Add support for correlating trigger input

This commit is contained in:
Carl Glave 2022-01-20 17:21:28 -08:00 committed by Sam Lantinga
parent e1b4761c62
commit a23b3c767f

View file

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