mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-09-11 07:03:33 +02:00
More work on control
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+26
-24
@@ -1,6 +1,6 @@
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#include <limits.h>
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#include "XinputDevice.h"
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#include "input/input_state.h"
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#ifndef XUSER_MAX_COUNT
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#define XUSER_MAX_COUNT 4
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@@ -16,7 +16,7 @@ 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(XINPUT_STATE &state);
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static Stick NormalizedDeadzoneFilter(short x, short y);
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int XinputDevice::UpdateState(InputState &input_state) {
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if (this->check_delay-- > 0) return -1;
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@@ -38,9 +38,13 @@ int XinputDevice::UpdateState(InputState &input_state) {
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}
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if ( dwResult == ERROR_SUCCESS ) {
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this->ApplyDiff(state);
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Stick left = NormalizedDeadzoneFilter(state);
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__CtrlSetAnalog(left.x, left.y);
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ApplyDiff(state, input_state);
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Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY);
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Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY);
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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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this->prevState = state;
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this->check_delay = 0;
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return 0;
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@@ -53,11 +57,11 @@ int XinputDevice::UpdateState(InputState &input_state) {
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}
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// We only filter the left stick since PSP has no analog triggers or right stick
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static Stick NormalizedDeadzoneFilter(XINPUT_STATE &state) {
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static Stick NormalizedDeadzoneFilter(short x, short y) {
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static const short DEADZONE = XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
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Stick left;
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left.x = state.Gamepad.sThumbLX;
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left.y = state.Gamepad.sThumbLY;
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left.x = x;
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left.y = y;
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float magnitude = sqrt(left.x*left.x + left.y*left.y);
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@@ -82,18 +86,18 @@ static Stick NormalizedDeadzoneFilter(XINPUT_STATE &state) {
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}
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static const unsigned short xinput_ctrl_map[] = {
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XINPUT_GAMEPAD_DPAD_UP, CTRL_UP,
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XINPUT_GAMEPAD_DPAD_DOWN, CTRL_DOWN,
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XINPUT_GAMEPAD_DPAD_LEFT, CTRL_LEFT,
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XINPUT_GAMEPAD_DPAD_RIGHT, CTRL_RIGHT,
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XINPUT_GAMEPAD_START, CTRL_START,
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XINPUT_GAMEPAD_BACK, CTRL_SELECT,
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XINPUT_GAMEPAD_LEFT_SHOULDER, CTRL_LTRIGGER,
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XINPUT_GAMEPAD_RIGHT_SHOULDER, CTRL_RTRIGGER,
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XINPUT_GAMEPAD_A, CTRL_CROSS,
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XINPUT_GAMEPAD_B, CTRL_CIRCLE,
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XINPUT_GAMEPAD_X, CTRL_SQUARE,
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XINPUT_GAMEPAD_Y, CTRL_TRIANGLE,
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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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};
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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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@@ -101,14 +105,12 @@ static inline u32 CtrlForXinput(int xinput) {
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return 0;
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}
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void XinputDevice::ApplyDiff(XINPUT_STATE &state) {
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void XinputDevice::ApplyDiff(XINPUT_STATE &state, InputState &input_state) {
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unsigned short pressed = state.Gamepad.wButtons & ~this->prevState.Gamepad.wButtons;
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unsigned short released = ~state.Gamepad.wButtons & this->prevState.Gamepad.wButtons;
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for (int i = 1; i < USHRT_MAX; i <<= 1) {
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if (pressed & i)
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__CtrlButtonDown(CtrlForXinput(i));
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if (released & i)
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__CtrlButtonUp(CtrlForXinput(i));
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input_state.pad_buttons |= CtrlForXinput(i);
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}
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}
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