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authorJordan Woyak <jordan.woyak@gmail.com>2010-07-03 08:04:10 +0000
committerJordan Woyak <jordan.woyak@gmail.com>2010-07-03 08:04:10 +0000
commit0bf3dfda036f1da0cb26e1f266ea500fbe74f872 (patch)
tree309db5ac993b660eac11dfcc7332a08d47003474 /Source/Core/InputCommon/Src/ControllerInterface/DInput/DInputKeyboardMouse.cpp
parent0dc8833396ab26377b4cd1ba952371e74b94e739 (diff)
New Wiimote Plugin: Added real wiimote support.(only tested on Windows, still a few probs: after refresh alt+F{5..8} x2 is needed) New Wiimote/GCPad: Re-merged Keyboard+Mouse for easier kb+mouse configuration, like before.(DirectInput doesn't support individual kb/mice anymore like I thought it did) Fixed some bugs and maybe leaks in GUI.(got rid of evil dynamic_cast) Renamed stuff from DirectInput to DInput, cause it's shorter and rhymes with XInput, I guess. (I remembered eol-style native, shuffle lost his job :P)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5822 8ced0084-cf51-0410-be5f-012b33b47a6e
Diffstat (limited to 'Source/Core/InputCommon/Src/ControllerInterface/DInput/DInputKeyboardMouse.cpp')
-rw-r--r--Source/Core/InputCommon/Src/ControllerInterface/DInput/DInputKeyboardMouse.cpp272
1 files changed, 272 insertions, 0 deletions
diff --git a/Source/Core/InputCommon/Src/ControllerInterface/DInput/DInputKeyboardMouse.cpp b/Source/Core/InputCommon/Src/ControllerInterface/DInput/DInputKeyboardMouse.cpp
new file mode 100644
index 0000000000..c3b7cd807d
--- /dev/null
+++ b/Source/Core/InputCommon/Src/ControllerInterface/DInput/DInputKeyboardMouse.cpp
@@ -0,0 +1,272 @@
+#include "../ControllerInterface.h"
+
+#ifdef CIFACE_USE_DINPUT_KBM
+
+#include "DInputKeyboardMouse.h"
+#include "DInput.h"
+
+ // (lower would be more sensitive) user can lower sensitivity by setting range
+ // seems decent here ( at 8 ), I dont think anyone would need more sensitive than this
+ // and user can lower it much farther than they would want to with the range
+#define MOUSE_AXIS_SENSITIVITY 8
+
+ // if input hasn't been received for this many ms, mouse input will be skipped
+ // otherwise it is just some crazy value
+#define DROP_INPUT_TIME 250
+
+namespace ciface
+{
+namespace DInput
+{
+
+struct
+{
+ const BYTE code;
+ const char* const name;
+} named_keys[] =
+{
+#include "NamedKeys.h"
+};
+
+struct
+{
+ const BYTE code;
+ const char* const name;
+} named_lights[] =
+{
+ { VK_NUMLOCK, "NUM LOCK" },
+ { VK_CAPITAL, "CAPS LOCK" },
+ { VK_SCROLL, "SCROLL LOCK" }
+};
+
+void InitKeyboardMouse( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices )
+{
+ // mouse and keyboard are a combined device, to allow shift+click and stuff
+ // if thats dumb, i will make a VirtualDevice class that just uses ranges of inputs/outputs from other devices
+ // so there can be a separated Keyboard and mouse, as well as combined KeyboardMouse
+
+ LPDIRECTINPUTDEVICE8 kb_device = NULL;
+ LPDIRECTINPUTDEVICE8 mo_device = NULL;
+
+ if (SUCCEEDED(idi8->CreateDevice( GUID_SysKeyboard, &kb_device, NULL)))
+ {
+ if (SUCCEEDED(kb_device->SetDataFormat(&c_dfDIKeyboard)))
+ if (SUCCEEDED(kb_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
+ {
+ if (SUCCEEDED(idi8->CreateDevice( GUID_SysMouse, &mo_device, NULL )))
+ {
+ if (SUCCEEDED(mo_device->SetDataFormat(&c_dfDIMouse2)))
+ if (SUCCEEDED(mo_device->SetCooperativeLevel(NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
+ {
+ devices.push_back(new KeyboardMouse(kb_device, mo_device));
+ return;
+ }
+ }
+ }
+ }
+
+ if (kb_device)
+ kb_device->Release();
+ if (mo_device)
+ mo_device->Release();
+}
+
+KeyboardMouse::~KeyboardMouse()
+{
+ // kb
+ m_kb_device->Unacquire();
+ m_kb_device->Release();
+ // mouse
+ m_mo_device->Unacquire();
+ m_mo_device->Release();
+}
+
+KeyboardMouse::KeyboardMouse( const LPDIRECTINPUTDEVICE8 kb_device, const LPDIRECTINPUTDEVICE8 mo_device )
+ : m_kb_device(kb_device)
+ , m_mo_device(mo_device)
+{
+ m_kb_device->Acquire();
+ m_mo_device->Acquire();
+
+ m_last_update = GetTickCount();
+
+ ZeroMemory( &m_state_in, sizeof(m_state_in) );
+ ZeroMemory( m_state_out, sizeof(m_state_out) );
+ ZeroMemory( &m_current_state_out, sizeof(m_current_state_out) );
+
+ // KEYBOARD
+ // add keys
+ for ( unsigned int i = 0; i < sizeof(named_keys)/sizeof(*named_keys); ++i )
+ AddInput(new Key(i));
+ // add lights
+ for ( unsigned int i = 0; i < sizeof(named_lights)/sizeof(*named_lights); ++i )
+ AddOutput(new Light(i));
+
+ // MOUSE
+ // get caps
+ DIDEVCAPS mouse_caps;
+ ZeroMemory( &mouse_caps, sizeof(mouse_caps) );
+ mouse_caps.dwSize = sizeof(mouse_caps);
+ m_mo_device->GetCapabilities(&mouse_caps);
+ // mouse buttons
+ for ( unsigned int i = 0; i < mouse_caps.dwButtons; ++i )
+ AddInput(new Button(i));
+ // mouse axes
+ for ( unsigned int i = 0; i < mouse_caps.dwAxes; ++i )
+ {
+ // each axis gets a negative and a positive input instance associated with it
+ AddInput(new Axis(i, (2==i) ? -1 : -MOUSE_AXIS_SENSITIVITY));
+ AddInput(new Axis(i, -(2==i) ? 1 : MOUSE_AXIS_SENSITIVITY));
+ }
+}
+
+bool KeyboardMouse::UpdateInput()
+{
+ DIMOUSESTATE2 tmp_mouse;
+
+ // if mouse position hasn't been updated in a short while, skip a dev state
+ DWORD cur_time = GetTickCount();
+ if (cur_time - m_last_update > DROP_INPUT_TIME)
+ {
+ // set axes to zero
+ ZeroMemory(&m_state_in.mouse, sizeof(m_state_in.mouse));
+ // skip this input state
+ m_mo_device->GetDeviceState(sizeof(tmp_mouse), &tmp_mouse);
+ }
+
+ m_last_update = cur_time;
+
+ HRESULT kb_hr = m_kb_device->GetDeviceState(sizeof(m_state_in.keyboard), &m_state_in.keyboard);
+ HRESULT mo_hr = m_mo_device->GetDeviceState(sizeof(tmp_mouse), &tmp_mouse);
+
+ if (DIERR_INPUTLOST == kb_hr || DIERR_NOTACQUIRED == kb_hr)
+ m_kb_device->Acquire();
+
+ if (DIERR_INPUTLOST == mo_hr || DIERR_NOTACQUIRED == mo_hr)
+ m_mo_device->Acquire();
+
+ if (SUCCEEDED(kb_hr) && SUCCEEDED(mo_hr))
+ {
+ // need to smooth out the axes, otherwise it doesnt work for shit
+ for ( unsigned int i = 0; i < 3; ++i )
+ ((&m_state_in.mouse.lX)[i] += (&tmp_mouse.lX)[i]) /= 2;
+
+ // copy over the buttons
+ memcpy( m_state_in.mouse.rgbButtons, tmp_mouse.rgbButtons, sizeof(m_state_in.mouse.rgbButtons) );
+ return true;
+ }
+
+ return false;
+}
+
+bool KeyboardMouse::UpdateOutput()
+{
+ class KInput : public INPUT
+ {
+ public:
+ KInput( const unsigned char key, const bool up = false )
+ {
+ memset( this, 0, sizeof(*this) );
+ type = INPUT_KEYBOARD;
+ ki.wVk = key;
+ if (up) ki.dwFlags = KEYEVENTF_KEYUP;
+ }
+ };
+
+ std::vector< KInput > kbinputs;
+ for ( unsigned int i = 0; i < sizeof(m_state_out)/sizeof(*m_state_out); ++i )
+ {
+ bool want_on = false;
+ if ( m_state_out[i] )
+ want_on = m_state_out[i] > GetTickCount() % 255 ; // light should flash when output is 0.5
+
+ // lights are set to their original state when output is zero
+ if ( want_on ^ m_current_state_out[i] )
+ {
+ kbinputs.push_back( KInput( named_lights[i].code ) ); // press
+ kbinputs.push_back( KInput( named_lights[i].code, true ) ); // release
+
+ m_current_state_out[i] ^= 1;
+ }
+ }
+
+ if (kbinputs.size())
+ return ( kbinputs.size() == SendInput( (UINT)kbinputs.size(), &kbinputs[0], sizeof( kbinputs[0] ) ) );
+ else
+ return true;
+}
+
+std::string KeyboardMouse::GetName() const
+{
+ return "Keyboard Mouse";
+}
+
+int KeyboardMouse::GetId() const
+{
+ // should this be -1, idk
+ return 0;
+}
+
+std::string KeyboardMouse::GetSource() const
+{
+ return DINPUT_SOURCE_NAME;
+}
+
+ControlState KeyboardMouse::GetInputState(const ControllerInterface::Device::Input* const input) const
+{
+ return ( ((Input*)input)->GetState( &m_state_in ) );
+}
+
+void KeyboardMouse::SetOutputState(const ControllerInterface::Device::Output* const output, const ControlState state)
+{
+ ((Output*)output)->SetState( state, m_state_out );
+}
+
+// names
+std::string KeyboardMouse::Key::GetName() const
+{
+ return named_keys[m_index].name;
+}
+
+std::string KeyboardMouse::Button::GetName() const
+{
+ return std::string("Button ") + char('0'+m_index);
+}
+
+std::string KeyboardMouse::Axis::GetName() const
+{
+ std::string tmpstr("Axis ");
+ tmpstr += "XYZ"[m_index]; tmpstr += ( m_range>0 ? '+' : '-' );
+ return tmpstr;
+}
+
+std::string KeyboardMouse::Light::GetName() const
+{
+ return named_lights[ m_index ].name;
+}
+
+// get/set state
+ControlState KeyboardMouse::Key::GetState(const State* const state) const
+{
+ return ( state->keyboard[named_keys[m_index].code] > 0 );
+}
+
+ControlState KeyboardMouse::Button::GetState(const State* const state) const
+{
+ return ( state->mouse.rgbButtons[m_index] > 0 );
+}
+
+ControlState KeyboardMouse::Axis::GetState(const State* const state) const
+{
+ return std::max( 0.0f, ControlState((&state->mouse.lX)[m_index]) / m_range );
+}
+
+void KeyboardMouse::Light::SetState(const ControlState state, unsigned char* const state_out)
+{
+ state_out[m_index] = (unsigned char)(state * 255);
+}
+
+}
+}
+
+#endif