- Add missing i_xinput.cpp

SVN r1687 (trunk)
This commit is contained in:
Randy Heit 2009-06-28 23:44:37 +00:00
parent 49b95be4b2
commit f32b95d3cc

697
src/win32/i_xinput.cpp Normal file
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// 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 ------------------------------------------------------------------
#ifndef NO_XINPUT
// 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]);
FString GetIdentifier();
void SetDefaultConfig();
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);
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 value, AxisInfo *axis, 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);
protected:
HMODULE XInputDLL;
FXInputController *Devices[XUSER_MAX_COUNT];
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// 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;
SetDefaultConfig();
}
//==========================================================================
//
// FXInputController - Destructor
//
//==========================================================================
FXInputController::~FXInputController()
{
}
//==========================================================================
//
// 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], KEY_PAD_LTHUMB_RIGHT);
ProcessThumbstick(-state.Gamepad.sThumbLY, &Axes[AXIS_ThumbLY], KEY_PAD_LTHUMB_DOWN);
ProcessThumbstick(state.Gamepad.sThumbRX, &Axes[AXIS_ThumbRX], KEY_PAD_RTHUMB_RIGHT);
ProcessThumbstick(-state.Gamepad.sThumbRY, &Axes[AXIS_ThumbRY], KEY_PAD_RTHUMB_DOWN);
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 one axis of a thumb stick to floating point, cancels out the
// deadzone, and generates button up/down events for that axis.
//
//==========================================================================
void FXInputController::ProcessThumbstick(int value, AxisInfo *axis, int base)
{
BYTE buttonstate;
double axisval;
axisval = (value - SHRT_MIN) * 2.0 / (SHRT_MAX - SHRT_MIN) - 1.0;
axisval = Joy_RemoveDeadZone(axisval, axis->DeadZone, &buttonstate);
Joy_GenerateButtonEvents(axis->ButtonValue, buttonstate, 2, base);
axis->ButtonValue = buttonstate;
axis->Value = float(axisval);
}
//==========================================================================
//
// 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)
{
ProcessThumbstick(0, &Axes[i], 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])
{
float mul = Multiplier;
int i;
if (Button_Speed.bDown)
{
mul *= 0.5f;
}
// Add to game axes.
for (i = 0; i < NUM_AXES; ++i)
{
axes[Axes[i].GameAxis] -= float(Axes[i].Value * mul * 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 :: 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;
}
}
//==========================================================================
//
// 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;
}
//===========================================================================
//
// I_StartupXInput
//
//===========================================================================
void I_StartupXInput()
{
FJoystickCollection *joys = new FXInputManager;
if (joys->GetDevice())
{
JoyDevices[INPUT_XInput] = joys;
}
}
#else // NO_XINPUT
void I_StartupXInput()
{
JoyDevices[INPUT_XInput] = NULL;
}
#endif