raze-gles/source/common/platform/win32/i_xinput.cpp

832 lines
22 KiB
C++

/*
**
**
**---------------------------------------------------------------------------
** 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 <windows.h>
#include <xinput.h>
#include <limits.h>
#include "i_input.h"
#include "d_event.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<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)
{
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<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, 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;
}
}
}
}