SHOULDER, CTRL_RTRIGGER, - XINPUT_GAMEPAD_A, CTRL_CROSS, - XINPUT_GAMEPAD_B, CTRL_CIRCLE, - XINPUT_GAMEPAD_X, CTRL_SQUARE, - XINPUT_GAMEPAD_Y, CTRL_TRIANGLE, + 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, }; static inline u32 CtrlForXinput(int xinput) { for (int i = 0; i < sizeof(xinput_ctrl_map)/sizeof(xinput_ctrl_map[0]); i += 2) @@ -101,14 +105,12 @@ static inline u32 CtrlForXinput(int xinput) { return 0; } -void XinputDevice::ApplyDiff(XINPUT_STATE &state) { +void XinputDevice::ApplyDiff(XINPUT_STATE &state, InputState &input_state) { unsigned short pressed = state.Gamepad.wButtons & ~this->prevState.Gamepad.wButtons; unsigned short released = ~state.Gamepad.wButtons & this->prevState.Gamepad.wButtons; for (int i = 1; i < USHRT_MAX; i <<= 1) { if (pressed & i) - __CtrlButtonDown(CtrlForXinput(i)); - if (released & i) - __CtrlButtonUp(CtrlForXinput(i)); + input_state.pad_buttons |= CtrlForXinput(i); } } \ No newline at end of file diff --git a/Windows/XinputDevice.h b/Windows/XinputDevice.h index c70f8d853b..9ed0d92d65 100644 --- a/Windows/XinputDevice.h +++ b/Windows/XinputDevice.h @@ -9,7 +9,7 @@ public: XinputDevice(); virtual int UpdateState(InputState &input_state); private: - void ApplyDiff(XINPUT_STATE &state); + void ApplyDiff(XINPUT_STATE &state, InputState &input_state); int gamepad_idx; int check_delay; XINPUT_STATE prevState; diff --git a/native b/native index 435392b137..d7a58a3154 160000 --- a/native +++ b/native @@ -1 +1 @@ -Subproject commit 435392b137e7c80ff40db8b2af2feac6019f970e +Subproject commit d7a58a31543230acc2c3850cf2523f1e40bf85ec