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Add support for correlating trigger input
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@ -67,6 +67,12 @@ typedef struct WindowsGamingInputGamepadState WindowsGamingInputGamepadState;
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#if defined(SDL_JOYSTICK_RAWINPUT_XINPUT) || defined(SDL_JOYSTICK_RAWINPUT_WGI)
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#define SDL_JOYSTICK_RAWINPUT_MATCHING
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#define SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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#define SDL_JOYSTICK_RAWINPUT_MATCH_TRIGGERS
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_TRIGGERS
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#define SDL_JOYSTICK_RAWINPUT_MATCH_COUNT 6 // stick + trigger axes
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#else
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#define SDL_JOYSTICK_RAWINPUT_MATCH_COUNT 4 // stick axes
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#endif
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#endif
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/*#define DEBUG_RAWINPUT*/
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@ -128,7 +134,7 @@ struct joystick_hwdata
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USHORT trigger_hack_index;
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
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Uint32 match_state; /* Low 16 bits for button states, high 16 for 4 4bit axes */
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Uint64 match_state; /* Lowest 16 bits for button states, higher 24 for 6 4bit axes */
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Uint32 last_state_packet;
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#endif
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@ -173,7 +179,7 @@ static struct {
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typedef struct WindowsMatchState {
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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SHORT match_axes[4];
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SHORT match_axes[SDL_JOYSTICK_RAWINPUT_MATCH_COUNT];
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#endif
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#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
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WORD xinput_buttons;
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@ -184,13 +190,13 @@ typedef struct WindowsMatchState {
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SDL_bool any_data;
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} WindowsMatchState;
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static void RAWINPUT_FillMatchState(WindowsMatchState *state, Uint32 match_state)
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static void RAWINPUT_FillMatchState(WindowsMatchState *state, Uint64 match_state)
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{
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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int ii;
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#endif
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state->any_data = SDL_FALSE;
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SDL_bool any_axes_data = SDL_FALSE;
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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/* SHORT state->match_axes[4] = {
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(match_state & 0x000F0000) >> 4,
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@ -199,12 +205,18 @@ static void RAWINPUT_FillMatchState(WindowsMatchState *state, Uint32 match_state
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(match_state & 0xF0000000) >> 16,
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}; */
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for (ii = 0; ii < 4; ii++) {
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state->match_axes[ii] = (match_state & (0x000F0000 << (ii * 4))) >> (4 + ii * 4);
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if ((Uint32)(state->match_axes[ii] + 0x1000) > 0x2000) { /* match_state bit is not 0xF, 0x1, or 0x2 */
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state->any_data = SDL_TRUE;
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}
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state->match_axes[ii] = (SHORT)((match_state & (0x000F0000ull << (ii * 4))) >> (4 + ii * 4));
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any_axes_data |= ((Uint32)(state->match_axes[ii] + 0x1000) > 0x2000); /* match_state bit is not 0xF, 0x1, or 0x2 */
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}
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#endif /* SDL_JOYSTICK_RAWINPUT_MATCH_AXES */
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_TRIGGERS
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for (; ii < SDL_JOYSTICK_RAWINPUT_MATCH_COUNT; ii++) {
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state->match_axes[ii] = (SHORT)((match_state & (0x000F0000ull << (ii * 4))) >> (4 + ii * 4));
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any_axes_data |= (state->match_axes[ii] != SDL_MIN_SINT16);
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}
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#endif /* SDL_JOYSTICK_RAWINPUT_MATCH_TRIGGERS */
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state->any_data = any_axes_data;
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#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
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/* Match axes by checking if the distance between the high 4 bits of axis and the 4 bits from match_state is 1 or less */
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@ -220,9 +232,16 @@ static void RAWINPUT_FillMatchState(WindowsMatchState *state, Uint32 match_state
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SDL_abs((Sint8)((gamepad.sThumbRX & 0xF000) >> 8) - ((match_state & 0x0F000000) >> 20)) <= 0x10 && \
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SDL_abs((Sint8)((~gamepad.sThumbRY & 0xF000) >> 8) - ((match_state & 0xF0000000) >> 24)) <= 0x10) */
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/* Can only match trigger values if a single trigger has a value. */
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#define XInputTriggersMatch(gamepad) ( \
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((state->match_axes[4] == SDL_MIN_SINT16) && (state->match_axes[5] == SDL_MIN_SINT16)) || \
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((gamepad.bLeftTrigger != 0) && (gamepad.bRightTrigger != 0)) || \
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((Uint32)((((int)gamepad.bLeftTrigger * 257) - 32768) - state->match_axes[4]) <= 0x2fff) || \
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((Uint32)((((int)gamepad.bRightTrigger * 257) - 32768) - state->match_axes[5]) <= 0x2fff))
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state->xinput_buttons =
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/* Bitwise map .RLDUWVQTS.KYXBA -> YXBA..WVQTKSRLDU */
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match_state << 12 | (match_state & 0x0780) >> 1 | (match_state & 0x0010) << 1 | (match_state & 0x0040) >> 2 | (match_state & 0x7800) >> 11;
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(WORD)(match_state << 12 | (match_state & 0x0780) >> 1 | (match_state & 0x0010) << 1 | (match_state & 0x0040) >> 2 | (match_state & 0x7800) >> 11);
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/* Explicit
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((match_state & (1<<SDL_CONTROLLER_BUTTON_A)) ? XINPUT_GAMEPAD_A : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_B)) ? XINPUT_GAMEPAD_B : 0) |
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@ -252,6 +271,11 @@ static void RAWINPUT_FillMatchState(WindowsMatchState *state, Uint32 match_state
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(Uint16)(((Sint16)(gamepad.RightThumbstickX * SDL_MAX_SINT16) & 0xF000) - state->match_axes[2] + 0x1000) <= 0x2fff && \
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(Uint16)((~(Sint16)(gamepad.RightThumbstickY * SDL_MAX_SINT16) & 0xF000) - state->match_axes[3] + 0x1000) <= 0x2fff)
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#define WindowsGamingInputTriggersMatch(gamepad) ( \
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((state->match_axes[4] == SDL_MIN_SINT16) && (state->match_axes[5] == SDL_MIN_SINT16)) || \
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((gamepad.LeftTrigger == 0.0f) && (gamepad.RightTrigger == 0.0f)) || \
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((Uint16)((((int)(gamepad.LeftTrigger * SDL_MAX_UINT16)) - 32768) - state->match_axes[4]) <= 0x2fff) || \
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((Uint16)((((int)(gamepad.RightTrigger * SDL_MAX_UINT16)) - 32768) - state->match_axes[5]) <= 0x2fff))
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state->wgi_buttons =
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/* Bitwise map .RLD UWVQ TS.K YXBA -> ..QT WVRL DUYX BAKS */
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@ -354,6 +378,9 @@ RAWINPUT_XInputSlotMatches(const WindowsMatchState *state, Uint8 slot_idx)
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if ((xinput_buttons & ~XINPUT_GAMEPAD_GUIDE) == state->xinput_buttons
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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&& XInputAxesMatch(xinput_state[slot_idx].state.Gamepad)
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#endif
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_TRIGGERS
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&& XInputTriggersMatch(xinput_state[slot_idx].state.Gamepad)
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#endif
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) {
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return SDL_TRUE;
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@ -570,12 +597,16 @@ RAWINPUT_InitWindowsGamingInput(RAWINPUT_DeviceContext *ctx)
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}
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static SDL_bool
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RAWINPUT_WindowsGamingInputSlotMatches(const WindowsMatchState *state, WindowsGamingInputGamepadState *slot)
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RAWINPUT_WindowsGamingInputSlotMatches(const WindowsMatchState *state, WindowsGamingInputGamepadState *slot, SDL_bool xinput_correlated)
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{
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Uint32 wgi_buttons = slot->state.Buttons;
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if ((wgi_buttons & 0x3FFF) == state->wgi_buttons
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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&& WindowsGamingInputAxesMatch(slot->state)
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#endif
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_TRIGGERS
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// Don't try to match WGI triggers if getting values from XInput
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&& (xinput_correlated || WindowsGamingInputTriggersMatch(slot->state))
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#endif
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) {
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return SDL_TRUE;
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@ -584,14 +615,14 @@ RAWINPUT_WindowsGamingInputSlotMatches(const WindowsMatchState *state, WindowsGa
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}
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static SDL_bool
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RAWINPUT_GuessWindowsGamingInputSlot(const WindowsMatchState *state, Uint8 *correlation_id, WindowsGamingInputGamepadState **slot)
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RAWINPUT_GuessWindowsGamingInputSlot(const WindowsMatchState *state, Uint8 *correlation_id, WindowsGamingInputGamepadState **slot, SDL_bool xinput_correlated)
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{
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int match_count, user_index;
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match_count = 0;
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for (user_index = 0; user_index < wgi_state.per_gamepad_count; ++user_index) {
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WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[user_index];
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if (RAWINPUT_WindowsGamingInputSlotMatches(state, gamepad_state)) {
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if (RAWINPUT_WindowsGamingInputSlotMatches(state, gamepad_state, xinput_correlated)) {
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++match_count;
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*slot = gamepad_state;
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/* Incrementing correlation_id for any match, as negative evidence for others being correlated */
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@ -1383,12 +1414,13 @@ RAWINPUT_HandleStatePacket(SDL_Joystick *joystick, Uint8 *data, int size)
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(1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
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};
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Uint32 match_state = ctx->match_state;
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Uint64 match_state = ctx->match_state;
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/* Update match_state with button bit, then fall through */
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#define SDL_PrivateJoystickButton(joystick, button, state) if (button < SDL_arraysize(button_map)) { if (state) match_state |= 1 << button_map[button]; else match_state &= ~(1 << button_map[button]); } SDL_PrivateJoystickButton(joystick, button, state)
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#define SDL_PrivateJoystickButton(joystick, button, state) if (button < SDL_arraysize(button_map)) { Uint64 button_bit = 1ull << button_map[button]; match_state = (match_state & ~button_bit) | (button_bit * (state)); } SDL_PrivateJoystickButton(joystick, button, state)
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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/* Grab high 4 bits of value, then fall through */
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#define SDL_PrivateJoystickAxis(joystick, axis, value) if (axis < 4) match_state = (match_state & ~(0xF << (4 * axis + 16))) | ((value) & 0xF000) << (4 * axis + 4); SDL_PrivateJoystickAxis(joystick, axis, value)
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#define AddAxisToMatchState(axis, value) { match_state = (match_state & ~(0xFull << (4 * axis + 16))) | ((value) & 0xF000ull) << (4 * axis + 4); }
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#define SDL_PrivateJoystickAxis(joystick, axis, value) if (axis < 4) AddAxisToMatchState(axis, value); SDL_PrivateJoystickAxis(joystick, axis, value)
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#endif
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#endif /* SDL_JOYSTICK_RAWINPUT_MATCHING */
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@ -1453,6 +1485,10 @@ RAWINPUT_HandleStatePacket(SDL_Joystick *joystick, Uint8 *data, int size)
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#undef SDL_PrivateJoystickAxis
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#endif
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_TRIGGERS
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#define AddTriggerToMatchState(axis, value) { int match_axis = axis + SDL_JOYSTICK_RAWINPUT_MATCH_COUNT - joystick->naxes; AddAxisToMatchState(match_axis, value); }
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#endif /* SDL_JOYSTICK_RAWINPUT_MATCH_TRIGGERS */
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if (ctx->trigger_hack) {
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SDL_bool has_trigger_data = SDL_FALSE;
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@ -1469,28 +1505,38 @@ RAWINPUT_HandleStatePacket(SDL_Joystick *joystick, Uint8 *data, int size)
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}
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#endif /* SDL_JOYSTICK_RAWINPUT_WGI */
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if (!has_trigger_data) {
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int left_trigger = joystick->naxes - 2;
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int right_trigger = joystick->naxes - 1;
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#ifndef SDL_JOYSTICK_RAWINPUT_MATCH_TRIGGERS
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if (!has_trigger_data)
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#endif
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{
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HIDP_DATA *item = GetData(ctx->trigger_hack_index, ctx->data, data_length);
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if (item) {
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int left_trigger = joystick->naxes - 2;
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int right_trigger = joystick->naxes - 1;
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Sint16 value = (int)(Uint16)item->RawValue - 0x8000;
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if (value < 0) {
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value = -value * 2 - 32769;
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SDL_PrivateJoystickAxis(joystick, left_trigger, SDL_MIN_SINT16);
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SDL_PrivateJoystickAxis(joystick, right_trigger, value);
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} else if (value > 0) {
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value = value * 2 - 32767;
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SDL_PrivateJoystickAxis(joystick, left_trigger, value);
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SDL_PrivateJoystickAxis(joystick, right_trigger, SDL_MIN_SINT16);
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} else {
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SDL_PrivateJoystickAxis(joystick, left_trigger, SDL_MIN_SINT16);
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SDL_PrivateJoystickAxis(joystick, right_trigger, SDL_MIN_SINT16);
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Sint16 left_value = (value > 0) ? (value * 2 - 32767) : SDL_MIN_SINT16;
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Sint16 right_value = (value < 0) ? (-value * 2 - 32769) : SDL_MIN_SINT16;
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_TRIGGERS
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AddTriggerToMatchState(left_trigger, left_value);
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AddTriggerToMatchState(right_trigger, right_value);
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if (!has_trigger_data)
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#endif /* SDL_JOYSTICK_RAWINPUT_MATCH_TRIGGERS */
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{
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SDL_PrivateJoystickAxis(joystick, left_trigger, left_value);
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SDL_PrivateJoystickAxis(joystick, right_trigger, right_value);
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}
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}
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}
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}
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#ifdef AddAxisToMatchState
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#undef AddAxisToMatchState
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#endif
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#ifdef AddTriggerToMatchState
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#undef AddTriggerToMatchState
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#endif
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
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if (ctx->is_xinput) {
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ctx->match_state = match_state;
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@ -1520,7 +1566,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick)
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!joystick->low_frequency_rumble && !joystick->high_frequency_rumble &&
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!joystick->left_trigger_rumble && !joystick->right_trigger_rumble) {
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/* We have been previously correlated, ensure we are still matching, see comments in XINPUT section */
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if (RAWINPUT_WindowsGamingInputSlotMatches(&match_state_xinput, ctx->wgi_slot)) {
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if (RAWINPUT_WindowsGamingInputSlotMatches(&match_state_xinput, ctx->wgi_slot, ctx->xinput_correlated)) {
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ctx->wgi_uncorrelate_count = 0;
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} else {
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++ctx->wgi_uncorrelate_count;
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@ -1549,7 +1595,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick)
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if (RAWINPUT_MissingWindowsGamingInputSlot()) {
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Uint8 correlation_id;
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WindowsGamingInputGamepadState *slot_idx = NULL;
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if (RAWINPUT_GuessWindowsGamingInputSlot(&match_state_xinput, &correlation_id, &slot_idx)) {
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if (RAWINPUT_GuessWindowsGamingInputSlot(&match_state_xinput, &correlation_id, &slot_idx, ctx->xinput_correlated)) {
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/* we match exactly one WindowsGamingInput device */
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/* Probably can do without wgi_correlation_count, just check and clear wgi_slot to NULL, unless we need
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even more frames to be sure. */
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