/* ** ** **--------------------------------------------------------------------------- ** Copyright 2005-2016 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ // HEADER FILES ------------------------------------------------------------ #define WIN32_LEAN_AND_MEAN #include #include #include #include "i_input.h" #include "d_eventbase.h" #include "templates.h" #include "gameconfigfile.h" #include "m_argv.h" #include "cmdlib.h" #include "keydef.h" // MACROS ------------------------------------------------------------------ // This macro is defined by newer versions of xinput.h. In case we are // compiling with an older version, define it here. #ifndef XUSER_MAX_COUNT #define XUSER_MAX_COUNT 4 #endif // MinGW #ifndef XINPUT_DLL #define XINPUT_DLL_A "xinput1_3.dll" #define XINPUT_DLL_W L"xinput1_3.dll" #ifdef UNICODE #define XINPUT_DLL XINPUT_DLL_W #else #define XINPUT_DLL XINPUT_DLL_A #endif #endif // 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; uint8_t 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; int 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, uint32_t message, WPARAM wParam, LPARAM lParam, LRESULT *result); void AddAxes(float axes[NUM_JOYAXIS]); void GetDevices(TArray &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) { uint8_t 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) { uint8_t 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() { return FStringf("XI:%d", Index); } //========================================================================== // // 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"); // Treat XInputEnable() function as optional // It is not available in xinput9_1_0.dll which is XINPUT_DLL in modern SDKs // See https://msdn.microsoft.com/en-us/library/windows/desktop/hh405051(v=vs.85).aspx if (InputGetState == NULL || InputSetState == NULL || InputGetCapabilities == 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 &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, uint32_t message, WPARAM wParam, LPARAM lParam, LRESULT *result) { if (nullptr != InputEnable && 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 { delete joys; } } } }