mirror of
https://github.com/RPCS3/rpcs3.git
synced 2025-07-09 00:11:24 +12:00
Pad Refactoring
Adds a window to setup multiple input types as once All controllers are now handled by a single thread [hcorion] evdev refactor
This commit is contained in:
parent
a6ba7ed21c
commit
0457f23b13
28 changed files with 1776 additions and 1416 deletions
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@ -34,7 +34,7 @@ namespace {
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}
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}
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xinput_pad_handler::xinput_pad_handler() : active(false), thread(nullptr), library(nullptr), xinputGetState(nullptr), xinputEnable(nullptr), xinputSetState(nullptr)
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xinput_pad_handler::xinput_pad_handler() : library(nullptr), xinputGetState(nullptr), xinputEnable(nullptr), xinputSetState(nullptr), is_init(false)
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{
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}
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@ -43,8 +43,10 @@ xinput_pad_handler::~xinput_pad_handler()
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Close();
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}
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void xinput_pad_handler::Init(const u32 max_connect)
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bool xinput_pad_handler::Init()
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{
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if (is_init) return true;
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for (auto it : LIBRARY_FILENAMES)
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{
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library = LoadLibrary(it);
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@ -61,6 +63,7 @@ void xinput_pad_handler::Init(const u32 max_connect)
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if (xinputEnable && xinputGetState && xinputSetState)
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{
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is_init = true;
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break;
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}
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@ -71,88 +74,27 @@ void xinput_pad_handler::Init(const u32 max_connect)
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}
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}
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if (library)
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{
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std::memset(&m_info, 0, sizeof m_info);
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m_info.max_connect = max_connect;
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if (!is_init) return false;
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for (u32 i = 0, max = std::min(max_connect, u32(MAX_GAMEPADS)); i != max; ++i)
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{
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m_pads.emplace_back(
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CELL_PAD_STATUS_DISCONNECTED,
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CELL_PAD_SETTING_PRESS_OFF | CELL_PAD_SETTING_SENSOR_OFF,
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CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE | CELL_PAD_CAPABILITY_ACTUATOR,
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CELL_PAD_DEV_TYPE_STANDARD
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);
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auto & pad = m_pads.back();
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xinput_cfg.load();
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if (!xinput_cfg.exist()) xinput_cfg.save();
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_UP, CELL_PAD_CTRL_UP);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_DOWN, CELL_PAD_CTRL_DOWN);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_LEFT, CELL_PAD_CTRL_LEFT);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_RIGHT, CELL_PAD_CTRL_RIGHT);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_START, CELL_PAD_CTRL_START);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_BACK, CELL_PAD_CTRL_SELECT);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_LEFT_THUMB, CELL_PAD_CTRL_L3);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_RIGHT_THUMB, CELL_PAD_CTRL_R3);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_LEFT_SHOULDER, CELL_PAD_CTRL_L1);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_RIGHT_SHOULDER, CELL_PAD_CTRL_R1);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_GUIDE, 0x100/*CELL_PAD_CTRL_PS*/);// TODO: PS button support
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, 0, 0x0); // Reserved
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_A, CELL_PAD_CTRL_CROSS);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_B, CELL_PAD_CTRL_CIRCLE);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_X, CELL_PAD_CTRL_SQUARE);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_Y, CELL_PAD_CTRL_TRIANGLE);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, 0, CELL_PAD_CTRL_L2);
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pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, 0, CELL_PAD_CTRL_R2);
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squircle_factor = xinput_cfg.padsquircling / 1000.f;
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left_stick_deadzone = xinput_cfg.lstickdeadzone;
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right_stick_deadzone = xinput_cfg.rstickdeadzone;
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pad.m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_LEFT_X, 0, 0);
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pad.m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_LEFT_Y, 0, 0);
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pad.m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_X, 0, 0);
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pad.m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_Y, 0, 0);
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pad.m_vibrateMotors.emplace_back(true, 0);
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pad.m_vibrateMotors.emplace_back(false, 0);
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}
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xinput_cfg.load();
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if (!xinput_cfg.exist()) xinput_cfg.save();
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squircle_factor = xinput_cfg.padsquircling / 1000.f;
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left_stick_deadzone = xinput_cfg.lstickdeadzone;
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right_stick_deadzone = xinput_cfg.rstickdeadzone;
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active = true;
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thread = CreateThread(NULL, 0, &xinput_pad_handler::ThreadProcProxy, this, 0, NULL);
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}
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}
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void xinput_pad_handler::SetRumble(const u32 pad, u8 largeMotor, bool smallMotor) {
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if (pad > m_pads.size())
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return;
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m_pads[pad].m_vibrateMotors[0].m_value = largeMotor;
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m_pads[pad].m_vibrateMotors[1].m_value = smallMotor ? 255 : 0;
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return true;
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}
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void xinput_pad_handler::Close()
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{
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if (library)
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{
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if (thread)
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{
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active = false;
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if (WaitForSingleObject(thread, THREAD_TIMEOUT) != WAIT_OBJECT_0)
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LOG_ERROR(HLE, "XInput thread could not stop within %d milliseconds", (u32)THREAD_TIMEOUT);
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thread = nullptr;
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}
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FreeLibrary(library);
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library = nullptr;
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xinputGetState = nullptr;
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xinputEnable = nullptr;
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}
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m_pads.clear();
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}
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std::tuple<u16, u16> xinput_pad_handler::ConvertToSquirclePoint(u16 inX, u16 inY)
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@ -169,131 +111,177 @@ std::tuple<u16, u16> xinput_pad_handler::ConvertToSquirclePoint(u16 inX, u16 inY
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// https://thatsmaths.com/2016/07/14/squircles/
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const f32 newLen = (1 + std::pow(std::sin(2 * angle), 2.f) / squircle_factor) * r;
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// we now have len and angle, convert to cartisian
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// we now have len and angle, convert to cartisian
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const int newX = Clamp0To255(((newLen * std::cos(angle)) + 1) * 127);
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const int newY = Clamp0To255(((newLen * std::sin(angle)) + 1) * 127);
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return std::tuple<u16, u16>(newX, newY);
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}
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DWORD xinput_pad_handler::ThreadProcedure()
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void xinput_pad_handler::ThreadProc()
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{
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// holds internal controller state change
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std::array<bool, MAX_GAMEPADS> last_connection_status = {};
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while (active)
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for (u32 index = 0; index != bindings.size(); index++)
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{
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XINPUT_STATE state;
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DWORD result;
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DWORD online = 0;
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auto padnum = bindings[index].first;
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auto pad = bindings[index].second;
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for (DWORD i = 0; i != m_pads.size(); ++i)
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result = (*xinputGetState)(padnum, &state);
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switch (result)
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{
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auto & pad = m_pads[i];
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case ERROR_DEVICE_NOT_CONNECTED:
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if (last_connection_status[padnum] == true)
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pad->m_port_status |= CELL_PAD_STATUS_ASSIGN_CHANGES;
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last_connection_status[padnum] = false;
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pad->m_port_status &= ~CELL_PAD_STATUS_CONNECTED;
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break;
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result = (*xinputGetState)(i, &state);
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switch (result)
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case ERROR_SUCCESS:
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++online;
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if (last_connection_status[padnum] == false)
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pad->m_port_status |= CELL_PAD_STATUS_ASSIGN_CHANGES;
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last_connection_status[padnum] = true;
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pad->m_port_status |= CELL_PAD_STATUS_CONNECTED;
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for (DWORD j = 0; j != XINPUT_GAMEPAD_BUTTONS; ++j)
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{
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case ERROR_DEVICE_NOT_CONNECTED:
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if (last_connection_status[i] == true)
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pad.m_port_status |= CELL_PAD_STATUS_ASSIGN_CHANGES;
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last_connection_status[i] = false;
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pad.m_port_status &= ~CELL_PAD_STATUS_CONNECTED;
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break;
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case ERROR_SUCCESS:
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++online;
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if (last_connection_status[i] == false)
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pad.m_port_status |= CELL_PAD_STATUS_ASSIGN_CHANGES;
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last_connection_status[i] = true;
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pad.m_port_status |= CELL_PAD_STATUS_CONNECTED;
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for (DWORD j = 0; j != XINPUT_GAMEPAD_BUTTONS; ++j)
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{
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bool pressed = state.Gamepad.wButtons & (1 << j);
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pad.m_buttons[j].m_pressed = pressed;
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pad.m_buttons[j].m_value = pressed ? 255 : 0;
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}
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for (int i = 6; i < 16; i++)
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{
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if (pad.m_buttons[i].m_pressed)
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{
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SetThreadExecutionState(ES_SYSTEM_REQUIRED | ES_DISPLAY_REQUIRED);
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break;
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}
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}
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pad.m_buttons[XINPUT_GAMEPAD_BUTTONS].m_pressed = state.Gamepad.bLeftTrigger > 0;
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pad.m_buttons[XINPUT_GAMEPAD_BUTTONS].m_value = state.Gamepad.bLeftTrigger;
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pad.m_buttons[XINPUT_GAMEPAD_BUTTONS + 1].m_pressed = state.Gamepad.bRightTrigger > 0;
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pad.m_buttons[XINPUT_GAMEPAD_BUTTONS + 1].m_value = state.Gamepad.bRightTrigger;
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float LX, LY, RX, RY;
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LX = state.Gamepad.sThumbLX;
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LY = state.Gamepad.sThumbLY;
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RX = state.Gamepad.sThumbRX;
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RY = state.Gamepad.sThumbRY;
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auto normalize_input = [](float& X, float& Y, float deadzone)
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{
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X /= 32767.0f;
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Y /= 32767.0f;
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deadzone /= 32767.0f;
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float mag = sqrtf(X*X + Y*Y);
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if (mag > deadzone)
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{
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float legalRange = 1.0f - deadzone;
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float normalizedMag = std::min(1.0f, (mag - deadzone) / legalRange);
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float scale = normalizedMag / mag;
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X = X * scale;
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Y = Y * scale;
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}
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else
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{
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X = 0;
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Y = 0;
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}
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};
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normalize_input(LX, LY, left_stick_deadzone);
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normalize_input(RX, RY, right_stick_deadzone);
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pad.m_sticks[0].m_value = ConvertAxis(LX);
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pad.m_sticks[1].m_value = 255 - ConvertAxis(LY);
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pad.m_sticks[2].m_value = ConvertAxis(RX);
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pad.m_sticks[3].m_value = 255 - ConvertAxis(RY);
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if (squircle_factor != 0.f)
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{
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std::tie(pad.m_sticks[0].m_value, pad.m_sticks[1].m_value) = ConvertToSquirclePoint(pad.m_sticks[0].m_value, pad.m_sticks[1].m_value);
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std::tie(pad.m_sticks[2].m_value, pad.m_sticks[3].m_value) = ConvertToSquirclePoint(pad.m_sticks[2].m_value, pad.m_sticks[3].m_value);
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}
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XINPUT_VIBRATION vibrate;
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vibrate.wLeftMotorSpeed = pad.m_vibrateMotors[0].m_value * 257;
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vibrate.wRightMotorSpeed = pad.m_vibrateMotors[1].m_value * 257;
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(*xinputSetState)(i, &vibrate);
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break;
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bool pressed = state.Gamepad.wButtons & (1 << j);
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pad->m_buttons[j].m_pressed = pressed;
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pad->m_buttons[j].m_value = pressed ? 255 : 0;
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}
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for (int i = 6; i < 16; i++)
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{
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if (pad->m_buttons[i].m_pressed)
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{
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SetThreadExecutionState(ES_SYSTEM_REQUIRED | ES_DISPLAY_REQUIRED);
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break;
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}
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}
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pad->m_buttons[XINPUT_GAMEPAD_BUTTONS].m_pressed = state.Gamepad.bLeftTrigger > 0;
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pad->m_buttons[XINPUT_GAMEPAD_BUTTONS].m_value = state.Gamepad.bLeftTrigger;
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pad->m_buttons[XINPUT_GAMEPAD_BUTTONS + 1].m_pressed = state.Gamepad.bRightTrigger > 0;
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pad->m_buttons[XINPUT_GAMEPAD_BUTTONS + 1].m_value = state.Gamepad.bRightTrigger;
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float LX, LY, RX, RY;
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LX = state.Gamepad.sThumbLX;
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LY = state.Gamepad.sThumbLY;
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RX = state.Gamepad.sThumbRX;
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RY = state.Gamepad.sThumbRY;
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auto normalize_input = [](float& X, float& Y, float deadzone)
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{
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X /= 32767.0f;
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Y /= 32767.0f;
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deadzone /= 32767.0f;
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float mag = sqrtf(X*X + Y*Y);
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if (mag > deadzone)
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{
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float legalRange = 1.0f - deadzone;
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float normalizedMag = std::min(1.0f, (mag - deadzone) / legalRange);
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float scale = normalizedMag / mag;
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X = X * scale;
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Y = Y * scale;
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}
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else
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{
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X = 0;
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Y = 0;
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}
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};
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normalize_input(LX, LY, left_stick_deadzone);
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normalize_input(RX, RY, right_stick_deadzone);
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pad->m_sticks[0].m_value = ConvertAxis(LX);
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pad->m_sticks[1].m_value = 255 - ConvertAxis(LY);
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pad->m_sticks[2].m_value = ConvertAxis(RX);
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pad->m_sticks[3].m_value = 255 - ConvertAxis(RY);
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if (squircle_factor != 0.f)
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{
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std::tie(pad->m_sticks[0].m_value, pad->m_sticks[1].m_value) = ConvertToSquirclePoint(pad->m_sticks[0].m_value, pad->m_sticks[1].m_value);
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std::tie(pad->m_sticks[2].m_value, pad->m_sticks[3].m_value) = ConvertToSquirclePoint(pad->m_sticks[2].m_value, pad->m_sticks[3].m_value);
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}
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XINPUT_VIBRATION vibrate;
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vibrate.wLeftMotorSpeed = pad->m_vibrateMotors[0].m_value * 257;
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vibrate.wRightMotorSpeed = pad->m_vibrateMotors[1].m_value * 257;
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(*xinputSetState)(padnum, &vibrate);
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break;
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}
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m_info.now_connect = online;
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Sleep((online > 0) ? THREAD_SLEEP : THREAD_SLEEP_INACTIVE);
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}
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return 0;
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}
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DWORD WINAPI xinput_pad_handler::ThreadProcProxy(LPVOID parameter)
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std::vector<std::string> xinput_pad_handler::ListDevices()
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{
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return reinterpret_cast<xinput_pad_handler *>(parameter)->ThreadProcedure();
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std::vector<std::string> xinput_pads_list;
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if (!Init()) return xinput_pads_list;
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for (DWORD i = 0; i < MAX_GAMEPADS; i++)
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{
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XINPUT_STATE state;
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DWORD result = (*xinputGetState)(i, &state);
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if (result == ERROR_SUCCESS)
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{
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xinput_pads_list.push_back(fmt::format("Xinput Pad #%d", i));
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}
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}
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return xinput_pads_list;
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}
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bool xinput_pad_handler::bindPadToDevice(std::shared_ptr<Pad> pad, const std::string& device)
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{
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//Convert device string to u32 representing xinput device number
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u32 device_number = 0;
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size_t pos = device.find("Xinput Pad #");
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if (pos != std::string::npos) device_number = std::stoul(device.substr(pos + 12));
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if (pos == std::string::npos || device_number >= MAX_GAMEPADS) return false;
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pad->Init(
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CELL_PAD_STATUS_DISCONNECTED,
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CELL_PAD_SETTING_PRESS_OFF | CELL_PAD_SETTING_SENSOR_OFF,
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CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE | CELL_PAD_CAPABILITY_ACTUATOR,
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CELL_PAD_DEV_TYPE_STANDARD
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);
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pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_UP, CELL_PAD_CTRL_UP);
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pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_DOWN, CELL_PAD_CTRL_DOWN);
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pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_LEFT, CELL_PAD_CTRL_LEFT);
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pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_RIGHT, CELL_PAD_CTRL_RIGHT);
|
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pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_START, CELL_PAD_CTRL_START);
|
||||
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_BACK, CELL_PAD_CTRL_SELECT);
|
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pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_LEFT_THUMB, CELL_PAD_CTRL_L3);
|
||||
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_RIGHT_THUMB, CELL_PAD_CTRL_R3);
|
||||
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_LEFT_SHOULDER, CELL_PAD_CTRL_L1);
|
||||
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_RIGHT_SHOULDER, CELL_PAD_CTRL_R1);
|
||||
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_GUIDE, 0x100/*CELL_PAD_CTRL_PS*/);// TODO: PS button support
|
||||
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, 0, 0x0); // Reserved
|
||||
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_A, CELL_PAD_CTRL_CROSS);
|
||||
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_B, CELL_PAD_CTRL_CIRCLE);
|
||||
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_X, CELL_PAD_CTRL_SQUARE);
|
||||
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, XINPUT_GAMEPAD_Y, CELL_PAD_CTRL_TRIANGLE);
|
||||
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, 0, CELL_PAD_CTRL_L2);
|
||||
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, 0, CELL_PAD_CTRL_R2);
|
||||
|
||||
pad->m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_LEFT_X, 0, 0);
|
||||
pad->m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_LEFT_Y, 0, 0);
|
||||
pad->m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_X, 0, 0);
|
||||
pad->m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_Y, 0, 0);
|
||||
|
||||
pad->m_vibrateMotors.emplace_back(true, 0);
|
||||
pad->m_vibrateMotors.emplace_back(false, 0);
|
||||
|
||||
bindings.emplace_back(device_number, pad);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue