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https://github.com/RetroDECK/Duckstation.git
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566993c6df
Fixes low vibration in Final Fantasy VIII, missing vibration in Armored Core Project Phantasma, etc.
182 lines
4 KiB
C++
182 lines
4 KiB
C++
#pragma once
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#include "controller.h"
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#include <array>
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#include <memory>
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#include <optional>
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#include <string_view>
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class AnalogController final : public Controller
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{
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public:
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enum class Axis : u8
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{
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LeftX,
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LeftY,
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RightX,
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RightY,
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Count
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};
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enum class Button : u8
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{
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Select = 0,
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L3 = 1,
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R3 = 2,
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Start = 3,
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Up = 4,
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Right = 5,
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Down = 6,
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Left = 7,
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L2 = 8,
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R2 = 9,
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L1 = 10,
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R1 = 11,
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Triangle = 12,
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Circle = 13,
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Cross = 14,
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Square = 15,
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Analog = 16,
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Count
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};
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static constexpr u8 NUM_MOTORS = 2;
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AnalogController(u32 index);
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~AnalogController() override;
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static std::unique_ptr<AnalogController> Create(u32 index);
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static std::optional<s32> StaticGetAxisCodeByName(std::string_view axis_name);
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static std::optional<s32> StaticGetButtonCodeByName(std::string_view button_name);
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static AxisList StaticGetAxisNames();
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static ButtonList StaticGetButtonNames();
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static u32 StaticGetVibrationMotorCount();
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static SettingList StaticGetSettings();
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ControllerType GetType() const override;
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std::optional<s32> GetAxisCodeByName(std::string_view axis_name) const override;
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std::optional<s32> GetButtonCodeByName(std::string_view button_name) const override;
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void Reset() override;
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bool DoState(StateWrapper& sw) override;
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void SetAxisState(s32 axis_code, float value) override;
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void SetButtonState(s32 button_code, bool pressed) override;
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void ResetTransferState() override;
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bool Transfer(const u8 data_in, u8* data_out) override;
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void SetAxisState(Axis axis, u8 value);
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void SetButtonState(Button button, bool pressed);
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u32 GetVibrationMotorCount() const override;
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float GetVibrationMotorStrength(u32 motor) override;
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void LoadSettings(const char* section) override;
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private:
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using MotorState = std::array<u8, NUM_MOTORS>;
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enum class State : u8
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{
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Idle,
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GetStateIDMSB,
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GetStateButtonsLSB,
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GetStateButtonsMSB,
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GetStateRightAxisX,
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GetStateRightAxisY,
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GetStateLeftAxisX,
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GetStateLeftAxisY,
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ConfigModeIDMSB,
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ConfigModeSetMode,
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SetAnalogModeIDMSB,
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SetAnalogModeVal,
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SetAnalogModeSel,
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GetAnalogModeIDMSB,
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GetAnalogMode1,
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GetAnalogMode2,
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GetAnalogMode3,
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GetAnalogMode4,
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GetAnalogMode5,
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GetAnalogMode6,
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UnlockRumbleIDMSB,
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GetSetRumble1,
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GetSetRumble2,
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GetSetRumble3,
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GetSetRumble4,
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GetSetRumble5,
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GetSetRumble6,
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Command46IDMSB,
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Command461,
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Command462,
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Command463,
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Command464,
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Command465,
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Command466,
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Command47IDMSB,
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Command471,
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Command472,
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Command473,
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Command474,
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Command475,
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Command476,
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Command4CIDMSB,
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Command4CMode,
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Command4C1,
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Command4C2,
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Command4C3,
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Command4C4,
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Command4C5,
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Pad6Bytes,
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Pad5Bytes,
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Pad4Bytes,
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Pad3Bytes,
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Pad2Bytes,
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Pad1Byte,
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};
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u16 GetID() const;
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void SetAnalogMode(bool enabled);
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void SetMotorState(u8 motor, u8 value);
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u8 GetExtraButtonMaskLSB() const;
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void ResetRumbleConfig();
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void SetMotorStateForConfigIndex(int index, u8 value);
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u32 m_index;
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bool m_auto_enable_analog = false;
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bool m_analog_dpad_in_digital_mode = false;
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float m_axis_scale = 1.00f;
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u8 m_rumble_bias = 8;
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bool m_analog_mode = false;
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bool m_analog_locked = false;
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bool m_rumble_unlocked = false;
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bool m_legacy_rumble_unlocked = false;
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bool m_configuration_mode = false;
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u8 m_command_param = 0;
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std::array<u8, static_cast<u8>(Axis::Count)> m_axis_state{};
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enum : u8
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{
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LargeMotor = 0,
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SmallMotor = 1
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};
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std::array<u8, 6> m_rumble_config{};
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int m_rumble_config_large_motor_index = -1;
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int m_rumble_config_small_motor_index = -1;
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bool m_analog_toggle_queued = false;
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// TODO: Set this with command 0x4D and increase response length in digital mode accordingly
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u8 m_digital_mode_additional_bytes = 0;
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// buttons are active low
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u16 m_button_state = UINT16_C(0xFFFF);
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MotorState m_motor_state{};
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State m_state = State::Idle;
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};
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