#ifdef _MSC_VER #include "xinput_pad_handler.h" xinput_pad_handler::xinput_pad_handler() : PadHandlerBase(pad_handler::xinput) { init_configs(); // Define border values thumb_min = -32768; thumb_max = 32767; trigger_min = 0; trigger_max = 255; vibration_min = 0; vibration_max = 65535; // set capabilities b_has_config = true; b_has_rumble = true; b_has_deadzones = true; m_trigger_threshold = trigger_max / 2; m_thumb_threshold = thumb_max / 2; } xinput_pad_handler::~xinput_pad_handler() { Close(); } void xinput_pad_handler::init_config(pad_config* cfg, const std::string& name) { // Set this profile's save location cfg->cfg_name = name; // Set default button mapping cfg->ls_left.def = button_list.at(XInputKeyCodes::LSXNeg); cfg->ls_down.def = button_list.at(XInputKeyCodes::LSYNeg); cfg->ls_right.def = button_list.at(XInputKeyCodes::LSXPos); cfg->ls_up.def = button_list.at(XInputKeyCodes::LSYPos); cfg->rs_left.def = button_list.at(XInputKeyCodes::RSXNeg); cfg->rs_down.def = button_list.at(XInputKeyCodes::RSYNeg); cfg->rs_right.def = button_list.at(XInputKeyCodes::RSXPos); cfg->rs_up.def = button_list.at(XInputKeyCodes::RSYPos); cfg->start.def = button_list.at(XInputKeyCodes::Start); cfg->select.def = button_list.at(XInputKeyCodes::Back); cfg->ps.def = button_list.at(XInputKeyCodes::Guide); cfg->square.def = button_list.at(XInputKeyCodes::X); cfg->cross.def = button_list.at(XInputKeyCodes::A); cfg->circle.def = button_list.at(XInputKeyCodes::B); cfg->triangle.def = button_list.at(XInputKeyCodes::Y); cfg->left.def = button_list.at(XInputKeyCodes::Left); cfg->down.def = button_list.at(XInputKeyCodes::Down); cfg->right.def = button_list.at(XInputKeyCodes::Right); cfg->up.def = button_list.at(XInputKeyCodes::Up); cfg->r1.def = button_list.at(XInputKeyCodes::RB); cfg->r2.def = button_list.at(XInputKeyCodes::RT); cfg->r3.def = button_list.at(XInputKeyCodes::RS); cfg->l1.def = button_list.at(XInputKeyCodes::LB); cfg->l2.def = button_list.at(XInputKeyCodes::LT); cfg->l3.def = button_list.at(XInputKeyCodes::LS); // Set default misc variables cfg->lstickdeadzone.def = XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE; // between 0 and 32767 cfg->rstickdeadzone.def = XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE; // between 0 and 32767 cfg->ltriggerthreshold.def = XINPUT_GAMEPAD_TRIGGER_THRESHOLD; // between 0 and 255 cfg->rtriggerthreshold.def = XINPUT_GAMEPAD_TRIGGER_THRESHOLD; // between 0 and 255 cfg->padsquircling.def = 8000; // apply defaults cfg->from_default(); } void xinput_pad_handler::GetNextButtonPress(const std::string& padId, const std::function& callback, bool get_blacklist, std::vector buttons) { if (get_blacklist) blacklist.clear(); int device_number = GetDeviceNumber(padId); if (device_number < 0) return; DWORD dwResult; XINPUT_STATE state; ZeroMemory(&state, sizeof(XINPUT_STATE)); // Simply get the state of the controller from XInput. dwResult = (*xinputGetState)(static_cast(device_number), &state); if (dwResult != ERROR_SUCCESS) return; // Check for each button in our list if its corresponding (maybe remapped) button or axis was pressed. // Return the new value if the button was pressed (aka. its value was bigger than 0 or the defined threshold) // Use a pair to get all the legally pressed buttons and use the one with highest value (prioritize first) std::pair pressed_button = { 0, "" }; auto data = GetButtonValues(state); for (const auto& button : button_list) { u32 keycode = button.first; u16 value = data[keycode]; if (!get_blacklist && std::find(blacklist.begin(), blacklist.end(), keycode) != blacklist.end()) continue; if (((keycode < XInputKeyCodes::LT) && (value > 0)) || ((keycode == XInputKeyCodes::LT) && (value > m_trigger_threshold)) || ((keycode == XInputKeyCodes::RT) && (value > m_trigger_threshold)) || ((keycode >= XInputKeyCodes::LSXNeg && keycode <= XInputKeyCodes::LSYPos) && (value > m_thumb_threshold)) || ((keycode >= XInputKeyCodes::RSXNeg && keycode <= XInputKeyCodes::RSYPos) && (value > m_thumb_threshold))) { if (get_blacklist) { blacklist.emplace_back(keycode); LOG_ERROR(HLE, "XInput Calibration: Added key [ %d = %s ] to blacklist. Value = %d", keycode, button.second, value); } else if (value > pressed_button.first) pressed_button = { value, button.second }; } } if (get_blacklist) { if (blacklist.size() <= 0) LOG_SUCCESS(HLE, "XInput Calibration: Blacklist is clear. No input spam detected"); return; } int preview_values[6] = { data[LT], data[RT], data[LSXPos] - data[LSXNeg], data[LSYPos] - data[LSYNeg], data[RSXPos] - data[RSXNeg], data[RSYPos] - data[RSYNeg] }; if (pressed_button.first > 0) return callback(pressed_button.first, pressed_button.second, preview_values); else return callback(0, "", preview_values); } void xinput_pad_handler::TestVibration(const std::string& padId, u32 largeMotor, u32 smallMotor) { int device_number = GetDeviceNumber(padId); if (device_number < 0) return; // The left motor is the low-frequency rumble motor. The right motor is the high-frequency rumble motor. // The two motors are not the same, and they create different vibration effects. XINPUT_VIBRATION vibrate; vibrate.wLeftMotorSpeed = largeMotor; // between 0 to 65535 vibrate.wRightMotorSpeed = smallMotor; // between 0 to 65535 (*xinputSetState)(static_cast(device_number), &vibrate); } void xinput_pad_handler::TranslateButtonPress(u64 keyCode, bool& pressed, u16& val, bool ignore_threshold) { // Update the pad button values based on their type and thresholds. // With this you can use axis or triggers as buttons or vice versa auto p_profile = m_dev->config; switch (keyCode) { case XInputKeyCodes::LT: pressed = val > p_profile->ltriggerthreshold; val = pressed ? NormalizeTriggerInput(val, p_profile->ltriggerthreshold) : 0; break; case XInputKeyCodes::RT: pressed = val > p_profile->rtriggerthreshold; val = pressed ? NormalizeTriggerInput(val, p_profile->rtriggerthreshold) : 0; break; case XInputKeyCodes::LSXNeg: case XInputKeyCodes::LSXPos: case XInputKeyCodes::LSYPos: case XInputKeyCodes::LSYNeg: pressed = val > (ignore_threshold ? 0 : p_profile->lstickdeadzone); val = pressed ? NormalizeStickInput(val, p_profile->lstickdeadzone, ignore_threshold) : 0; break; case XInputKeyCodes::RSXNeg: case XInputKeyCodes::RSXPos: case XInputKeyCodes::RSYPos: case XInputKeyCodes::RSYNeg: pressed = val > (ignore_threshold ? 0 : p_profile->rstickdeadzone); val = pressed ? NormalizeStickInput(val, p_profile->rstickdeadzone, ignore_threshold) : 0; break; default: // normal button (should in theory also support sensitive buttons) pressed = val > 0; val = pressed ? val : 0; break; } } int xinput_pad_handler::GetDeviceNumber(const std::string& padId) { if (!Init()) return -1; size_t pos = padId.find("Xinput Pad #"); if (pos == std::string::npos) return -1; int device_number = std::stoul(padId.substr(pos + 12)); if (device_number >= XUSER_MAX_COUNT) return -1; return device_number; } std::array xinput_pad_handler::GetButtonValues(const XINPUT_STATE& state) { std::array values; // Triggers values[XInputKeyCodes::LT] = state.Gamepad.bLeftTrigger; values[XInputKeyCodes::RT] = state.Gamepad.bRightTrigger; // Sticks int lx = state.Gamepad.sThumbLX; int ly = state.Gamepad.sThumbLY; int rx = state.Gamepad.sThumbRX; int ry = state.Gamepad.sThumbRY; // Left Stick X Axis values[XInputKeyCodes::LSXNeg] = lx < 0 ? abs(lx) - 1 : 0; values[XInputKeyCodes::LSXPos] = lx > 0 ? lx : 0; // Left Stick Y Axis values[XInputKeyCodes::LSYNeg] = ly < 0 ? abs(ly) - 1 : 0; values[XInputKeyCodes::LSYPos] = ly > 0 ? ly : 0; // Right Stick X Axis values[XInputKeyCodes::RSXNeg] = rx < 0 ? abs(rx) - 1 : 0; values[XInputKeyCodes::RSXPos] = rx > 0 ? rx : 0; // Right Stick Y Axis values[XInputKeyCodes::RSYNeg] = ry < 0 ? abs(ry) - 1 : 0; values[XInputKeyCodes::RSYPos] = ry > 0 ? ry : 0; // Buttons WORD buttons = state.Gamepad.wButtons; // A, B, X, Y values[XInputKeyCodes::A] = buttons & XINPUT_GAMEPAD_A ? 255 : 0; values[XInputKeyCodes::B] = buttons & XINPUT_GAMEPAD_B ? 255 : 0; values[XInputKeyCodes::X] = buttons & XINPUT_GAMEPAD_X ? 255 : 0; values[XInputKeyCodes::Y] = buttons & XINPUT_GAMEPAD_Y ? 255 : 0; // D-Pad values[XInputKeyCodes::Left] = buttons & XINPUT_GAMEPAD_DPAD_LEFT ? 255 : 0; values[XInputKeyCodes::Right] = buttons & XINPUT_GAMEPAD_DPAD_RIGHT ? 255 : 0; values[XInputKeyCodes::Up] = buttons & XINPUT_GAMEPAD_DPAD_UP ? 255 : 0; values[XInputKeyCodes::Down] = buttons & XINPUT_GAMEPAD_DPAD_DOWN ? 255 : 0; // LB, RB, LS, RS values[XInputKeyCodes::LB] = buttons & XINPUT_GAMEPAD_LEFT_SHOULDER ? 255 : 0; values[XInputKeyCodes::RB] = buttons & XINPUT_GAMEPAD_RIGHT_SHOULDER ? 255 : 0; values[XInputKeyCodes::LS] = buttons & XINPUT_GAMEPAD_LEFT_THUMB ? 255 : 0; values[XInputKeyCodes::RS] = buttons & XINPUT_GAMEPAD_RIGHT_THUMB ? 255 : 0; // Start, Back, Guide values[XInputKeyCodes::Start] = buttons & XINPUT_GAMEPAD_START ? 255 : 0; values[XInputKeyCodes::Back] = buttons & XINPUT_GAMEPAD_BACK ? 255 : 0; values[XInputKeyCodes::Guide] = buttons & XINPUT_INFO::GUIDE_BUTTON ? 255 : 0; return values; } bool xinput_pad_handler::Init() { if (is_init) return true; for (auto it : XINPUT_INFO::LIBRARY_FILENAMES) { library = LoadLibrary(it); if (library) { xinputEnable = reinterpret_cast(GetProcAddress(library, "XInputEnable")); xinputGetState = reinterpret_cast(GetProcAddress(library, reinterpret_cast(100))); if (!xinputGetState) xinputGetState = reinterpret_cast(GetProcAddress(library, "XInputGetState")); xinputSetState = reinterpret_cast(GetProcAddress(library, "XInputSetState")); xinputGetBatteryInformation = reinterpret_cast(GetProcAddress(library, "XInputGetBatteryInformation")); if (xinputEnable && xinputGetState && xinputSetState && xinputGetBatteryInformation) { is_init = true; break; } FreeLibrary(library); library = nullptr; xinputEnable = nullptr; xinputGetState = nullptr; xinputGetBatteryInformation = nullptr; } } if (!is_init) return false; return true; } void xinput_pad_handler::Close() { if (library) { FreeLibrary(library); library = nullptr; xinputGetState = nullptr; xinputEnable = nullptr; xinputGetBatteryInformation = nullptr; } } void xinput_pad_handler::ThreadProc() { for (auto &bind : bindings) { m_dev = bind.first; auto padnum = m_dev->deviceNumber; auto profile = m_dev->config; auto pad = bind.second; result = (*xinputGetState)(padnum, &state); switch (result) { case ERROR_DEVICE_NOT_CONNECTED: if (last_connection_status[padnum] == true) { LOG_ERROR(HLE, "XInput device %d disconnected", padnum); pad->m_port_status &= ~CELL_PAD_STATUS_CONNECTED; pad->m_port_status |= CELL_PAD_STATUS_ASSIGN_CHANGES; last_connection_status[padnum] = false; connected--; } continue; case ERROR_SUCCESS: if (last_connection_status[padnum] == false) { LOG_SUCCESS(HLE, "XInput device %d reconnected", padnum); pad->m_port_status |= CELL_PAD_STATUS_CONNECTED; pad->m_port_status |= CELL_PAD_STATUS_ASSIGN_CHANGES; last_connection_status[padnum] = true; connected++; } std::array button_values = GetButtonValues(state); // Translate any corresponding keycodes to our normal DS3 buttons and triggers for (auto& btn : pad->m_buttons) { btn.m_value = button_values[btn.m_keyCode]; TranslateButtonPress(btn.m_keyCode, btn.m_pressed, btn.m_value); } for (const auto& btn : pad->m_buttons) { if (btn.m_pressed) { SetThreadExecutionState(ES_SYSTEM_REQUIRED | ES_DISPLAY_REQUIRED); break; } } // used to get the absolute value of an axis s32 stick_val[4]; // Translate any corresponding keycodes to our two sticks. (ignoring thresholds for now) for (int i = 0; i < static_cast(pad->m_sticks.size()); i++) { bool pressed; // m_keyCodeMin is the mapped key for left or down u32 key_min = pad->m_sticks[i].m_keyCodeMin; u16 val_min = button_values[key_min]; TranslateButtonPress(key_min, pressed, val_min, true); // m_keyCodeMax is the mapped key for right or up u32 key_max = pad->m_sticks[i].m_keyCodeMax; u16 val_max = button_values[key_max]; TranslateButtonPress(key_max, pressed, val_max, true); // cancel out opposing values and get the resulting difference stick_val[i] = val_max - val_min; } u16 lx, ly, rx, ry; // Normalize our two stick's axis based on the thresholds std::tie(lx, ly) = NormalizeStickDeadzone(stick_val[0], stick_val[1], profile->lstickdeadzone); std::tie(rx, ry) = NormalizeStickDeadzone(stick_val[2], stick_val[3], profile->rstickdeadzone); if (profile->padsquircling != 0) { std::tie(lx, ly) = ConvertToSquirclePoint(lx, ly, profile->padsquircling); std::tie(rx, ry) = ConvertToSquirclePoint(rx, ry, profile->padsquircling); } pad->m_sticks[0].m_value = lx; pad->m_sticks[1].m_value = 255 - ly; pad->m_sticks[2].m_value = rx; pad->m_sticks[3].m_value = 255 - ry; // Receive Battery Info. If device is not on cable, get battery level, else assume full XINPUT_BATTERY_INFORMATION battery_info; (*xinputGetBatteryInformation)(padnum, BATTERY_DEVTYPE_GAMEPAD, &battery_info); pad->m_cable_state = battery_info.BatteryType == BATTERY_TYPE_WIRED ? 1 : 0; pad->m_battery_level = pad->m_cable_state ? BATTERY_LEVEL_FULL : battery_info.BatteryLevel; // The left motor is the low-frequency rumble motor. The right motor is the high-frequency rumble motor. // The two motors are not the same, and they create different vibration effects. Values range between 0 to 65535. int idx_l = profile->switch_vibration_motors ? 1 : 0; int idx_s = profile->switch_vibration_motors ? 0 : 1; int speed_large = profile->enable_vibration_motor_large ? pad->m_vibrateMotors[idx_l].m_value * 257 : vibration_min; int speed_small = profile->enable_vibration_motor_small ? pad->m_vibrateMotors[idx_s].m_value * 257 : vibration_min; m_dev->newVibrateData = m_dev->newVibrateData || m_dev->largeVibrate != speed_large || m_dev->smallVibrate != speed_small; m_dev->largeVibrate = speed_large; m_dev->smallVibrate = speed_small; // XBox One Controller can't handle faster vibration updates than ~10ms. Elite is even worse. So I'll use 20ms to be on the safe side. No lag was noticable. if (m_dev->newVibrateData && (clock() - m_dev->last_vibration > 20)) { XINPUT_VIBRATION vibrate; vibrate.wLeftMotorSpeed = speed_large; vibrate.wRightMotorSpeed = speed_small; if ((*xinputSetState)(padnum, &vibrate) == ERROR_SUCCESS) { m_dev->newVibrateData = false; m_dev->last_vibration = clock(); } } break; } } } std::vector xinput_pad_handler::ListDevices() { std::vector xinput_pads_list; if (!Init()) return xinput_pads_list; for (DWORD i = 0; i < XUSER_MAX_COUNT; 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, const std::string& device) { //Convert device string to u32 representing xinput device number int device_number = GetDeviceNumber(device); if (device_number < 0) return false; std::shared_ptr x_device = std::make_shared(); x_device->deviceNumber = static_cast(device_number); int index = static_cast(bindings.size()); m_pad_configs[index].load(); x_device->config = &m_pad_configs[index]; pad_config* p_profile = x_device->config; if (p_profile == nullptr) 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_HP_ANALOG_STICK | CELL_PAD_CAPABILITY_ACTUATOR | CELL_PAD_CAPABILITY_SENSOR_MODE, CELL_PAD_DEV_TYPE_STANDARD ); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, FindKeyCode(button_list, p_profile->up), CELL_PAD_CTRL_UP); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, FindKeyCode(button_list, p_profile->down), CELL_PAD_CTRL_DOWN); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, FindKeyCode(button_list, p_profile->left), CELL_PAD_CTRL_LEFT); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, FindKeyCode(button_list, p_profile->right), CELL_PAD_CTRL_RIGHT); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, FindKeyCode(button_list, p_profile->start), CELL_PAD_CTRL_START); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, FindKeyCode(button_list, p_profile->select), CELL_PAD_CTRL_SELECT); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, FindKeyCode(button_list, p_profile->l3), CELL_PAD_CTRL_L3); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL1, FindKeyCode(button_list, p_profile->r3), CELL_PAD_CTRL_R3); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, FindKeyCode(button_list, p_profile->l1), CELL_PAD_CTRL_L1); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, FindKeyCode(button_list, p_profile->r1), CELL_PAD_CTRL_R1); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, FindKeyCode(button_list, p_profile->ps), 0x100/*CELL_PAD_CTRL_PS*/);// TODO: PS button support pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, FindKeyCode(button_list, p_profile->cross), CELL_PAD_CTRL_CROSS); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, FindKeyCode(button_list, p_profile->circle), CELL_PAD_CTRL_CIRCLE); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, FindKeyCode(button_list, p_profile->square), CELL_PAD_CTRL_SQUARE); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, FindKeyCode(button_list, p_profile->triangle), CELL_PAD_CTRL_TRIANGLE); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, FindKeyCode(button_list, p_profile->l2), CELL_PAD_CTRL_L2); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, FindKeyCode(button_list, p_profile->r2), CELL_PAD_CTRL_R2); pad->m_buttons.emplace_back(CELL_PAD_BTN_OFFSET_DIGITAL2, 0, 0x0); // Reserved pad->m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_LEFT_X, FindKeyCode(button_list, p_profile->ls_left), FindKeyCode(button_list, p_profile->ls_right)); pad->m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_LEFT_Y, FindKeyCode(button_list, p_profile->ls_down), FindKeyCode(button_list, p_profile->ls_up)); pad->m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_X, FindKeyCode(button_list, p_profile->rs_left), FindKeyCode(button_list, p_profile->rs_right)); pad->m_sticks.emplace_back(CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_Y, FindKeyCode(button_list, p_profile->rs_down), FindKeyCode(button_list, p_profile->rs_up)); pad->m_sensors.emplace_back(CELL_PAD_BTN_OFFSET_SENSOR_X, 512); pad->m_sensors.emplace_back(CELL_PAD_BTN_OFFSET_SENSOR_Y, 399); pad->m_sensors.emplace_back(CELL_PAD_BTN_OFFSET_SENSOR_Z, 512); pad->m_sensors.emplace_back(CELL_PAD_BTN_OFFSET_SENSOR_G, 512); pad->m_vibrateMotors.emplace_back(true, 0); pad->m_vibrateMotors.emplace_back(false, 0); bindings.emplace_back(x_device, pad); return true; } #endif