More work on control

This commit is contained in:
Henrik Rydgard
2013-03-31 00:39:58 +01:00
parent afa21588d7
commit 634e324975
7 changed files with 46 additions and 43 deletions
+26 -24
View File
@@ -1,6 +1,6 @@
#include <limits.h>
#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);
}
}