gzdoom-gles/src/win32/i_xinput.cpp
Randy Heit a90bde274e The menu code sucks!
- Joystick devices now send key up events for any buttons that are held
  down when they are destroyed.
- Changed the joystick enable-y menu items to be nonrepeatable so that you
  can't create several device scans per second. Changing them with a
  controller is also disabled so that you can't, for example, toggle XInput
  support using an XInput controller and have things go haywire when the
  game receives an infinite number of key down events when the controller
  is reinitialized with the other input system.
- Changed menu input to use a consolidated set of buttons, so most menus
  can be navigated with a controller as well as a keyboard.
- Changed the way that X/Y analog axes are converted to digital axes.
  Previously, this was done by checking if each axis was outside its deadzone.
  Now they are checked together based on their angle, so straight up/down/
  left/right are much easier to achieve.


SVN r1739 (trunk)
2009-07-26 03:25:18 +00:00

798 lines
21 KiB
C++

#ifndef NO_XINPUT
// HEADER FILES ------------------------------------------------------------
#define WIN32_LEAN_AND_MEAN
#define _WIN32_WINNT 0x0501
#include <windows.h>
#include <xinput.h>
#include <malloc.h>
#include <limits.h>
#define USE_WINDOWS_DWORD
#include "i_input.h"
#include "i_system.h"
#include "d_event.h"
#include "d_gui.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "doomdef.h"
#include "doomstat.h"
#include "win32iface.h"
#include "m_menu.h"
#include "templates.h"
#include "gameconfigfile.h"
#include "cmdlib.h"
#include "v_text.h"
#include "m_argv.h"
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
typedef DWORD (WINAPI *XInputGetStateType)(DWORD index, XINPUT_STATE *state);
typedef DWORD (WINAPI *XInputSetStateType)(DWORD index, XINPUT_STATE *state);
typedef DWORD (WINAPI *XInputGetCapabilitiesType)(DWORD index, DWORD flags, XINPUT_CAPABILITIES *caps);
typedef void (WINAPI *XInputEnableType)(BOOL enable);
class FXInputController : public IJoystickConfig
{
public:
FXInputController(int index);
~FXInputController();
void ProcessInput();
void AddAxes(float axes[NUM_JOYAXIS]);
bool IsConnected() { return Connected; }
// IJoystickConfig interface
FString GetName();
float GetSensitivity();
virtual void SetSensitivity(float scale);
int GetNumAxes();
float GetAxisDeadZone(int axis);
EJoyAxis GetAxisMap(int axis);
const char *GetAxisName(int axis);
float GetAxisScale(int axis);
void SetAxisDeadZone(int axis, float deadzone);
void SetAxisMap(int axis, EJoyAxis gameaxis);
void SetAxisScale(int axis, float scale);
bool IsSensitivityDefault();
bool IsAxisDeadZoneDefault(int axis);
bool IsAxisMapDefault(int axis);
bool IsAxisScaleDefault(int axis);
void SetDefaultConfig();
FString GetIdentifier();
protected:
struct AxisInfo
{
float Value;
float DeadZone;
float Multiplier;
EJoyAxis GameAxis;
BYTE ButtonValue;
};
struct DefaultAxisConfig
{
float DeadZone;
EJoyAxis GameAxis;
float Multiplier;
};
enum
{
AXIS_ThumbLX,
AXIS_ThumbLY,
AXIS_ThumbRX,
AXIS_ThumbRY,
AXIS_LeftTrigger,
AXIS_RightTrigger,
NUM_AXES
};
int Index;
float Multiplier;
AxisInfo Axes[NUM_AXES];
static DefaultAxisConfig DefaultAxes[NUM_AXES];
DWORD LastPacketNumber;
WORD LastButtons;
bool Connected;
void Attached();
void Detached();
static void ProcessThumbstick(int value1, AxisInfo *axis1, int value2, AxisInfo *axis2, int base);
static void ProcessTrigger(int value, AxisInfo *axis, int base);
};
class FXInputManager : public FJoystickCollection
{
public:
FXInputManager();
~FXInputManager();
bool GetDevice();
void ProcessInput();
bool WndProcHook(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam, LRESULT *result);
void AddAxes(float axes[NUM_JOYAXIS]);
void GetDevices(TArray<IJoystickConfig *> &sticks);
IJoystickConfig *Rescan();
protected:
HMODULE XInputDLL;
FXInputController *Devices[XUSER_MAX_COUNT];
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CUSTOM_CVAR(Bool, joy_xinput, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL)
{
I_StartupXInput();
event_t ev = { EV_DeviceChange };
D_PostEvent(&ev);
}
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static XInputGetStateType InputGetState;
static XInputSetStateType InputSetState;
static XInputGetCapabilitiesType InputGetCapabilities;
static XInputEnableType InputEnable;
static const char *AxisNames[] =
{
"Left Thumb X Axis",
"Left Thumb Y Axis",
"Right Thumb X Axis",
"Right Thumb Y Axis",
"Left Trigger",
"Right Trigger"
};
FXInputController::DefaultAxisConfig FXInputController::DefaultAxes[NUM_AXES] =
{
// Dead zone, game axis, multiplier
{ XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE / 32768.f, JOYAXIS_Side, 1 }, // ThumbLX
{ XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE / 32768.f, JOYAXIS_Forward, 1 }, // ThumbLY
{ XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE / 32768.f, JOYAXIS_Yaw, 1 }, // ThumbRX
{ XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE / 32768.f, JOYAXIS_Pitch, 0.75 }, // ThumbRY
{ XINPUT_GAMEPAD_TRIGGER_THRESHOLD / 256.f, JOYAXIS_None, 0 }, // LeftTrigger
{ XINPUT_GAMEPAD_TRIGGER_THRESHOLD / 256.f, JOYAXIS_None, 0 } // RightTrigger
};
// CODE --------------------------------------------------------------------
//==========================================================================
//
// FXInputController - Constructor
//
//==========================================================================
FXInputController::FXInputController(int index)
{
Index = index;
Connected = false;
M_LoadJoystickConfig(this);
}
//==========================================================================
//
// FXInputController - Destructor
//
//==========================================================================
FXInputController::~FXInputController()
{
// Send button up events before destroying this.
ProcessThumbstick(0, &Axes[AXIS_ThumbLX], 0, &Axes[AXIS_ThumbLY], KEY_PAD_LTHUMB_RIGHT);
ProcessThumbstick(0, &Axes[AXIS_ThumbRX], 0, &Axes[AXIS_ThumbRY], KEY_PAD_RTHUMB_RIGHT);
ProcessTrigger(0, &Axes[AXIS_LeftTrigger], KEY_PAD_LTRIGGER);
ProcessTrigger(0, &Axes[AXIS_RightTrigger], KEY_PAD_RTRIGGER);
Joy_GenerateButtonEvents(LastButtons, 0, 16, KEY_PAD_DPAD_UP);
M_SaveJoystickConfig(this);
}
//==========================================================================
//
// FXInputController :: ProcessInput
//
//==========================================================================
void FXInputController::ProcessInput()
{
DWORD res;
XINPUT_STATE state;
res = InputGetState(Index, &state);
if (res == ERROR_DEVICE_NOT_CONNECTED)
{
if (Connected)
{
Detached();
}
return;
}
if (res != ERROR_SUCCESS)
{
return;
}
if (!Connected)
{
Attached();
}
if (state.dwPacketNumber == LastPacketNumber)
{ // Nothing has changed since last time.
return;
}
// There is a hole in the wButtons bitmask where two buttons could fit.
// As per the XInput documentation, "bits that are set but not defined ... are reserved,
// and their state is undefined," so we clear them to make sure they're not set.
// Our keymapping uses these two slots for the triggers as buttons.
state.Gamepad.wButtons &= 0xF3FF;
// Convert axes to floating point and cancel out deadzones.
// XInput's Y axes are reversed compared to DirectInput.
ProcessThumbstick(state.Gamepad.sThumbLX, &Axes[AXIS_ThumbLX],
-state.Gamepad.sThumbLY, &Axes[AXIS_ThumbLY], KEY_PAD_LTHUMB_RIGHT);
ProcessThumbstick(state.Gamepad.sThumbRX, &Axes[AXIS_ThumbRX],
-state.Gamepad.sThumbRY, &Axes[AXIS_ThumbRY], KEY_PAD_RTHUMB_RIGHT);
ProcessTrigger(state.Gamepad.bLeftTrigger, &Axes[AXIS_LeftTrigger], KEY_PAD_LTRIGGER);
ProcessTrigger(state.Gamepad.bRightTrigger, &Axes[AXIS_RightTrigger], KEY_PAD_RTRIGGER);
// Generate events for buttons that have changed.
Joy_GenerateButtonEvents(LastButtons, state.Gamepad.wButtons, 16, KEY_PAD_DPAD_UP);
LastPacketNumber = state.dwPacketNumber;
LastButtons = state.Gamepad.wButtons;
}
//==========================================================================
//
// FXInputController :: ProcessThumbstick STATIC
//
// Converts both axes of a thumb stick to floating point, cancels out the
// deadzone, and generates button up/down events for them.
//
//==========================================================================
void FXInputController::ProcessThumbstick(int value1, AxisInfo *axis1,
int value2, AxisInfo *axis2, int base)
{
BYTE buttonstate;
double axisval1, axisval2;
axisval1 = (value1 - SHRT_MIN) * 2.0 / 65536 - 1.0;
axisval2 = (value2 - SHRT_MIN) * 2.0 / 65536 - 1.0;
axisval1 = Joy_RemoveDeadZone(axisval1, axis1->DeadZone, NULL);
axisval2 = Joy_RemoveDeadZone(axisval2, axis2->DeadZone, NULL);
axis1->Value = float(axisval1);
axis2->Value = float(axisval2);
// We store all four buttons in the first axis and ignore the second.
buttonstate = Joy_XYAxesToButtons(axisval1, axisval2);
Joy_GenerateButtonEvents(axis1->ButtonValue, buttonstate, 4, base);
axis1->ButtonValue = buttonstate;
}
//==========================================================================
//
// FXInputController :: ProcessTrigger STATIC
//
// Much like ProcessThumbstick, except triggers only go in the positive
// direction and have less precision.
//
//==========================================================================
void FXInputController::ProcessTrigger(int value, AxisInfo *axis, int base)
{
BYTE buttonstate;
double axisval;
axisval = Joy_RemoveDeadZone(value / 256.0, axis->DeadZone, &buttonstate);
Joy_GenerateButtonEvents(axis->ButtonValue, buttonstate, 1, base);
axis->ButtonValue = buttonstate;
axis->Value = float(axisval);
}
//==========================================================================
//
// FXInputController :: Attached
//
// This controller was just attached. Set all buttons and axes to 0.
//
//==========================================================================
void FXInputController::Attached()
{
int i;
Connected = true;
LastPacketNumber = ~0;
LastButtons = 0;
for (i = 0; i < NUM_AXES; ++i)
{
Axes[i].Value = 0;
Axes[i].ButtonValue = 0;
}
UpdateJoystickMenu(this);
}
//==========================================================================
//
// FXInputController :: Detached
//
// This controller was just detached. Send button ups for buttons that
// were pressed the last time we got input from it.
//
//==========================================================================
void FXInputController::Detached()
{
int i;
Connected = false;
for (i = 0; i < 4; i += 2)
{
ProcessThumbstick(0, &Axes[i], 0, &Axes[i+1], KEY_PAD_LTHUMB_RIGHT + i*2);
}
for (i = 0; i < 2; ++i)
{
ProcessTrigger(0, &Axes[4+i], KEY_PAD_LTRIGGER + i);
}
Joy_GenerateButtonEvents(LastButtons, 0, 16, KEY_PAD_DPAD_UP);
LastButtons = 0;
UpdateJoystickMenu(NULL);
}
//==========================================================================
//
// FXInputController :: AddAxes
//
// Add the values of each axis to the game axes.
//
//==========================================================================
void FXInputController::AddAxes(float axes[NUM_JOYAXIS])
{
// Add to game axes.
for (int i = 0; i < NUM_AXES; ++i)
{
axes[Axes[i].GameAxis] -= float(Axes[i].Value * Multiplier * Axes[i].Multiplier);
}
}
//==========================================================================
//
// FXInputController :: SetDefaultConfig
//
//==========================================================================
void FXInputController::SetDefaultConfig()
{
Multiplier = 1;
for (int i = 0; i < NUM_AXES; ++i)
{
Axes[i].DeadZone = DefaultAxes[i].DeadZone;
Axes[i].GameAxis = DefaultAxes[i].GameAxis;
Axes[i].Multiplier = DefaultAxes[i].Multiplier;
}
}
//==========================================================================
//
// FXInputController :: GetIdentifier
//
//==========================================================================
FString FXInputController::GetIdentifier()
{
char id[16];
mysnprintf(id, countof(id), "XI:%d", Index);
return id;
}
//==========================================================================
//
// FXInputController :: GetName
//
//==========================================================================
FString FXInputController::GetName()
{
FString res;
res.Format("XInput Controller #%d", Index + 1);
return res;
}
//==========================================================================
//
// FXInputController :: GetSensitivity
//
//==========================================================================
float FXInputController::GetSensitivity()
{
return Multiplier;
}
//==========================================================================
//
// FXInputController :: SetSensitivity
//
//==========================================================================
void FXInputController::SetSensitivity(float scale)
{
Multiplier = scale;
}
//==========================================================================
//
// FXInputController :: IsSensitivityDefault
//
//==========================================================================
bool FXInputController::IsSensitivityDefault()
{
return Multiplier == 1;
}
//==========================================================================
//
// FXInputController :: GetNumAxes
//
//==========================================================================
int FXInputController::GetNumAxes()
{
return NUM_AXES;
}
//==========================================================================
//
// FXInputController :: GetAxisDeadZone
//
//==========================================================================
float FXInputController::GetAxisDeadZone(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return Axes[axis].DeadZone;
}
return 0;
}
//==========================================================================
//
// FXInputController :: GetAxisMap
//
//==========================================================================
EJoyAxis FXInputController::GetAxisMap(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return Axes[axis].GameAxis;
}
return JOYAXIS_None;
}
//==========================================================================
//
// FXInputController :: GetAxisName
//
//==========================================================================
const char *FXInputController::GetAxisName(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return AxisNames[axis];
}
return "Invalid";
}
//==========================================================================
//
// FXInputController :: GetAxisScale
//
//==========================================================================
float FXInputController::GetAxisScale(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return Axes[axis].Multiplier;
}
return 0;
}
//==========================================================================
//
// FXInputController :: SetAxisDeadZone
//
//==========================================================================
void FXInputController::SetAxisDeadZone(int axis, float deadzone)
{
if (unsigned(axis) < NUM_AXES)
{
Axes[axis].DeadZone = clamp(deadzone, 0.f, 1.f);
}
}
//==========================================================================
//
// FXInputController :: SetAxisMap
//
//==========================================================================
void FXInputController::SetAxisMap(int axis, EJoyAxis gameaxis)
{
if (unsigned(axis) < NUM_AXES)
{
Axes[axis].GameAxis = (unsigned(gameaxis) < NUM_JOYAXIS) ? gameaxis : JOYAXIS_None;
}
}
//==========================================================================
//
// FXInputController :: SetAxisScale
//
//==========================================================================
void FXInputController::SetAxisScale(int axis, float scale)
{
if (unsigned(axis) < NUM_AXES)
{
Axes[axis].Multiplier = scale;
}
}
//===========================================================================
//
// FXInputController :: IsAxisDeadZoneDefault
//
//===========================================================================
bool FXInputController::IsAxisDeadZoneDefault(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return Axes[axis].DeadZone == DefaultAxes[axis].DeadZone;
}
return true;
}
//===========================================================================
//
// FXInputController :: IsAxisScaleDefault
//
//===========================================================================
bool FXInputController::IsAxisScaleDefault(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return Axes[axis].Multiplier == DefaultAxes[axis].Multiplier;
}
return true;
}
//===========================================================================
//
// FXInputController :: IsAxisMapDefault
//
//===========================================================================
bool FXInputController::IsAxisMapDefault(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return Axes[axis].GameAxis == DefaultAxes[axis].GameAxis;
}
return true;
}
//==========================================================================
//
// FXInputManager - Constructor
//
//==========================================================================
FXInputManager::FXInputManager()
{
XInputDLL = LoadLibrary(XINPUT_DLL);
if (XInputDLL != NULL)
{
InputGetState = (XInputGetStateType)GetProcAddress(XInputDLL, "XInputGetState");
InputSetState = (XInputSetStateType)GetProcAddress(XInputDLL, "XInputSetState");
InputGetCapabilities = (XInputGetCapabilitiesType)GetProcAddress(XInputDLL, "XInputGetCapabilities");
InputEnable = (XInputEnableType)GetProcAddress(XInputDLL, "XInputEnable");
if (InputGetState == NULL || InputSetState == NULL || InputGetCapabilities == NULL ||
InputEnable == NULL)
{
FreeLibrary(XInputDLL);
XInputDLL = NULL;
}
}
for (int i = 0; i < XUSER_MAX_COUNT; ++i)
{
Devices[i] = (XInputDLL != NULL) ? new FXInputController(i) : NULL;
}
}
//==========================================================================
//
// FXInputManager - Destructor
//
//==========================================================================
FXInputManager::~FXInputManager()
{
for (int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if (Devices[i] != NULL)
{
delete Devices[i];
}
}
if (XInputDLL != NULL)
{
FreeLibrary(XInputDLL);
}
}
//==========================================================================
//
// FXInputManager :: GetDevice
//
//==========================================================================
bool FXInputManager::GetDevice()
{
return (XInputDLL != NULL);
}
//==========================================================================
//
// FXInputManager :: ProcessInput
//
// Process input for every attached device.
//
//==========================================================================
void FXInputManager::ProcessInput()
{
for (int i = 0; i < XUSER_MAX_COUNT; ++i)
{
Devices[i]->ProcessInput();
}
}
//===========================================================================
//
// FXInputManager :: AddAxes
//
// Adds the state of all attached device axes to the passed array.
//
//===========================================================================
void FXInputManager::AddAxes(float axes[NUM_JOYAXIS])
{
for (int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if (Devices[i]->IsConnected())
{
Devices[i]->AddAxes(axes);
}
}
}
//===========================================================================
//
// FXInputManager :: GetJoysticks
//
// Adds the IJoystick interfaces for each device we created to the sticks
// array, if they are detected as connected.
//
//===========================================================================
void FXInputManager::GetDevices(TArray<IJoystickConfig *> &sticks)
{
for (int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if (Devices[i]->IsConnected())
{
sticks.Push(Devices[i]);
}
}
}
//===========================================================================
//
// FXInputManager :: WndProcHook
//
// Enable and disable XInput as our window is (de)activated.
//
//===========================================================================
bool FXInputManager::WndProcHook(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam, LRESULT *result)
{
if (message == WM_ACTIVATE)
{
if (LOWORD(wParam) == WA_INACTIVE)
{
InputEnable(FALSE);
}
else
{
InputEnable(TRUE);
}
}
return false;
}
//===========================================================================
//
// FXInputManager :: Rescan
//
//===========================================================================
IJoystickConfig *FXInputManager::Rescan()
{
return NULL;
}
//===========================================================================
//
// I_StartupXInput
//
//===========================================================================
void I_StartupXInput()
{
if (!joy_xinput || !use_joystick || Args->CheckParm("-nojoy"))
{
if (JoyDevices[INPUT_XInput] != NULL)
{
delete JoyDevices[INPUT_XInput];
JoyDevices[INPUT_XInput] = NULL;
UpdateJoystickMenu(NULL);
}
}
else
{
if (JoyDevices[INPUT_XInput] == NULL)
{
FJoystickCollection *joys = new FXInputManager;
if (joys->GetDevice())
{
JoyDevices[INPUT_XInput] = joys;
}
}
}
}
#else // NO_XINPUT
void I_StartupXInput()
{
JoyDevices[INPUT_XInput] = NULL;
}
#endif