mirror of
https://github.com/ZDoom/Raze.git
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5eee7b80b1
* controller handling improvements * use stb_sprintf. * various smaller fixes.
1361 lines
35 KiB
C++
1361 lines
35 KiB
C++
/*
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// HEADER FILES ------------------------------------------------------------
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include "i_input.h"
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#include "d_eventbase.h"
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#include "gameconfigfile.h"
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#include "m_argv.h"
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#include "cmdlib.h"
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#include "keydef.h"
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#include "i_mainwindow.h"
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// MACROS ------------------------------------------------------------------
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#define DEFAULT_DEADZONE 0.25f
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#define STATUS_SWITCH_TIME 3
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#define VID_PLAY_COM 0x0b43
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#define PID_EMS_USB2_PS2_CONTROLLER_ADAPTER 0x0003
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#define VID_GREENASIA 0x0e8f
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#define PID_DRAGON_PS2_CONTROLLER_ADAPTER 0x0003
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#define PID_PANTHERLORD_PS2_CONTROLLER_ADAPTER 0x0029
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#define VID_PERSONAL_COMMUNICATION_SYSTEMS 0x0810
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#define PID_TWIN_USB_VIBRATION_GAMEPAD 0x0001
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#define STATUS_DISCONNECTED 0xFF
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#define STATUS_DIGITAL 0x41
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#define STATUS_ANALOG 0x73
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// TYPES -------------------------------------------------------------------
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enum EAdapterType
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{
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ADAPTER_EMSUSB2,
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ADAPTER_DragonPlus,
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ADAPTER_PantherLord,
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ADAPTER_TwinUSB,
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ADAPTER_Unknown
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};
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struct FAdapterHandle
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{
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HANDLE Handle;
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EAdapterType Type;
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int ControllerNumber;
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FString DeviceID;
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};
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class FRawPS2Controller : public IJoystickConfig
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{
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public:
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FRawPS2Controller(HANDLE handle, EAdapterType type, int sequence, int controller, FString devid);
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~FRawPS2Controller();
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bool ProcessInput(RAWHID *raw, int code);
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void AddAxes(float axes[NUM_JOYAXIS]);
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bool IsConnected() { return Connected; }
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// IJoystickConfig interface
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FString GetName();
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float GetSensitivity();
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virtual void SetSensitivity(float scale);
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int GetNumAxes();
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float GetAxisDeadZone(int axis);
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EJoyAxis GetAxisMap(int axis);
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const char *GetAxisName(int axis);
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float GetAxisScale(int axis);
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void SetAxisDeadZone(int axis, float deadzone);
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void SetAxisMap(int axis, EJoyAxis gameaxis);
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void SetAxisScale(int axis, float scale);
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bool IsSensitivityDefault();
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bool IsAxisDeadZoneDefault(int axis);
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bool IsAxisMapDefault(int axis);
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bool IsAxisScaleDefault(int axis);
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bool GetEnabled();
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void SetEnabled(bool enabled);
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void SetDefaultConfig();
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FString GetIdentifier();
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protected:
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struct AxisInfo
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{
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float Value;
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float DeadZone;
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float Multiplier;
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EJoyAxis GameAxis;
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uint8_t ButtonValue;
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};
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struct DefaultAxisConfig
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{
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EJoyAxis GameAxis;
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float Multiplier;
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};
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enum
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{
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AXIS_ThumbLX,
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AXIS_ThumbLY,
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AXIS_ThumbRX,
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AXIS_ThumbRY,
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NUM_AXES
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};
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HANDLE Handle;
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FString DeviceID;
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int ControllerNumber;
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int Sequence;
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DWORD DisconnectCount;
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EAdapterType Type;
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float Multiplier;
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AxisInfo Axes[NUM_AXES];
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static DefaultAxisConfig DefaultAxes[NUM_AXES];
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int LastButtons;
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bool Connected;
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bool Marked;
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bool Active;
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bool Enabled;
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void Attached();
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void Detached();
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void NeutralInput();
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static void ProcessThumbstick(int value1, AxisInfo *axis1, int value2, AxisInfo *axis2, int base);
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friend class FRawPS2Manager;
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};
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class FRawPS2Manager : public FJoystickCollection
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{
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public:
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FRawPS2Manager();
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~FRawPS2Manager();
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bool GetDevice();
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bool ProcessRawInput(RAWINPUT *raw, int code);
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void AddAxes(float axes[NUM_JOYAXIS]);
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void GetDevices(TArray<IJoystickConfig *> &sticks);
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IJoystickConfig *Rescan();
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protected:
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TArray<FRawPS2Controller *> Devices;
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bool Registered;
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void DoRegister();
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FRawPS2Controller *EnumDevices();
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static int DeviceSort(const void *a, const void *b);
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};
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// Each entry is an offset to the corresponding data field in the
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// adapter's data packet. Some of these fields are optional and are
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// assigned negative values if the adapter does not include them.
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struct PS2Descriptor
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{
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const char *AdapterName;
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uint8_t PacketSize;
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int8_t ControllerNumber;
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int8_t ControllerStatus;
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uint8_t LeftX;
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uint8_t LeftY;
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uint8_t RightX;
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uint8_t RightY;
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int8_t DPadHat;
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uint8_t DPadButtonsNibble:1;
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int8_t DPadButtons:7; // up, right, down, left
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uint8_t ButtonSet1:7; // triangle, circle, cross, square
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uint8_t ButtonSet1Nibble:1;
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uint8_t ButtonSet2:7; // L2, R2, L1, R1
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uint8_t ButtonSet2Nibble:1;
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uint8_t ButtonSet3:7; // select, start, lthumb, rthumb
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uint8_t ButtonSet3Nibble:1;
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CUSTOM_CVAR(Bool, joy_ps2raw, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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I_StartupRawPS2();
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event_t ev = { EV_DeviceChange };
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D_PostEvent(&ev);
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}
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static const int ButtonKeys[16] =
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{
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KEY_PAD_DPAD_UP,
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KEY_PAD_DPAD_RIGHT,
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KEY_PAD_DPAD_DOWN,
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KEY_PAD_DPAD_LEFT,
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KEY_PAD_Y, // triangle
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KEY_PAD_B, // circle
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KEY_PAD_A, // cross
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KEY_PAD_X, // square
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KEY_PAD_LTRIGGER, // L2
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KEY_PAD_RTRIGGER, // R2
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KEY_PAD_LSHOULDER, // L1
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KEY_PAD_RSHOULDER, // R1
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KEY_PAD_BACK, // select
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KEY_PAD_START,
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KEY_PAD_LTHUMB,
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KEY_PAD_RTHUMB
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};
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static const uint8_t HatButtons[16] =
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{
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1, 1+2, 2, 2+4, 4, 4+8, 8, 8+1,
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0, 0, 0, 0, 0, 0, 0, 0
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};
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static const PS2Descriptor Descriptors[ADAPTER_Unknown] =
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{
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{ // ADAPTER_EMS_USB2
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"EMS USB2 Adapter",
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8, // packet size
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0, // controller number
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7, // controller status
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3, // left x
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4, // left y
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5, // right x
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6, // right y
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-1, // hat
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1, // d-pad buttons nibble
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2, // d-pad buttons
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1, // buttons 1
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0, // buttons 1 nibble
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1, // buttons 2
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1, // buttons 2 nibble
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2, // buttons 3
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0, // buttons 3 nibble
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},
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{ // ADAPTER_DragonPlus
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"Dragon+ Adapter",
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9, // packet size
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-1, // controller number
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-1, // controller status
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3, // left x
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4, // left y
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2, // right x
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1, // right y
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6, // hat
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0, // d-pad buttons nibble
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-1, // d-pad buttons
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6, // buttons 1
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1, // buttons 1 nibble
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7, // buttons 2
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0, // buttons 2 nibble
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7, // buttons 3
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1, // buttons 3 nibble
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},
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{ // ADAPTER_PantherLord
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// Windows indentifies it as a ga451-USB device, but I call it a PantherLord
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// because there's a box in the middle of the cable with a PantherLord sticker
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// on it.
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"PantherLord Adapter",
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9, // packet size
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-1, // controller number
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-1, // controller status
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4, // left x
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5, // left y
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3, // right x
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2, // right y
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-1, // hat ... This device has both a hat and d-pad buttons.
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0, // d-pad buttons nibble Since buttons are better, we just read those.
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8, // d-pad buttons
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6, // buttons 1
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1, // buttons 1 nibble
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7, // buttons 2
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0, // buttons 2 nibble
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7, // buttons 3
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1, // buttons 3 nibble
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},
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{ // ADAPTER_TwinUSB
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"Twin USB Gamepad",
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8, // packet size
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0, // controller number
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-1, // controller status
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3, // left x
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4, // left y
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2, // right x
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1, // right y
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5, // hat
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0, // d-pad buttons nibble
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-1, // d-pad buttons
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5, // buttons 1
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1, // buttons 1 nibble
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6, // buttons 2
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0, // buttons 2 nibble
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6, // buttons 3
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1, // buttons 3 nibble
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}
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};
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static const char *AxisNames[] =
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{
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"Left Thumb X Axis",
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"Left Thumb Y Axis",
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"Right Thumb X Axis",
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"Right Thumb Y Axis",
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};
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FRawPS2Controller::DefaultAxisConfig FRawPS2Controller::DefaultAxes[NUM_AXES] =
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{
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// Game axis, multiplier
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{ JOYAXIS_Side, 1 }, // ThumbLX
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{ JOYAXIS_Forward, 1 }, // ThumbLY
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{ JOYAXIS_Yaw, 1 }, // ThumbRX
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{ JOYAXIS_Pitch, 0.75 }, // ThumbRY
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};
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// FRawPS2Controller - Constructor
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//
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// handle: The Raw Input handle for this device
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// type: The adapter type
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// sequence: The seqeunce number, for attaching numbers to names
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// controller: The controller to check, for multi-controller adapters
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//
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//==========================================================================
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FRawPS2Controller::FRawPS2Controller(HANDLE handle, EAdapterType type, int sequence, int controller, FString devid)
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{
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Handle = handle;
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Type = type;
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ControllerNumber = controller;
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Sequence = sequence;
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DeviceID = devid;
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Enabled = true;
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// The EMS USB2 controller provides attachment status. The others do not.
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Connected = (Descriptors[type].ControllerStatus < 0);
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if (Connected)
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{
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Attached();
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}
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M_LoadJoystickConfig(this);
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}
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//==========================================================================
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//
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// FRawPS2Controller - Destructor
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//
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//==========================================================================
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FRawPS2Controller::~FRawPS2Controller()
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{
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// Make sure to send any key ups before destroying this.
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NeutralInput();
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M_SaveJoystickConfig(this);
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}
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//==========================================================================
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//
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// FRawPS2Controller :: ProcessInput
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//
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//==========================================================================
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bool FRawPS2Controller::ProcessInput(RAWHID *raw, int code)
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{
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// w32api has an incompatible definition of bRawData.
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// (But the version that comes with MinGW64 is fine.)
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#if defined(__GNUC__) && !defined(__MINGW64_VERSION_MAJOR)
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uint8_t *rawdata = &raw->bRawData;
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#else
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uint8_t *rawdata = raw->bRawData;
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#endif
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const PS2Descriptor *desc = &Descriptors[Type];
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bool digital;
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// Ensure packet size is what we expect.
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if (raw->dwSizeHid != desc->PacketSize)
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{
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return false;
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}
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#if 0
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// If this is a multi-controller device, check that this packet
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// is for the controller we were created for. We probably don't
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// need to do this, because the multi-controller adapters
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// send data for each controller to seperate device instances.
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if (desc->ControllerNumber >= 0 &&
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raw->bRawData[desc->ControllerNumber] != ControllerNumber)
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{
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return false;
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}
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#endif
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// Check for disconnected controller
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if (desc->ControllerStatus >= 0)
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{
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if (rawdata[desc->ControllerStatus] == STATUS_DISCONNECTED)
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{
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// When you press the Analog button on a controller, the EMS
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// USB2 will briefly report the controller as disconnected.
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if (++DisconnectCount < STATUS_SWITCH_TIME)
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{
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NeutralInput();
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return true;
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}
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if (Connected)
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{
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Detached();
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}
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return true;
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}
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if (!Connected)
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{
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Attached();
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}
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}
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DisconnectCount = 0;
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if (code == RIM_INPUTSINK)
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{
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NeutralInput();
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return true;
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}
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// Check for digital controller
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digital = false;
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if (desc->ControllerStatus >= 0)
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{
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// The EMS USB2 is nice enough to actually tell us what type of
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// controller is attached.
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digital = (rawdata[desc->ControllerStatus] == STATUS_DIGITAL);
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}
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else
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{
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// The other adapters don't bother to tell us, but we can still
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// make an educated guess. In analog mode, the axes center at 0x80.
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// In digital mode, they center at 0x7F, and the right stick is
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// fixed at center because it gets translated to presses of the
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// four face buttons instead.
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digital = (rawdata[desc->RightX] == 0x7F && rawdata[desc->RightY] == 0x7F);
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}
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// Convert axes to floating point and cancel out deadzones.
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ProcessThumbstick(rawdata[desc->LeftX], &Axes[AXIS_ThumbLX],
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rawdata[desc->LeftY], &Axes[AXIS_ThumbLY], KEY_PAD_LTHUMB_RIGHT);
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// If we know we are digital, ignore the right stick.
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if (digital)
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{
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ProcessThumbstick(0x80, &Axes[AXIS_ThumbRX],
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0x80, &Axes[AXIS_ThumbRY], KEY_PAD_RTHUMB_RIGHT);
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}
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else
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{
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ProcessThumbstick(rawdata[desc->RightX], &Axes[AXIS_ThumbRX],
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rawdata[desc->RightY], &Axes[AXIS_ThumbRY], KEY_PAD_RTHUMB_RIGHT);
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}
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// Generate events for buttons that have changed.
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int buttons = 0;
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// If we know we are digital, ignore the D-Pad.
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if (!digital)
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{
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if (desc->DPadButtons >= 0)
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{
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buttons = rawdata[desc->DPadButtons] >> (4 * desc->DPadButtonsNibble);
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}
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else if (desc->DPadHat >= 0)
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{
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buttons = HatButtons[rawdata[desc->DPadHat] & 15];
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}
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}
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buttons |= ((rawdata[desc->ButtonSet1] >> (4 * desc->ButtonSet1Nibble)) & 15) << 4;
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buttons |= ((rawdata[desc->ButtonSet2] >> (4 * desc->ButtonSet2Nibble)) & 15) << 8;
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buttons |= ((rawdata[desc->ButtonSet3] >> (4 * desc->ButtonSet3Nibble)) & 15) << 12;
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Joy_GenerateButtonEvents(LastButtons, buttons, 16, ButtonKeys);
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LastButtons = buttons;
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return true;
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}
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//==========================================================================
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//
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// FRawPS2Controller :: ProcessThumbstick STATIC
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//
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// Converts both axie of a thumb stick to floating point, cancels out the
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// deadzone, and generates button up/down events for them.
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//
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//==========================================================================
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|
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void FRawPS2Controller::ProcessThumbstick(int value1, AxisInfo *axis1, int value2, AxisInfo *axis2, int base)
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{
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uint8_t buttonstate;
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double axisval1, axisval2;
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|
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axisval1 = value1 * (2.0 / 255) - 1.0;
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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, '#');
|
|
const char *cb = strchr(hb->DeviceID, '#');
|
|
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));
|
|
}
|