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:
RipleyTom 2017-08-15 14:03:07 +02:00 committed by Ani
parent a6ba7ed21c
commit 0457f23b13
28 changed files with 1776 additions and 1416 deletions

View file

@ -34,7 +34,7 @@ namespace {
}
}
xinput_pad_handler::xinput_pad_handler() : active(false), thread(nullptr), library(nullptr), xinputGetState(nullptr), xinputEnable(nullptr), xinputSetState(nullptr)
xinput_pad_handler::xinput_pad_handler() : library(nullptr), xinputGetState(nullptr), xinputEnable(nullptr), xinputSetState(nullptr), is_init(false)
{
}
@ -43,8 +43,10 @@ xinput_pad_handler::~xinput_pad_handler()
Close();
}
void xinput_pad_handler::Init(const u32 max_connect)
bool xinput_pad_handler::Init()
{
if (is_init) return true;
for (auto it : LIBRARY_FILENAMES)
{
library = LoadLibrary(it);
@ -61,6 +63,7 @@ void xinput_pad_handler::Init(const u32 max_connect)
if (xinputEnable && xinputGetState && xinputSetState)
{
is_init = true;
break;
}
@ -71,88 +74,27 @@ void xinput_pad_handler::Init(const u32 max_connect)
}
}
if (library)
{
std::memset(&m_info, 0, sizeof m_info);
m_info.max_connect = max_connect;
if (!is_init) return false;
for (u32 i = 0, max = std::min(max_connect, u32(MAX_GAMEPADS)); i != max; ++i)
{
m_pads.emplace_back(
CELL_PAD_STATUS_DISCONNECTED,
CELL_PAD_SETTING_PRESS_OFF | CELL_PAD_SETTING_SENSOR_OFF,
CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE | CELL_PAD_CAPABILITY_ACTUATOR,
CELL_PAD_DEV_TYPE_STANDARD
);
auto & pad = m_pads.back();
xinput_cfg.load();
if (!xinput_cfg.exist()) xinput_cfg.save();
pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_UP, CELL_PAD_CTRL_UP);
pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_DOWN, CELL_PAD_CTRL_DOWN);
pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_LEFT, CELL_PAD_CTRL_LEFT);
pad.m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_RIGHT, CELL_PAD_CTRL_RIGHT);
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);
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);
squircle_factor = xinput_cfg.padsquircling / 1000.f;
left_stick_deadzone = xinput_cfg.lstickdeadzone;
right_stick_deadzone = xinput_cfg.rstickdeadzone;
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);
}
xinput_cfg.load();
if (!xinput_cfg.exist()) xinput_cfg.save();
squircle_factor = xinput_cfg.padsquircling / 1000.f;
left_stick_deadzone = xinput_cfg.lstickdeadzone;
right_stick_deadzone = xinput_cfg.rstickdeadzone;
active = true;
thread = CreateThread(NULL, 0, &xinput_pad_handler::ThreadProcProxy, this, 0, NULL);
}
}
void xinput_pad_handler::SetRumble(const u32 pad, u8 largeMotor, bool smallMotor) {
if (pad > m_pads.size())
return;
m_pads[pad].m_vibrateMotors[0].m_value = largeMotor;
m_pads[pad].m_vibrateMotors[1].m_value = smallMotor ? 255 : 0;
return true;
}
void xinput_pad_handler::Close()
{
if (library)
{
if (thread)
{
active = false;
if (WaitForSingleObject(thread, THREAD_TIMEOUT) != WAIT_OBJECT_0)
LOG_ERROR(HLE, "XInput thread could not stop within %d milliseconds", (u32)THREAD_TIMEOUT);
thread = nullptr;
}
FreeLibrary(library);
library = nullptr;
xinputGetState = nullptr;
xinputEnable = nullptr;
}
m_pads.clear();
}
std::tuple<u16, u16> xinput_pad_handler::ConvertToSquirclePoint(u16 inX, u16 inY)
@ -169,131 +111,177 @@ std::tuple<u16, u16> xinput_pad_handler::ConvertToSquirclePoint(u16 inX, u16 inY
// https://thatsmaths.com/2016/07/14/squircles/
const f32 newLen = (1 + std::pow(std::sin(2 * angle), 2.f) / squircle_factor) * r;
// we now have len and angle, convert to cartisian
// we now have len and angle, convert to cartisian
const int newX = Clamp0To255(((newLen * std::cos(angle)) + 1) * 127);
const int newY = Clamp0To255(((newLen * std::sin(angle)) + 1) * 127);
return std::tuple<u16, u16>(newX, newY);
}
DWORD xinput_pad_handler::ThreadProcedure()
void xinput_pad_handler::ThreadProc()
{
// holds internal controller state change
std::array<bool, MAX_GAMEPADS> last_connection_status = {};
while (active)
for (u32 index = 0; index != bindings.size(); index++)
{
XINPUT_STATE state;
DWORD result;
DWORD online = 0;
auto padnum = bindings[index].first;
auto pad = bindings[index].second;
for (DWORD i = 0; i != m_pads.size(); ++i)
result = (*xinputGetState)(padnum, &state);
switch (result)
{
auto & pad = m_pads[i];
case ERROR_DEVICE_NOT_CONNECTED:
if (last_connection_status[padnum] == true)
pad->m_port_status |= CELL_PAD_STATUS_ASSIGN_CHANGES;
last_connection_status[padnum] = false;
pad->m_port_status &= ~CELL_PAD_STATUS_CONNECTED;
break;
result = (*xinputGetState)(i, &state);
switch (result)
case ERROR_SUCCESS:
++online;
if (last_connection_status[padnum] == false)
pad->m_port_status |= CELL_PAD_STATUS_ASSIGN_CHANGES;
last_connection_status[padnum] = true;
pad->m_port_status |= CELL_PAD_STATUS_CONNECTED;
for (DWORD j = 0; j != XINPUT_GAMEPAD_BUTTONS; ++j)
{
case ERROR_DEVICE_NOT_CONNECTED:
if (last_connection_status[i] == true)
pad.m_port_status |= CELL_PAD_STATUS_ASSIGN_CHANGES;
last_connection_status[i] = false;
pad.m_port_status &= ~CELL_PAD_STATUS_CONNECTED;
break;
case ERROR_SUCCESS:
++online;
if (last_connection_status[i] == false)
pad.m_port_status |= CELL_PAD_STATUS_ASSIGN_CHANGES;
last_connection_status[i] = true;
pad.m_port_status |= CELL_PAD_STATUS_CONNECTED;
for (DWORD j = 0; j != XINPUT_GAMEPAD_BUTTONS; ++j)
{
bool pressed = state.Gamepad.wButtons & (1 << j);
pad.m_buttons[j].m_pressed = pressed;
pad.m_buttons[j].m_value = pressed ? 255 : 0;
}
for (int i = 6; i < 16; i++)
{
if (pad.m_buttons[i].m_pressed)
{
SetThreadExecutionState(ES_SYSTEM_REQUIRED | ES_DISPLAY_REQUIRED);
break;
}
}
pad.m_buttons[XINPUT_GAMEPAD_BUTTONS].m_pressed = state.Gamepad.bLeftTrigger > 0;
pad.m_buttons[XINPUT_GAMEPAD_BUTTONS].m_value = state.Gamepad.bLeftTrigger;
pad.m_buttons[XINPUT_GAMEPAD_BUTTONS + 1].m_pressed = state.Gamepad.bRightTrigger > 0;
pad.m_buttons[XINPUT_GAMEPAD_BUTTONS + 1].m_value = state.Gamepad.bRightTrigger;
float LX, LY, RX, RY;
LX = state.Gamepad.sThumbLX;
LY = state.Gamepad.sThumbLY;
RX = state.Gamepad.sThumbRX;
RY = state.Gamepad.sThumbRY;
auto normalize_input = [](float& X, float& Y, float deadzone)
{
X /= 32767.0f;
Y /= 32767.0f;
deadzone /= 32767.0f;
float mag = sqrtf(X*X + Y*Y);
if (mag > deadzone)
{
float legalRange = 1.0f - deadzone;
float normalizedMag = std::min(1.0f, (mag - deadzone) / legalRange);
float scale = normalizedMag / mag;
X = X * scale;
Y = Y * scale;
}
else
{
X = 0;
Y = 0;
}
};
normalize_input(LX, LY, left_stick_deadzone);
normalize_input(RX, RY, right_stick_deadzone);
pad.m_sticks[0].m_value = ConvertAxis(LX);
pad.m_sticks[1].m_value = 255 - ConvertAxis(LY);
pad.m_sticks[2].m_value = ConvertAxis(RX);
pad.m_sticks[3].m_value = 255 - ConvertAxis(RY);
if (squircle_factor != 0.f)
{
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);
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);
}
XINPUT_VIBRATION vibrate;
vibrate.wLeftMotorSpeed = pad.m_vibrateMotors[0].m_value * 257;
vibrate.wRightMotorSpeed = pad.m_vibrateMotors[1].m_value * 257;
(*xinputSetState)(i, &vibrate);
break;
bool pressed = state.Gamepad.wButtons & (1 << j);
pad->m_buttons[j].m_pressed = pressed;
pad->m_buttons[j].m_value = pressed ? 255 : 0;
}
for (int i = 6; i < 16; i++)
{
if (pad->m_buttons[i].m_pressed)
{
SetThreadExecutionState(ES_SYSTEM_REQUIRED | ES_DISPLAY_REQUIRED);
break;
}
}
pad->m_buttons[XINPUT_GAMEPAD_BUTTONS].m_pressed = state.Gamepad.bLeftTrigger > 0;
pad->m_buttons[XINPUT_GAMEPAD_BUTTONS].m_value = state.Gamepad.bLeftTrigger;
pad->m_buttons[XINPUT_GAMEPAD_BUTTONS + 1].m_pressed = state.Gamepad.bRightTrigger > 0;
pad->m_buttons[XINPUT_GAMEPAD_BUTTONS + 1].m_value = state.Gamepad.bRightTrigger;
float LX, LY, RX, RY;
LX = state.Gamepad.sThumbLX;
LY = state.Gamepad.sThumbLY;
RX = state.Gamepad.sThumbRX;
RY = state.Gamepad.sThumbRY;
auto normalize_input = [](float& X, float& Y, float deadzone)
{
X /= 32767.0f;
Y /= 32767.0f;
deadzone /= 32767.0f;
float mag = sqrtf(X*X + Y*Y);
if (mag > deadzone)
{
float legalRange = 1.0f - deadzone;
float normalizedMag = std::min(1.0f, (mag - deadzone) / legalRange);
float scale = normalizedMag / mag;
X = X * scale;
Y = Y * scale;
}
else
{
X = 0;
Y = 0;
}
};
normalize_input(LX, LY, left_stick_deadzone);
normalize_input(RX, RY, right_stick_deadzone);
pad->m_sticks[0].m_value = ConvertAxis(LX);
pad->m_sticks[1].m_value = 255 - ConvertAxis(LY);
pad->m_sticks[2].m_value = ConvertAxis(RX);
pad->m_sticks[3].m_value = 255 - ConvertAxis(RY);
if (squircle_factor != 0.f)
{
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);
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);
}
XINPUT_VIBRATION vibrate;
vibrate.wLeftMotorSpeed = pad->m_vibrateMotors[0].m_value * 257;
vibrate.wRightMotorSpeed = pad->m_vibrateMotors[1].m_value * 257;
(*xinputSetState)(padnum, &vibrate);
break;
}
m_info.now_connect = online;
Sleep((online > 0) ? THREAD_SLEEP : THREAD_SLEEP_INACTIVE);
}
return 0;
}
DWORD WINAPI xinput_pad_handler::ThreadProcProxy(LPVOID parameter)
std::vector<std::string> xinput_pad_handler::ListDevices()
{
return reinterpret_cast<xinput_pad_handler *>(parameter)->ThreadProcedure();
std::vector<std::string> xinput_pads_list;
if (!Init()) return xinput_pads_list;
for (DWORD i = 0; i < MAX_GAMEPADS; i++)
{
XINPUT_STATE state;
DWORD result = (*xinputGetState)(i, &state);
if (result == ERROR_SUCCESS)
{
xinput_pads_list.push_back(fmt::format("Xinput Pad #%d", i));
}
}
return xinput_pads_list;
}
bool xinput_pad_handler::bindPadToDevice(std::shared_ptr<Pad> pad, const std::string& device)
{
//Convert device string to u32 representing xinput device number
u32 device_number = 0;
size_t pos = device.find("Xinput Pad #");
if (pos != std::string::npos) device_number = std::stoul(device.substr(pos + 12));
if (pos == std::string::npos || device_number >= MAX_GAMEPADS) return false;
pad->Init(
CELL_PAD_STATUS_DISCONNECTED,
CELL_PAD_SETTING_PRESS_OFF | CELL_PAD_SETTING_SENSOR_OFF,
CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE | CELL_PAD_CAPABILITY_ACTUATOR,
CELL_PAD_DEV_TYPE_STANDARD
);
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_UP, CELL_PAD_CTRL_UP);
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_DOWN, CELL_PAD_CTRL_DOWN);
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_LEFT, CELL_PAD_CTRL_LEFT);
pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, XINPUT_GAMEPAD_DPAD_RIGHT, CELL_PAD_CTRL_RIGHT);
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);
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