rpcsx/rpcs3/XInputPadHandler.cpp

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#include "stdafx.h"
#include "stdafx_gui.h"
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#ifdef _MSC_VER
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#include "XInputPadHandler.h"
namespace {
const DWORD THREAD_TIMEOUT = 1000;
const DWORD THREAD_SLEEP = 10;
const DWORD THREAD_SLEEP_INACTIVE = 100;
const DWORD MAX_GAMEPADS = 4;
const DWORD XINPUT_GAMEPAD_GUIDE = 0x0400;
const DWORD XINPUT_GAMEPAD_BUTTONS = 16;
const LPCWSTR LIBRARY_FILENAMES[] = {
L"xinput1_4.dll",
L"xinput1_3.dll",
L"xinput1_2.dll",
L"xinput9_1_0.dll"
};
inline u16 ConvertAxis(SHORT value)
{
return static_cast<u16>((value + 32768l) >> 8);
}
}
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XInputPadHandler::XInputPadHandler() : active(false), thread(nullptr), library(nullptr), xinputGetState(nullptr), xinputEnable(nullptr), xinputSetState(nullptr)
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{
}
XInputPadHandler::~XInputPadHandler()
{
Close();
}
void XInputPadHandler::Init(const u32 max_connect)
{
for (auto it : LIBRARY_FILENAMES)
{
library = LoadLibrary(it);
if (library)
{
xinputEnable = reinterpret_cast<PFN_XINPUTENABLE>(GetProcAddress(library, "XInputEnable"));
xinputGetState = reinterpret_cast<PFN_XINPUTGETSTATE>(GetProcAddress(library, reinterpret_cast<LPCSTR>(100)));
if (!xinputGetState)
{
xinputGetState = reinterpret_cast<PFN_XINPUTGETSTATE>(GetProcAddress(library, "XInputGetState"));
}
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xinputSetState = reinterpret_cast<PFN_XINPUTSETSTATE>(GetProcAddress(library, "XInputSetState"));
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if (xinputEnable && xinputGetState && xinputSetState)
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{
break;
}
FreeLibrary(library);
library = nullptr;
xinputEnable = nullptr;
xinputGetState = nullptr;
}
}
if (library)
{
std::memset(&m_info, 0, sizeof m_info);
m_info.max_connect = max_connect;
for (u32 i = 0, max = std::min(max_connect, u32(MAX_GAMEPADS)); i != max; ++i)
{
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
);
auto & pad = m_pads.back();
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);
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pad.m_vibrateMotors.emplace_back(true, 0);
pad.m_vibrateMotors.emplace_back(false, 0);
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}
active = true;
thread = CreateThread(NULL, 0, &XInputPadHandler::ThreadProcProxy, this, 0, NULL);
}
}
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void XInputPadHandler::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;
}
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void XInputPadHandler::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);
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thread = nullptr;
}
FreeLibrary(library);
library = nullptr;
xinputGetState = nullptr;
xinputEnable = nullptr;
}
m_pads.clear();
}
DWORD XInputPadHandler::ThreadProcedure()
{
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// holds internal controller state change
std::array<bool, MAX_GAMEPADS> last_connection_status = {};
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while (active)
{
XINPUT_STATE state;
DWORD result;
DWORD online = 0;
for (DWORD i = 0; i != m_pads.size(); ++i)
{
auto & pad = m_pads[i];
result = (* xinputGetState)(i, &state);
switch (result)
{
case ERROR_DEVICE_NOT_CONNECTED:
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if (last_connection_status[i] == true)
pad.m_port_status |= CELL_PAD_STATUS_ASSIGN_CHANGES;
last_connection_status[i] = false;
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pad.m_port_status &= ~CELL_PAD_STATUS_CONNECTED;
break;
case ERROR_SUCCESS:
++online;
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if (last_connection_status[i] == false)
pad.m_port_status |= CELL_PAD_STATUS_ASSIGN_CHANGES;
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)
{
bool pressed = state.Gamepad.wButtons & (1 << j);
pad.m_buttons[j].m_pressed = pressed;
pad.m_buttons[j].m_value = pressed ? 255 : 0;
}
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;
pad.m_sticks[0].m_value = ConvertAxis(state.Gamepad.sThumbLX);
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pad.m_sticks[1].m_value = 255 - ConvertAxis(state.Gamepad.sThumbLY);
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pad.m_sticks[2].m_value = ConvertAxis(state.Gamepad.sThumbRX);
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pad.m_sticks[3].m_value = 255 - ConvertAxis(state.Gamepad.sThumbRY);
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XINPUT_VIBRATION vibrate;
vibrate.wLeftMotorSpeed = pad.m_vibrateMotors[0].m_value * 257;
vibrate.wRightMotorSpeed = pad.m_vibrateMotors[1].m_value * 257;
(*xinputSetState)(i, &vibrate);
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break;
}
}
m_info.now_connect = online;
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Sleep((online > 0) ? THREAD_SLEEP : THREAD_SLEEP_INACTIVE);
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}
return 0;
}
DWORD WINAPI XInputPadHandler::ThreadProcProxy(LPVOID parameter)
{
return reinterpret_cast<XInputPadHandler *>(parameter)->ThreadProcedure();
}
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#endif