raze/source/common/platform/win32/i_rawps2.cpp

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/*
**
**
**---------------------------------------------------------------------------
** 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 "i_input.h"
#include "d_eventbase.h"
2021-10-30 08:51:03 +00:00
#include "gameconfigfile.h"
#include "m_argv.h"
2020-04-11 21:39:40 +00:00
#include "cmdlib.h"
#include "keydef.h"
#include "i_mainwindow.h"
// MACROS ------------------------------------------------------------------
#define DEFAULT_DEADZONE 0.25f
#define STATUS_SWITCH_TIME 3
#define VID_PLAY_COM 0x0b43
#define PID_EMS_USB2_PS2_CONTROLLER_ADAPTER 0x0003
#define VID_GREENASIA 0x0e8f
#define PID_DRAGON_PS2_CONTROLLER_ADAPTER 0x0003
#define PID_PANTHERLORD_PS2_CONTROLLER_ADAPTER 0x0029
#define VID_PERSONAL_COMMUNICATION_SYSTEMS 0x0810
#define PID_TWIN_USB_VIBRATION_GAMEPAD 0x0001
#define STATUS_DISCONNECTED 0xFF
#define STATUS_DIGITAL 0x41
#define STATUS_ANALOG 0x73
// TYPES -------------------------------------------------------------------
enum EAdapterType
{
ADAPTER_EMSUSB2,
ADAPTER_DragonPlus,
ADAPTER_PantherLord,
ADAPTER_TwinUSB,
ADAPTER_Unknown
};
struct FAdapterHandle
{
HANDLE Handle;
EAdapterType Type;
int ControllerNumber;
FString DeviceID;
};
class FRawPS2Controller : public IJoystickConfig
{
public:
FRawPS2Controller(HANDLE handle, EAdapterType type, int sequence, int controller, FString devid);
~FRawPS2Controller();
bool ProcessInput(RAWHID *raw, int code);
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);
bool GetEnabled();
void SetEnabled(bool enabled);
void SetDefaultConfig();
FString GetIdentifier();
protected:
struct AxisInfo
{
float Value;
float DeadZone;
float Multiplier;
EJoyAxis GameAxis;
uint8_t ButtonValue;
};
struct DefaultAxisConfig
{
EJoyAxis GameAxis;
float Multiplier;
};
enum
{
AXIS_ThumbLX,
AXIS_ThumbLY,
AXIS_ThumbRX,
AXIS_ThumbRY,
NUM_AXES
};
HANDLE Handle;
FString DeviceID;
int ControllerNumber;
int Sequence;
DWORD DisconnectCount;
EAdapterType Type;
float Multiplier;
AxisInfo Axes[NUM_AXES];
static DefaultAxisConfig DefaultAxes[NUM_AXES];
int LastButtons;
bool Connected;
bool Marked;
bool Active;
bool Enabled;
void Attached();
void Detached();
void NeutralInput();
static void ProcessThumbstick(int value1, AxisInfo *axis1, int value2, AxisInfo *axis2, int base);
friend class FRawPS2Manager;
};
class FRawPS2Manager : public FJoystickCollection
{
public:
FRawPS2Manager();
~FRawPS2Manager();
bool GetDevice();
bool ProcessRawInput(RAWINPUT *raw, int code);
void AddAxes(float axes[NUM_JOYAXIS]);
void GetDevices(TArray<IJoystickConfig *> &sticks);
IJoystickConfig *Rescan();
protected:
TArray<FRawPS2Controller *> Devices;
bool Registered;
void DoRegister();
FRawPS2Controller *EnumDevices();
static int DeviceSort(const void *a, const void *b);
};
// Each entry is an offset to the corresponding data field in the
// adapter's data packet. Some of these fields are optional and are
// assigned negative values if the adapter does not include them.
struct PS2Descriptor
{
const char *AdapterName;
uint8_t PacketSize;
int8_t ControllerNumber;
int8_t ControllerStatus;
uint8_t LeftX;
uint8_t LeftY;
uint8_t RightX;
uint8_t RightY;
int8_t DPadHat;
uint8_t DPadButtonsNibble:1;
int8_t DPadButtons:7; // up, right, down, left
uint8_t ButtonSet1:7; // triangle, circle, cross, square
uint8_t ButtonSet1Nibble:1;
uint8_t ButtonSet2:7; // L2, R2, L1, R1
uint8_t ButtonSet2Nibble:1;
uint8_t ButtonSet3:7; // select, start, lthumb, rthumb
uint8_t ButtonSet3Nibble:1;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CUSTOM_CVAR(Bool, joy_ps2raw, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL)
{
I_StartupRawPS2();
event_t ev = { EV_DeviceChange };
D_PostEvent(&ev);
}
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static const int ButtonKeys[16] =
{
KEY_PAD_DPAD_UP,
KEY_PAD_DPAD_RIGHT,
KEY_PAD_DPAD_DOWN,
KEY_PAD_DPAD_LEFT,
KEY_PAD_Y, // triangle
KEY_PAD_B, // circle
KEY_PAD_A, // cross
KEY_PAD_X, // square
KEY_PAD_LTRIGGER, // L2
KEY_PAD_RTRIGGER, // R2
KEY_PAD_LSHOULDER, // L1
KEY_PAD_RSHOULDER, // R1
KEY_PAD_BACK, // select
KEY_PAD_START,
KEY_PAD_LTHUMB,
KEY_PAD_RTHUMB
};
static const uint8_t HatButtons[16] =
{
1, 1+2, 2, 2+4, 4, 4+8, 8, 8+1,
0, 0, 0, 0, 0, 0, 0, 0
};
static const PS2Descriptor Descriptors[ADAPTER_Unknown] =
{
{ // ADAPTER_EMS_USB2
"EMS USB2 Adapter",
8, // packet size
0, // controller number
7, // controller status
3, // left x
4, // left y
5, // right x
6, // right y
-1, // hat
1, // d-pad buttons nibble
2, // d-pad buttons
1, // buttons 1
0, // buttons 1 nibble
1, // buttons 2
1, // buttons 2 nibble
2, // buttons 3
0, // buttons 3 nibble
},
{ // ADAPTER_DragonPlus
"Dragon+ Adapter",
9, // packet size
-1, // controller number
-1, // controller status
3, // left x
4, // left y
2, // right x
1, // right y
6, // hat
0, // d-pad buttons nibble
-1, // d-pad buttons
6, // buttons 1
1, // buttons 1 nibble
7, // buttons 2
0, // buttons 2 nibble
7, // buttons 3
1, // buttons 3 nibble
},
{ // ADAPTER_PantherLord
// Windows indentifies it as a ga451-USB device, but I call it a PantherLord
// because there's a box in the middle of the cable with a PantherLord sticker
// on it.
"PantherLord Adapter",
9, // packet size
-1, // controller number
-1, // controller status
4, // left x
5, // left y
3, // right x
2, // right y
-1, // hat ... This device has both a hat and d-pad buttons.
0, // d-pad buttons nibble Since buttons are better, we just read those.
8, // d-pad buttons
6, // buttons 1
1, // buttons 1 nibble
7, // buttons 2
0, // buttons 2 nibble
7, // buttons 3
1, // buttons 3 nibble
},
{ // ADAPTER_TwinUSB
"Twin USB Gamepad",
8, // packet size
0, // controller number
-1, // controller status
3, // left x
4, // left y
2, // right x
1, // right y
5, // hat
0, // d-pad buttons nibble
-1, // d-pad buttons
5, // buttons 1
1, // buttons 1 nibble
6, // buttons 2
0, // buttons 2 nibble
6, // buttons 3
1, // buttons 3 nibble
}
};
static const char *AxisNames[] =
{
"Left Thumb X Axis",
"Left Thumb Y Axis",
"Right Thumb X Axis",
"Right Thumb Y Axis",
};
FRawPS2Controller::DefaultAxisConfig FRawPS2Controller::DefaultAxes[NUM_AXES] =
{
// Game axis, multiplier
{ JOYAXIS_Side, 1 }, // ThumbLX
{ JOYAXIS_Forward, 1 }, // ThumbLY
{ JOYAXIS_Yaw, 1 }, // ThumbRX
{ JOYAXIS_Pitch, 0.75 }, // ThumbRY
};
// CODE --------------------------------------------------------------------
//==========================================================================
//
// FRawPS2Controller - Constructor
//
// handle: The Raw Input handle for this device
// type: The adapter type
// sequence: The seqeunce number, for attaching numbers to names
// controller: The controller to check, for multi-controller adapters
//
//==========================================================================
FRawPS2Controller::FRawPS2Controller(HANDLE handle, EAdapterType type, int sequence, int controller, FString devid)
{
Handle = handle;
Type = type;
ControllerNumber = controller;
Sequence = sequence;
DeviceID = devid;
Enabled = true;
// The EMS USB2 controller provides attachment status. The others do not.
Connected = (Descriptors[type].ControllerStatus < 0);
if (Connected)
{
Attached();
}
M_LoadJoystickConfig(this);
}
//==========================================================================
//
// FRawPS2Controller - Destructor
//
//==========================================================================
FRawPS2Controller::~FRawPS2Controller()
{
// Make sure to send any key ups before destroying this.
NeutralInput();
M_SaveJoystickConfig(this);
}
//==========================================================================
//
// FRawPS2Controller :: ProcessInput
//
//==========================================================================
bool FRawPS2Controller::ProcessInput(RAWHID *raw, int code)
{
// w32api has an incompatible definition of bRawData.
// (But the version that comes with MinGW64 is fine.)
#if defined(__GNUC__) && !defined(__MINGW64_VERSION_MAJOR)
uint8_t *rawdata = &raw->bRawData;
#else
uint8_t *rawdata = raw->bRawData;
#endif
const PS2Descriptor *desc = &Descriptors[Type];
bool digital;
// Ensure packet size is what we expect.
if (raw->dwSizeHid != desc->PacketSize)
{
return false;
}
#if 0
// If this is a multi-controller device, check that this packet
// is for the controller we were created for. We probably don't
// need to do this, because the multi-controller adapters
// send data for each controller to seperate device instances.
if (desc->ControllerNumber >= 0 &&
raw->bRawData[desc->ControllerNumber] != ControllerNumber)
{
return false;
}
#endif
// Check for disconnected controller
if (desc->ControllerStatus >= 0)
{
if (rawdata[desc->ControllerStatus] == STATUS_DISCONNECTED)
{
// When you press the Analog button on a controller, the EMS
// USB2 will briefly report the controller as disconnected.
if (++DisconnectCount < STATUS_SWITCH_TIME)
{
NeutralInput();
return true;
}
if (Connected)
{
Detached();
}
return true;
}
if (!Connected)
{
Attached();
}
}
DisconnectCount = 0;
if (code == RIM_INPUTSINK)
{
NeutralInput();
return true;
}
// Check for digital controller
digital = false;
if (desc->ControllerStatus >= 0)
{
// The EMS USB2 is nice enough to actually tell us what type of
// controller is attached.
digital = (rawdata[desc->ControllerStatus] == STATUS_DIGITAL);
}
else
{
// The other adapters don't bother to tell us, but we can still
// make an educated guess. In analog mode, the axes center at 0x80.
// In digital mode, they center at 0x7F, and the right stick is
// fixed at center because it gets translated to presses of the
// four face buttons instead.
digital = (rawdata[desc->RightX] == 0x7F && rawdata[desc->RightY] == 0x7F);
}
// Convert axes to floating point and cancel out deadzones.
ProcessThumbstick(rawdata[desc->LeftX], &Axes[AXIS_ThumbLX],
rawdata[desc->LeftY], &Axes[AXIS_ThumbLY], KEY_PAD_LTHUMB_RIGHT);
// If we know we are digital, ignore the right stick.
if (digital)
{
ProcessThumbstick(0x80, &Axes[AXIS_ThumbRX],
0x80, &Axes[AXIS_ThumbRY], KEY_PAD_RTHUMB_RIGHT);
}
else
{
ProcessThumbstick(rawdata[desc->RightX], &Axes[AXIS_ThumbRX],
rawdata[desc->RightY], &Axes[AXIS_ThumbRY], KEY_PAD_RTHUMB_RIGHT);
}
// Generate events for buttons that have changed.
int buttons = 0;
// If we know we are digital, ignore the D-Pad.
if (!digital)
{
if (desc->DPadButtons >= 0)
{
buttons = rawdata[desc->DPadButtons] >> (4 * desc->DPadButtonsNibble);
}
else if (desc->DPadHat >= 0)
{
buttons = HatButtons[rawdata[desc->DPadHat] & 15];
}
}
buttons |= ((rawdata[desc->ButtonSet1] >> (4 * desc->ButtonSet1Nibble)) & 15) << 4;
buttons |= ((rawdata[desc->ButtonSet2] >> (4 * desc->ButtonSet2Nibble)) & 15) << 8;
buttons |= ((rawdata[desc->ButtonSet3] >> (4 * desc->ButtonSet3Nibble)) & 15) << 12;
Joy_GenerateButtonEvents(LastButtons, buttons, 16, ButtonKeys);
LastButtons = buttons;
return true;
}
//==========================================================================
//
// FRawPS2Controller :: ProcessThumbstick STATIC
//
// Converts both axie of a thumb stick to floating point, cancels out the
// deadzone, and generates button up/down events for them.
//
//==========================================================================
void FRawPS2Controller::ProcessThumbstick(int value1, AxisInfo *axis1, int value2, AxisInfo *axis2, int base)
{
uint8_t buttonstate;
double axisval1, axisval2;
axisval1 = value1 * (2.0 / 255) - 1.0;
axisval2 = value2 * (2.0 / 255) - 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;
}
//==========================================================================
//
// FRawPS2Controller :: Attached
//
// This controller was just attached. Set all buttons and axes to 0.
//
//==========================================================================
void FRawPS2Controller::Attached()
{
int i;
Connected = true;
DisconnectCount = 0;
LastButtons = 0;
for (i = 0; i < NUM_AXES; ++i)
{
Axes[i].Value = 0;
Axes[i].ButtonValue = 0;
}
UpdateJoystickMenu(this);
}
//==========================================================================
//
// FRawPS2Controller :: Detached
//
// This controller was just detached. Send button ups for buttons that
// were pressed the last time we got input from it.
//
//==========================================================================
void FRawPS2Controller::Detached()
{
Connected = false;
NeutralInput();
UpdateJoystickMenu(NULL);
}
//==========================================================================
//
// FRawPS2Controller :: NeutralInput
//
// Sets the controller's state to a neutral one. Either because the
// controller is disconnected or because we are in the background.
//
//==========================================================================
void FRawPS2Controller::NeutralInput()
{
for (int i = 0; i < NUM_AXES; i += 2)
{
ProcessThumbstick(0x80, &Axes[i], 0x80, &Axes[i+1], KEY_PAD_LTHUMB_RIGHT + i*2);
}
Joy_GenerateButtonEvents(LastButtons, 0, 16, ButtonKeys);
LastButtons = 0;
}
//==========================================================================
//
// FRawPS2Controller :: AddAxes
//
// Add the values of each axis to the game axes.
//
//==========================================================================
void FRawPS2Controller::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);
}
}
//==========================================================================
//
// FRawPS2Controller :: SetDefaultConfig
//
//==========================================================================
void FRawPS2Controller::SetDefaultConfig()
{
Multiplier = 1;
for (int i = 0; i < NUM_AXES; ++i)
{
Axes[i].DeadZone = DEFAULT_DEADZONE;
Axes[i].GameAxis = DefaultAxes[i].GameAxis;
Axes[i].Multiplier = DefaultAxes[i].Multiplier;
}
}
//==========================================================================
//
// FRawPS2Controller :: GetIdentifier
//
//==========================================================================
FString FRawPS2Controller::GetIdentifier()
{
FString id = "PS2:";
id += DeviceID;
return id;
}
//==========================================================================
//
// FRawPS2Controller :: GetName
//
//==========================================================================
FString FRawPS2Controller::GetName()
{
FString res = Descriptors[Type].AdapterName;
if (Sequence != 0)
{
res.AppendFormat(" #%d", Sequence);
}
return res;
}
//==========================================================================
//
// FRawPS2Controller :: GetSensitivity
//
//==========================================================================
float FRawPS2Controller::GetSensitivity()
{
return Multiplier;
}
//==========================================================================
//
// FRawPS2Controller :: SetSensitivity
//
//==========================================================================
void FRawPS2Controller::SetSensitivity(float scale)
{
Multiplier = scale;
}
//==========================================================================
//
// FRawPS2Controller :: IsSensitivityDefault
//
//==========================================================================
bool FRawPS2Controller::IsSensitivityDefault()
{
return Multiplier == 1;
}
//==========================================================================
//
// FRawPS2Controller :: GetNumAxes
//
//==========================================================================
int FRawPS2Controller::GetNumAxes()
{
return NUM_AXES;
}
//==========================================================================
//
// FRawPS2Controller :: GetAxisDeadZone
//
//==========================================================================
float FRawPS2Controller::GetAxisDeadZone(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return Axes[axis].DeadZone;
}
return 0;
}
//==========================================================================
//
// FRawPS2Controller :: GetAxisMap
//
//==========================================================================
EJoyAxis FRawPS2Controller::GetAxisMap(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return Axes[axis].GameAxis;
}
return JOYAXIS_None;
}
//==========================================================================
//
// FRawPS2Controller :: GetAxisName
//
//==========================================================================
const char *FRawPS2Controller::GetAxisName(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return AxisNames[axis];
}
return "Invalid";
}
//==========================================================================
//
// FRawPS2Controller :: GetAxisScale
//
//==========================================================================
float FRawPS2Controller::GetAxisScale(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return Axes[axis].Multiplier;
}
return 0;
}
//==========================================================================
//
// FRawPS2Controller :: SetAxisDeadZone
//
//==========================================================================
void FRawPS2Controller::SetAxisDeadZone(int axis, float deadzone)
{
if (unsigned(axis) < NUM_AXES)
{
Axes[axis].DeadZone = clamp(deadzone, 0.f, 1.f);
}
}
//==========================================================================
//
// FRawPS2Controller :: SetAxisMap
//
//==========================================================================
void FRawPS2Controller::SetAxisMap(int axis, EJoyAxis gameaxis)
{
if (unsigned(axis) < NUM_AXES)
{
Axes[axis].GameAxis = (unsigned(gameaxis) < NUM_JOYAXIS) ? gameaxis : JOYAXIS_None;
}
}
//==========================================================================
//
// FRawPS2Controller :: SetAxisScale
//
//==========================================================================
void FRawPS2Controller::SetAxisScale(int axis, float scale)
{
if (unsigned(axis) < NUM_AXES)
{
Axes[axis].Multiplier = scale;
}
}
//===========================================================================
//
// FRawPS2Controller :: IsAxisDeadZoneDefault
//
//===========================================================================
bool FRawPS2Controller::IsAxisDeadZoneDefault(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return Axes[axis].DeadZone == DEFAULT_DEADZONE;
}
return true;
}
//===========================================================================
//
// FRawPS2Controller :: IsAxisScaleDefault
//
//===========================================================================
bool FRawPS2Controller::IsAxisScaleDefault(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return Axes[axis].Multiplier == DefaultAxes[axis].Multiplier;
}
return true;
}
//===========================================================================
//
// FRawPS2Controller :: GetEnabled
//
//===========================================================================
bool FRawPS2Controller::GetEnabled()
{
return Enabled;
}
//===========================================================================
//
// FRawPS2Controller :: SetEnabled
//
//===========================================================================
void FRawPS2Controller::SetEnabled(bool enabled)
{
Enabled = enabled;
}
//===========================================================================
//
// FRawPS2Controller :: IsAxisMapDefault
//
//===========================================================================
bool FRawPS2Controller::IsAxisMapDefault(int axis)
{
if (unsigned(axis) < NUM_AXES)
{
return Axes[axis].GameAxis == DefaultAxes[axis].GameAxis;
}
return true;
}
//==========================================================================
//
// FRawPS2Manager - Constructor
//
//==========================================================================
FRawPS2Manager::FRawPS2Manager()
{
Registered = false;
}
//==========================================================================
//
// FRawPS2Manager - Destructor
//
//==========================================================================
FRawPS2Manager::~FRawPS2Manager()
{
for (unsigned i = 0; i < Devices.Size(); ++i)
{
if (Devices[i] != NULL)
{
delete Devices[i];
}
}
}
//==========================================================================
//
// FRawPS2Manager :: GetDevice
//
//==========================================================================
bool FRawPS2Manager::GetDevice()
{
RAWINPUTDEVICE rid;
rid.usUsagePage = HID_GENERIC_DESKTOP_PAGE;
rid.usUsage = HID_GDP_JOYSTICK;
rid.dwFlags = RIDEV_INPUTSINK;
rid.hwndTarget = mainwindow.GetHandle();
if (!RegisterRawInputDevices(&rid, 1, sizeof(rid)))
{
return false;
}
rid.dwFlags = RIDEV_REMOVE;
rid.hwndTarget = NULL; // Must be NULL for RIDEV_REMOVE.
RegisterRawInputDevices(&rid, 1, sizeof(rid));
EnumDevices();
return true;
}
//===========================================================================
//
// FRawPS2Manager :: AddAxes
//
// Adds the state of all attached device axes to the passed array.
//
//===========================================================================
void FRawPS2Manager::AddAxes(float axes[NUM_JOYAXIS])
{
for (unsigned i = 0; i < Devices.Size(); ++i)
{
if (Devices[i]->IsConnected())
{
Devices[i]->AddAxes(axes);
}
}
}
//===========================================================================
//
// FRawPS2Manager :: GetJoysticks
//
// Adds the IJoystick interfaces for each device we created to the sticks
// array, if they are detected as connected.
//
//===========================================================================
void FRawPS2Manager::GetDevices(TArray<IJoystickConfig *> &sticks)
{
for (unsigned i = 0; i < Devices.Size(); ++i)
{
if (Devices[i]->IsConnected())
{
sticks.Push(Devices[i]);
}
}
}
//===========================================================================
//
// FRawPS2Manager :: ProcessRawInput
//
//===========================================================================
bool FRawPS2Manager::ProcessRawInput(RAWINPUT *raw, int code)
{
if (raw->header.dwType != RIM_TYPEHID)
{
return false;
}
for (unsigned i = 0; i < Devices.Size(); ++i)
{
if (Devices[i]->Handle == raw->header.hDevice)
{
if (Devices[i]->Enabled && Devices[i]->ProcessInput(&raw->data.hid, code))
{
return true;
}
}
}
return false;
}
//===========================================================================
//
// FRawPS2Manager :: Rescan
//
//===========================================================================
IJoystickConfig *FRawPS2Manager::Rescan()
{
return EnumDevices();
}
//===========================================================================
//
// FRawPS2Manager :: EnumDevices
//
// Find out what PS2 adaptors we understand are on the system and create
// FRawPS2Controller objects for them. May return a pointer to the first new
// device found.
//
//===========================================================================
FRawPS2Controller *FRawPS2Manager::EnumDevices()
{
UINT nDevices, numDevices;
RAWINPUTDEVICELIST *devices;
UINT i, j;
if (GetRawInputDeviceList(NULL, &nDevices, sizeof(RAWINPUTDEVICELIST)) != 0)
{
return NULL;
}
if ((devices = (RAWINPUTDEVICELIST *)malloc(sizeof(RAWINPUTDEVICELIST) * nDevices)) == NULL)
{
return NULL;
}
if ((numDevices = GetRawInputDeviceList(devices, &nDevices, sizeof(RAWINPUTDEVICELIST))) == (UINT)-1)
{
free(devices);
return NULL;
}
TArray<FAdapterHandle> adapters;
for (i = 0; i < numDevices; ++i)
{
if (devices[i].dwType == RIM_TYPEHID)
{
RID_DEVICE_INFO rdi;
UINT cbSize;
cbSize = rdi.cbSize = sizeof(rdi);
if ((INT)GetRawInputDeviceInfoA(devices[i].hDevice, RIDI_DEVICEINFO, &rdi, &cbSize) >= 0)
{
// All the PS2 adapters report themselves as joysticks.
// (By comparison, the 360 controller reports itself as a gamepad.)
if (rdi.hid.usUsagePage == HID_GENERIC_DESKTOP_PAGE &&
rdi.hid.usUsage == HID_GDP_JOYSTICK)
{
EAdapterType type = ADAPTER_Unknown;
// Check vendor and product IDs to see if we know what this is.
if (rdi.hid.dwVendorId == VID_PLAY_COM)
{
if (rdi.hid.dwProductId == PID_EMS_USB2_PS2_CONTROLLER_ADAPTER)
{
type = ADAPTER_EMSUSB2;
}
}
else if (rdi.hid.dwVendorId == VID_GREENASIA)
{
if (rdi.hid.dwProductId == PID_DRAGON_PS2_CONTROLLER_ADAPTER)
{
type = ADAPTER_DragonPlus;
}
else if (rdi.hid.dwProductId == PID_PANTHERLORD_PS2_CONTROLLER_ADAPTER)
{
type = ADAPTER_PantherLord;
}
}
else if (rdi.hid.dwVendorId == VID_PERSONAL_COMMUNICATION_SYSTEMS)
{
if (rdi.hid.dwProductId == PID_TWIN_USB_VIBRATION_GAMEPAD)
{
type = ADAPTER_TwinUSB;
}
}
if (type != ADAPTER_Unknown)
{
// Get the device name. Part of this is a path under HKLM\CurrentControlSet\Enum
// with \ characters replaced by # characters. It is not a human-friendly name.
// The layout for the name string is:
// <Enumerator>#<Device ID>#<Device Interface Class GUID>
// The Device ID has multiple #-seperated parts and uniquely identifies
// this device and which USB port it is connected to.
wchar_t name[256];
UINT namelen = countof(name);
wchar_t *devid, *devidend;
if (GetRawInputDeviceInfoW(devices[i].hDevice, RIDI_DEVICENAME, name, &namelen) == (UINT)-1)
{ // Can't get name. Skip it, since there's stuff in there we need for config.
continue;
}
devid = wcschr(name, '#');
if (devid == NULL)
{ // Should not happen
continue;
}
devidend = wcsrchr(++devid, '#');
if (devidend != NULL)
{
*devidend = '\0';
}
FAdapterHandle handle = { devices[i].hDevice, type, 0, FString(devid) };
// Adapters that support more than one controller have a seperate device
// entry for each controller. We can examine the name to determine which
// controller this device is for.
if (Descriptors[type].ControllerNumber >= 0)
{
wchar_t *col = wcsstr(devid, L"&Col");
if (col != NULL)
{
// I have no idea if this number is base 16 or base 10. Every
// other number in the name is base 16, so I assume this one is
// too, but since I don't have anything that goes higher than 02,
// I can't be sure.
handle.ControllerNumber = wcstoul(col + 4, NULL, 16);
}
}
adapters.Push(handle);
}
}
}
}
}
free(devices);
// Sort the found devices so that we have a consistant ordering.
qsort(&adapters[0], adapters.Size(), sizeof(FAdapterHandle), DeviceSort);
// Compare the new list of devices with the one we previously instantiated.
// Every device we currently hold is marked 0. Then scan through the new
// list and try to find it there, if it's found, it is marked 1. At the end
// of this, devices marked 1 existed before and are left alone. Devices
// marked 0 are no longer present and should be destroyed. If a device is
// present in the new list that we have not yet instantiated, we
// instantiate it now.
FRawPS2Controller *newone = NULL;
EAdapterType lasttype = ADAPTER_Unknown;
int sequence = 0; // Resets to 0 or 1 each time the adapter type changes
for (j = 0; j < Devices.Size(); ++j)
{
Devices[j]->Marked = false;
}
for (i = 0; i < adapters.Size(); ++i)
{
FAdapterHandle *adapter = &adapters[i];
if (adapter->Type != lasttype)
{
lasttype = adapter->Type;
// Peak ahead. If the next adapter has the same type, use 1.
// Otherwise, use 0. (0 means to not append a number to
// the device name.)
if (i == adapters.Size() - 1 || adapter->Type != adapters[i+1].Type)
{
sequence = 0;
}
else
{
sequence = 1;
}
}
for (j = 0; j < Devices.Size(); ++j)
{
if (Devices[j]->Handle == adapter->Handle)
{
Devices[j]->Marked = true;
break;
}
}
if (j == Devices.Size())
{ // Not found. Add it.
FRawPS2Controller *device = new FRawPS2Controller(adapter->Handle, adapter->Type, sequence++,
adapter->ControllerNumber, adapter->DeviceID);
device->Marked = true;
Devices.Push(device);
if (newone == NULL)
{
newone = device;
}
}
}
// Remove detached devices and avoid holes in the list.
for (i = j = 0; j < Devices.Size(); ++j)
{
if (!Devices[j]->Marked)
{
delete Devices[j];
}
else
{
if (i != j)
{
Devices[i] = Devices[j];
}
++i;
}
}
Devices.Resize(i);
DoRegister();
return newone;
}
//===========================================================================
//
// FRawPS2Manager :: DeviceSort STATIC
//
// Sorts first by device type, then by ID, then by controller number.
//
//===========================================================================
int FRawPS2Manager::DeviceSort(const void *a, const void *b)
{
const FAdapterHandle *ha = (const FAdapterHandle *)a;
const FAdapterHandle *hb = (const FAdapterHandle *)b;
int lex = ha->Type - hb->Type;
if (lex == 0)
{
// Skip device part of the ID and sort the connection part
const char *ca = strchr(ha->DeviceID.GetChars(), '#');
const char *cb = strchr(hb->DeviceID.GetChars(), '#');
const char *ea, *eb;
// The last bit looks like a controller number. Strip it out to be safe
// if this is a multi-controller adapter.
if (ha->ControllerNumber != 0)
{
ea = strrchr(ca, '&');
eb = strrchr(cb, '&');
}
else
{
ea = strlen(ca) + ca;
eb = strlen(cb) + cb;
}
for (; ca < ea && cb < eb && lex == 0; ++ca, ++cb)
{
lex = *ca - *cb;
}
if (lex == 0)
{
lex = ha->ControllerNumber - hb->ControllerNumber;
}
}
return lex;
}
//===========================================================================
//
// FRawPS2Manager :: DoRegister
//
// Ensure that we are only listening for input if devices we care about
// are attached to the system.
//
//===========================================================================
void FRawPS2Manager::DoRegister()
{
RAWINPUTDEVICE rid;
rid.usUsagePage = HID_GENERIC_DESKTOP_PAGE;
rid.usUsage = HID_GDP_JOYSTICK;
if (Devices.Size() == 0)
{
if (Registered)
{
rid.dwFlags = RIDEV_REMOVE;
rid.hwndTarget = NULL;
if (RegisterRawInputDevices(&rid, 1, sizeof(rid)))
{
Registered = false;
}
}
}
else
{
if (!Registered)
{
rid.dwFlags = RIDEV_INPUTSINK;
rid.hwndTarget = mainwindow.GetHandle();
if (RegisterRawInputDevices(&rid, 1, sizeof(rid)))
{
Registered = true;
}
}
}
}
//===========================================================================
//
// I_StartupRawPS2
//
//===========================================================================
void I_StartupRawPS2()
{
if (!joy_ps2raw || !use_joystick || Args->CheckParm("-nojoy"))
{
if (JoyDevices[INPUT_RawPS2] != NULL)
{
delete JoyDevices[INPUT_RawPS2];
JoyDevices[INPUT_RawPS2] = NULL;
UpdateJoystickMenu(NULL);
}
}
else
{
if (JoyDevices[INPUT_RawPS2] == NULL)
{
FJoystickCollection *joys = new FRawPS2Manager;
if (joys->GetDevice())
{
JoyDevices[INPUT_RawPS2] = joys;
}
else
{
delete joys;
}
}
}
}
//===========================================================================
//
// I_IsPS2Adapter
//
// The Data1 part of a DirectInput product GUID contains the device's vendor
// and product IDs. Returns true if we know what this device is.
//
//===========================================================================
bool I_IsPS2Adapter(DWORD vidpid)
{
return (vidpid == MAKELONG(VID_PLAY_COM, PID_EMS_USB2_PS2_CONTROLLER_ADAPTER) ||
vidpid == MAKELONG(VID_GREENASIA, PID_DRAGON_PS2_CONTROLLER_ADAPTER) ||
vidpid == MAKELONG(VID_GREENASIA, PID_PANTHERLORD_PS2_CONTROLLER_ADAPTER) ||
vidpid == MAKELONG(VID_PERSONAL_COMMUNICATION_SYSTEMS, PID_TWIN_USB_VIBRATION_GAMEPAD));
}