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https://github.com/RPCS3/rpcs3.git
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524 lines
20 KiB
C++
524 lines
20 KiB
C++
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#ifdef _WIN32
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#include "xinput_pad_handler.h"
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xinput_pad_handler::xinput_pad_handler() : PadHandlerBase(pad_handler::xinput)
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{
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init_configs();
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// Define border values
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thumb_min = -32768;
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thumb_max = 32767;
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trigger_min = 0;
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trigger_max = 255;
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vibration_min = 0;
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vibration_max = 65535;
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// set capabilities
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b_has_config = true;
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b_has_rumble = true;
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b_has_deadzones = true;
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m_name_string = "XInput Pad #";
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m_max_devices = XUSER_MAX_COUNT;
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m_trigger_threshold = trigger_max / 2;
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m_thumb_threshold = thumb_max / 2;
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}
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xinput_pad_handler::~xinput_pad_handler()
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{
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Close();
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}
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void xinput_pad_handler::init_config(pad_config* cfg, const std::string& name)
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{
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// Set this profile's save location
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cfg->cfg_name = name;
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// Set default button mapping
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cfg->ls_left.def = button_list.at(XInputKeyCodes::LSXNeg);
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cfg->ls_down.def = button_list.at(XInputKeyCodes::LSYNeg);
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cfg->ls_right.def = button_list.at(XInputKeyCodes::LSXPos);
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cfg->ls_up.def = button_list.at(XInputKeyCodes::LSYPos);
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cfg->rs_left.def = button_list.at(XInputKeyCodes::RSXNeg);
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cfg->rs_down.def = button_list.at(XInputKeyCodes::RSYNeg);
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cfg->rs_right.def = button_list.at(XInputKeyCodes::RSXPos);
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cfg->rs_up.def = button_list.at(XInputKeyCodes::RSYPos);
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cfg->start.def = button_list.at(XInputKeyCodes::Start);
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cfg->select.def = button_list.at(XInputKeyCodes::Back);
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cfg->ps.def = button_list.at(XInputKeyCodes::Guide);
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cfg->square.def = button_list.at(XInputKeyCodes::X);
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cfg->cross.def = button_list.at(XInputKeyCodes::A);
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cfg->circle.def = button_list.at(XInputKeyCodes::B);
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cfg->triangle.def = button_list.at(XInputKeyCodes::Y);
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cfg->left.def = button_list.at(XInputKeyCodes::Left);
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cfg->down.def = button_list.at(XInputKeyCodes::Down);
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cfg->right.def = button_list.at(XInputKeyCodes::Right);
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cfg->up.def = button_list.at(XInputKeyCodes::Up);
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cfg->r1.def = button_list.at(XInputKeyCodes::RB);
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cfg->r2.def = button_list.at(XInputKeyCodes::RT);
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cfg->r3.def = button_list.at(XInputKeyCodes::RS);
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cfg->l1.def = button_list.at(XInputKeyCodes::LB);
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cfg->l2.def = button_list.at(XInputKeyCodes::LT);
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cfg->l3.def = button_list.at(XInputKeyCodes::LS);
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// Set default misc variables
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cfg->lstickdeadzone.def = XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE; // between 0 and 32767
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cfg->rstickdeadzone.def = XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE; // between 0 and 32767
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cfg->ltriggerthreshold.def = XINPUT_GAMEPAD_TRIGGER_THRESHOLD; // between 0 and 255
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cfg->rtriggerthreshold.def = XINPUT_GAMEPAD_TRIGGER_THRESHOLD; // between 0 and 255
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cfg->padsquircling.def = 8000;
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// apply defaults
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cfg->from_default();
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}
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void xinput_pad_handler::GetNextButtonPress(const std::string& padId, const std::function<void(u16, std::string, int[])>& callback, const std::function<void()>& fail_callback, bool get_blacklist, std::vector<std::string> buttons)
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{
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if (get_blacklist)
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blacklist.clear();
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int device_number = GetDeviceNumber(padId);
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if (device_number < 0)
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return fail_callback();
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DWORD dwResult;
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XINPUT_STATE state;
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ZeroMemory(&state, sizeof(XINPUT_STATE));
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// Simply get the state of the controller from XInput.
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dwResult = (*xinputGetState)(static_cast<u32>(device_number), &state);
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if (dwResult != ERROR_SUCCESS)
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return fail_callback();
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// Check for each button in our list if its corresponding (maybe remapped) button or axis was pressed.
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// Return the new value if the button was pressed (aka. its value was bigger than 0 or the defined threshold)
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// Use a pair to get all the legally pressed buttons and use the one with highest value (prioritize first)
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std::pair<u16, std::string> pressed_button = { 0, "" };
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auto data = GetButtonValues(state);
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for (const auto& button : button_list)
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{
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u32 keycode = button.first;
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u16 value = data[keycode];
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if (!get_blacklist && std::find(blacklist.begin(), blacklist.end(), keycode) != blacklist.end())
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continue;
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if (((keycode < XInputKeyCodes::LT) && (value > 0))
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|| ((keycode == XInputKeyCodes::LT) && (value > m_trigger_threshold))
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|| ((keycode == XInputKeyCodes::RT) && (value > m_trigger_threshold))
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|| ((keycode >= XInputKeyCodes::LSXNeg && keycode <= XInputKeyCodes::LSYPos) && (value > m_thumb_threshold))
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|| ((keycode >= XInputKeyCodes::RSXNeg && keycode <= XInputKeyCodes::RSYPos) && (value > m_thumb_threshold)))
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{
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if (get_blacklist)
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{
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blacklist.emplace_back(keycode);
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LOG_ERROR(HLE, "XInput Calibration: Added key [ %d = %s ] to blacklist. Value = %d", keycode, button.second, value);
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}
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else if (value > pressed_button.first)
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pressed_button = { value, button.second };
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}
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}
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if (get_blacklist)
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{
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if (blacklist.size() <= 0)
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LOG_SUCCESS(HLE, "XInput Calibration: Blacklist is clear. No input spam detected");
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return;
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}
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int preview_values[6] = { data[LT], data[RT], data[LSXPos] - data[LSXNeg], data[LSYPos] - data[LSYNeg], data[RSXPos] - data[RSXNeg], data[RSYPos] - data[RSYNeg] };
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if (pressed_button.first > 0)
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return callback(pressed_button.first, pressed_button.second, preview_values);
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else
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return callback(0, "", preview_values);
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}
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void xinput_pad_handler::TestVibration(const std::string& padId, u32 largeMotor, u32 smallMotor)
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{
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int device_number = GetDeviceNumber(padId);
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if (device_number < 0)
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return;
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// The left motor is the low-frequency rumble motor. The right motor is the high-frequency rumble motor.
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// The two motors are not the same, and they create different vibration effects.
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XINPUT_VIBRATION vibrate;
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vibrate.wLeftMotorSpeed = largeMotor; // between 0 to 65535
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vibrate.wRightMotorSpeed = smallMotor; // between 0 to 65535
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(*xinputSetState)(static_cast<u32>(device_number), &vibrate);
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}
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void xinput_pad_handler::TranslateButtonPress(u64 keyCode, bool& pressed, u16& val, bool ignore_threshold)
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{
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// Update the pad button values based on their type and thresholds.
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// With this you can use axis or triggers as buttons or vice versa
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auto p_profile = m_dev->config;
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switch (keyCode)
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{
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case XInputKeyCodes::LT:
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pressed = val > p_profile->ltriggerthreshold;
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val = pressed ? NormalizeTriggerInput(val, p_profile->ltriggerthreshold) : 0;
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break;
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case XInputKeyCodes::RT:
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pressed = val > p_profile->rtriggerthreshold;
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val = pressed ? NormalizeTriggerInput(val, p_profile->rtriggerthreshold) : 0;
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break;
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case XInputKeyCodes::LSXNeg:
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case XInputKeyCodes::LSXPos:
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case XInputKeyCodes::LSYPos:
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case XInputKeyCodes::LSYNeg:
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pressed = val > (ignore_threshold ? 0 : p_profile->lstickdeadzone);
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val = pressed ? NormalizeStickInput(val, p_profile->lstickdeadzone, ignore_threshold) : 0;
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break;
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case XInputKeyCodes::RSXNeg:
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case XInputKeyCodes::RSXPos:
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case XInputKeyCodes::RSYPos:
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case XInputKeyCodes::RSYNeg:
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pressed = val > (ignore_threshold ? 0 : p_profile->rstickdeadzone);
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val = pressed ? NormalizeStickInput(val, p_profile->rstickdeadzone, ignore_threshold) : 0;
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break;
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default: // normal button (should in theory also support sensitive buttons)
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pressed = val > 0;
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val = pressed ? val : 0;
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break;
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}
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}
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int xinput_pad_handler::GetDeviceNumber(const std::string& padId)
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{
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if (!Init())
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return -1;
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size_t pos = padId.find(m_name_string);
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if (pos == std::string::npos)
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return -1;
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int device_number = std::stoul(padId.substr(pos + 12));
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if (device_number >= XUSER_MAX_COUNT)
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return -1;
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return device_number;
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}
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std::array<u16, xinput_pad_handler::XInputKeyCodes::KeyCodeCount> xinput_pad_handler::GetButtonValues(const XINPUT_STATE& state)
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{
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std::array<u16, xinput_pad_handler::XInputKeyCodes::KeyCodeCount> values;
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// Triggers
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values[XInputKeyCodes::LT] = state.Gamepad.bLeftTrigger;
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values[XInputKeyCodes::RT] = state.Gamepad.bRightTrigger;
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// Sticks
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int lx = state.Gamepad.sThumbLX;
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int ly = state.Gamepad.sThumbLY;
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int rx = state.Gamepad.sThumbRX;
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int ry = state.Gamepad.sThumbRY;
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// Left Stick X Axis
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values[XInputKeyCodes::LSXNeg] = lx < 0 ? abs(lx) - 1 : 0;
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values[XInputKeyCodes::LSXPos] = lx > 0 ? lx : 0;
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// Left Stick Y Axis
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values[XInputKeyCodes::LSYNeg] = ly < 0 ? abs(ly) - 1 : 0;
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values[XInputKeyCodes::LSYPos] = ly > 0 ? ly : 0;
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// Right Stick X Axis
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values[XInputKeyCodes::RSXNeg] = rx < 0 ? abs(rx) - 1 : 0;
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values[XInputKeyCodes::RSXPos] = rx > 0 ? rx : 0;
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// Right Stick Y Axis
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values[XInputKeyCodes::RSYNeg] = ry < 0 ? abs(ry) - 1 : 0;
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values[XInputKeyCodes::RSYPos] = ry > 0 ? ry : 0;
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// Buttons
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WORD buttons = state.Gamepad.wButtons;
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// A, B, X, Y
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values[XInputKeyCodes::A] = buttons & XINPUT_GAMEPAD_A ? 255 : 0;
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values[XInputKeyCodes::B] = buttons & XINPUT_GAMEPAD_B ? 255 : 0;
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values[XInputKeyCodes::X] = buttons & XINPUT_GAMEPAD_X ? 255 : 0;
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values[XInputKeyCodes::Y] = buttons & XINPUT_GAMEPAD_Y ? 255 : 0;
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// D-Pad
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values[XInputKeyCodes::Left] = buttons & XINPUT_GAMEPAD_DPAD_LEFT ? 255 : 0;
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values[XInputKeyCodes::Right] = buttons & XINPUT_GAMEPAD_DPAD_RIGHT ? 255 : 0;
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values[XInputKeyCodes::Up] = buttons & XINPUT_GAMEPAD_DPAD_UP ? 255 : 0;
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values[XInputKeyCodes::Down] = buttons & XINPUT_GAMEPAD_DPAD_DOWN ? 255 : 0;
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// LB, RB, LS, RS
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values[XInputKeyCodes::LB] = buttons & XINPUT_GAMEPAD_LEFT_SHOULDER ? 255 : 0;
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values[XInputKeyCodes::RB] = buttons & XINPUT_GAMEPAD_RIGHT_SHOULDER ? 255 : 0;
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values[XInputKeyCodes::LS] = buttons & XINPUT_GAMEPAD_LEFT_THUMB ? 255 : 0;
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values[XInputKeyCodes::RS] = buttons & XINPUT_GAMEPAD_RIGHT_THUMB ? 255 : 0;
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// Start, Back, Guide
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values[XInputKeyCodes::Start] = buttons & XINPUT_GAMEPAD_START ? 255 : 0;
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values[XInputKeyCodes::Back] = buttons & XINPUT_GAMEPAD_BACK ? 255 : 0;
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values[XInputKeyCodes::Guide] = buttons & XINPUT_INFO::GUIDE_BUTTON ? 255 : 0;
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return values;
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}
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bool xinput_pad_handler::Init()
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{
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if (is_init)
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return true;
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for (auto it : XINPUT_INFO::LIBRARY_FILENAMES)
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{
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library = LoadLibrary(it);
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if (library)
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{
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xinputEnable = reinterpret_cast<PFN_XINPUTENABLE>(GetProcAddress(library, "XInputEnable"));
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xinputGetState = reinterpret_cast<PFN_XINPUTGETSTATE>(GetProcAddress(library, reinterpret_cast<LPCSTR>(100)));
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if (!xinputGetState)
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xinputGetState = reinterpret_cast<PFN_XINPUTGETSTATE>(GetProcAddress(library, "XInputGetState"));
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xinputSetState = reinterpret_cast<PFN_XINPUTSETSTATE>(GetProcAddress(library, "XInputSetState"));
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xinputGetBatteryInformation = reinterpret_cast<PFN_XINPUTGETBATTERYINFORMATION>(GetProcAddress(library, "XInputGetBatteryInformation"));
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if (xinputEnable && xinputGetState && xinputSetState && xinputGetBatteryInformation)
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{
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is_init = true;
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break;
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}
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FreeLibrary(library);
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library = nullptr;
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xinputEnable = nullptr;
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xinputGetState = nullptr;
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xinputGetBatteryInformation = nullptr;
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}
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}
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if (!is_init)
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return false;
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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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FreeLibrary(library);
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library = nullptr;
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xinputGetState = nullptr;
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xinputEnable = nullptr;
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xinputGetBatteryInformation = nullptr;
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}
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}
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void xinput_pad_handler::ThreadProc()
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{
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for (int i = 0; i < static_cast<int>(bindings.size()); ++i)
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{
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auto& bind = bindings[i];
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m_dev = bind.first;
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auto padnum = m_dev->deviceNumber;
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auto profile = m_dev->config;
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auto pad = bind.second;
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result = (*xinputGetState)(padnum, &state);
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switch (result)
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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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{
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LOG_ERROR(HLE, "XInput device %d disconnected", padnum);
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pad->m_port_status &= ~CELL_PAD_STATUS_CONNECTED;
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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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connected--;
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}
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continue;
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case ERROR_SUCCESS:
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if (last_connection_status[i] == false)
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{
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LOG_SUCCESS(HLE, "XInput device %d reconnected", padnum);
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pad->m_port_status |= CELL_PAD_STATUS_CONNECTED;
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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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connected++;
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}
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std::array<u16, XInputKeyCodes::KeyCodeCount> button_values = GetButtonValues(state);
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// Translate any corresponding keycodes to our normal DS3 buttons and triggers
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for (auto& btn : pad->m_buttons)
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{
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btn.m_value = button_values[btn.m_keyCode];
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TranslateButtonPress(btn.m_keyCode, btn.m_pressed, btn.m_value);
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}
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for (const auto& btn : pad->m_buttons)
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{
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if (btn.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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// used to get the absolute value of an axis
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s32 stick_val[4];
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// Translate any corresponding keycodes to our two sticks. (ignoring thresholds for now)
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for (int i = 0; i < static_cast<int>(pad->m_sticks.size()); i++)
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{
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bool pressed;
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// m_keyCodeMin is the mapped key for left or down
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u32 key_min = pad->m_sticks[i].m_keyCodeMin;
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u16 val_min = button_values[key_min];
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TranslateButtonPress(key_min, pressed, val_min, true);
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// m_keyCodeMax is the mapped key for right or up
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u32 key_max = pad->m_sticks[i].m_keyCodeMax;
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u16 val_max = button_values[key_max];
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TranslateButtonPress(key_max, pressed, val_max, true);
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// cancel out opposing values and get the resulting difference
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stick_val[i] = val_max - val_min;
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}
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u16 lx, ly, rx, ry;
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// Normalize our two stick's axis based on the thresholds
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std::tie(lx, ly) = NormalizeStickDeadzone(stick_val[0], stick_val[1], profile->lstickdeadzone);
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std::tie(rx, ry) = NormalizeStickDeadzone(stick_val[2], stick_val[3], profile->rstickdeadzone);
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if (profile->padsquircling != 0)
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{
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std::tie(lx, ly) = ConvertToSquirclePoint(lx, ly, profile->padsquircling);
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std::tie(rx, ry) = ConvertToSquirclePoint(rx, ry, profile->padsquircling);
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}
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pad->m_sticks[0].m_value = lx;
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pad->m_sticks[1].m_value = 255 - ly;
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pad->m_sticks[2].m_value = rx;
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pad->m_sticks[3].m_value = 255 - ry;
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// Receive Battery Info. If device is not on cable, get battery level, else assume full
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XINPUT_BATTERY_INFORMATION battery_info;
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(*xinputGetBatteryInformation)(padnum, BATTERY_DEVTYPE_GAMEPAD, &battery_info);
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pad->m_cable_state = battery_info.BatteryType == BATTERY_TYPE_WIRED ? 1 : 0;
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pad->m_battery_level = pad->m_cable_state ? BATTERY_LEVEL_FULL : battery_info.BatteryLevel;
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// The left motor is the low-frequency rumble motor. The right motor is the high-frequency rumble motor.
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// The two motors are not the same, and they create different vibration effects. Values range between 0 to 65535.
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int idx_l = profile->switch_vibration_motors ? 1 : 0;
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int idx_s = profile->switch_vibration_motors ? 0 : 1;
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int speed_large = profile->enable_vibration_motor_large ? pad->m_vibrateMotors[idx_l].m_value * 257 : vibration_min;
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int speed_small = profile->enable_vibration_motor_small ? pad->m_vibrateMotors[idx_s].m_value * 257 : vibration_min;
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m_dev->newVibrateData = m_dev->newVibrateData || m_dev->largeVibrate != speed_large || m_dev->smallVibrate != speed_small;
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m_dev->largeVibrate = speed_large;
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m_dev->smallVibrate = speed_small;
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// 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.
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if (m_dev->newVibrateData && (clock() - m_dev->last_vibration > 20))
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|
{
|
|
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<std::string> xinput_pad_handler::ListDevices()
|
|
{
|
|
std::vector<std::string> 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(m_name_string + std::to_string(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
|
|
int device_number = GetDeviceNumber(device);
|
|
if (device_number < 0)
|
|
return false;
|
|
|
|
std::shared_ptr<XInputDevice> x_device = std::make_shared<XInputDevice>();
|
|
x_device->deviceNumber = static_cast<u32>(device_number);
|
|
|
|
int index = static_cast<int>(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_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
|