/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011 Bart Trzynadlowski, Nik Henson
**
** This file is part of Supermodel.
**
** Supermodel is free software: you can redistribute it and/or modify it under
** the terms of the GNU General Public License as published by the Free
** Software Foundation, either version 3 of the License, or (at your option)
** any later version.
**
** Supermodel is distributed in the hope that it will be useful, but WITHOUT
** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
** more details.
**
** You should have received a copy of the GNU General Public License along
** with Supermodel. If not, see .
**/
/*
* DirectInputSystem.h
*
* Header file for DirectInput, XInput, and Raw Input input system.
*/
#ifndef INCLUDED_DIRECTINPUTSYSTEM_H
#define INCLUDED_DIRECTINPUTSYSTEM_H
#include "Types.h"
#include "Inputs/Input.h"
#include "Inputs/InputSource.h"
#include "Inputs/InputSystem.h"
#define WIN32_LEAN_AND_MEAN
#include
#include
#include
#include
using namespace std;
#define NUM_DI_KEYS (sizeof(s_keyMap) / sizeof(DIKeyMapStruct))
#define DI_EFFECTS_MAX DI_FFNOMINALMAX
#define DI_EFFECTS_SCALE (DI_EFFECTS_MAX / 100)
#define XI_VIBRATE_MAX 65535
#define XI_VIBRATE_SCALE (XI_VIBRATE_MAX / 100)
struct DIKeyMapStruct
{
const char *keyName;
int diKey;
};
struct RawMseState
{
LONG x;
LONG y;
LONG z;
LONG wheelDelta;
SHORT wheelDir;
USHORT buttons;
};
struct DIMseState
{
LONG x;
LONG y;
LONG z;
SHORT wheelDir;
BYTE buttons[5];
};
struct DIJoyInfo
{
// DirectInput details
GUID guid;
int dInputNum;
LPDIRECTINPUTEFFECT dInputEffects[NUM_JOY_AXES][NUM_FF_EFFECTS];
// XInput details
bool isXInput; // True if joystick is XInput controller
int xInputNum; // XInput controller number
// XInput force feedback state
WORD xiConstForceLeft;
WORD xiConstForceRight;
WORD xiVibrateBoth;
};
// RawInput API
typedef /*WINUSERAPI*/ INT (WINAPI *GetRawInputDeviceListPtr)(OUT PRAWINPUTDEVICELIST pRawInputDeviceList, IN OUT PUINT puiNumDevices, IN UINT cbSize);
typedef /*WINUSERAPI*/ INT (WINAPI *GetRawInputDeviceInfoPtr)(IN HANDLE hDevice, IN UINT uiCommand, OUT LPVOID pData, IN OUT PUINT pcbSize);
typedef /*WINUSERAPI*/ bool (WINAPI *RegisterRawInputDevicesPtr)(IN PCRAWINPUTDEVICE pRawInputDevices, IN UINT uiNumDevices, IN UINT cbSize);
typedef /*WINUSERAPI*/ INT (WINAPI *GetRawInputDataPtr)(IN HRAWINPUT hRawInput, IN UINT uiCommand, OUT LPVOID pData, IN OUT PUINT pcbSize, IN UINT cbSizeHeader);
// XInput API
typedef /*WINUSERAPI*/ DWORD (WINAPI *XInputGetCapabilitiesPtr)(IN DWORD dwUserIndex, IN DWORD dwFlags, OUT PXINPUT_CAPABILITIES pCapabilities);
typedef /*WINUSERAPI*/ DWORD (WINAPI *XInputGetStatePtr)(IN DWORD dwUserIndex, OUT PXINPUT_STATE pState);
typedef /*WINUSERAPI*/ DWORD (WINAPI *XInputSetStatePtr)(IN DWORD dwUserIndex, IN PXINPUT_VIBRATION pVibration);
/*
* Input system that uses combination of DirectInput, XInput and RawInput APIs.
*/
class CDirectInputSystem : public CInputSystem
{
private:
// Lookup table to map key names to DirectInput keycodes and Virtual keycodes
static DIKeyMapStruct s_keyMap[];
static const char *ConstructName(bool useRawInput, bool useXInput);
bool m_useRawInput;
bool m_useXInput;
bool m_enableFFeedback;
HWND m_hwnd;
DWORD m_screenW;
DWORD m_screenH;
bool m_initializedCOM;
bool m_activated;
// Function pointers for RawInput API
GetRawInputDeviceListPtr m_getRIDevListPtr;
GetRawInputDeviceInfoPtr m_getRIDevInfoPtr;
RegisterRawInputDevicesPtr m_regRIDevsPtr;
GetRawInputDataPtr m_getRIDataPtr;
// Keyboard, mouse and joystick details
vector m_keyDetails;
vector m_mseDetails;
vector m_joyDetails;
// RawInput keyboard and mice handles and states
vector m_rawKeyboards;
vector m_rawKeyStates;
vector m_rawMice;
RawMseState m_combRawMseState;
vector m_rawMseStates;
// Function pointers for XInput API
XInputGetCapabilitiesPtr m_xiGetCapabilitiesPtr;
XInputGetStatePtr m_xiGetStatePtr;
XInputSetStatePtr m_xiSetStatePtr;
// DirectInput pointers and details
LPDIRECTINPUT8 m_di8;
LPDIRECTINPUTDEVICE8 m_di8Keyboard;
LPDIRECTINPUTDEVICE8 m_di8Mouse;
vector m_di8Joysticks;
// DirectInput keyboard and mouse states
BYTE m_diKeyState[256];
DIMseState m_diMseState;
// DirectInput joystick infos and states
vector m_diJoyInfos;
vector m_diJoyStates;
bool GetRegString(HKEY regKey, const char *regPath, string &str);
bool GetRegDeviceName(const char *rawDevName, char *name);
void OpenKeyboardsAndMice();
void ActivateKeyboardsAndMice();
void PollKeyboardsAndMice();
void CloseKeyboardsAndMice();
void ResetMice();
void ProcessRawInput(HRAWINPUT hInput);
void OpenJoysticks();
void ActivateJoysticks();
void PollJoysticks();
void CloseJoysticks();
HRESULT CreateJoystickEffect(LPDIRECTINPUTDEVICE8 di8Joystick, int axisNum, ForceFeedbackCmd ffCmd, LPDIRECTINPUTEFFECT *di8Effect);
void LoadXInputDLL();
protected:
/*
* Initializes the DirectInput input system.
*/
bool InitializeSystem();
int GetKeyIndex(const char *keyName);
const char *GetKeyName(int keyIndex);
bool IsKeyPressed(int joyNum, int keyIndex);
int GetMouseAxisValue(int mseNum, int axisNum);
int GetMouseWheelDir(int mseNum);
bool IsMouseButPressed(int mseNum, int butNum);
int GetJoyAxisValue(int joyNum, int axisNum);
bool IsJoyPOVInDir(int joyNum, int povNum, int povDir);
bool IsJoyButPressed(int joyNum, int butNum);
bool ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceFeedbackCmd ffCmd);
bool ConfigMouseCentered();
CInputSource *CreateAnyMouseSource(EMousePart msePart);
public:
/*
* Constructs a DirectInput/XInput/RawInput input system.
* If useRawInput is true then RawInput is used for keyboard and mice movements (allowing multiple devices, eg for dual lightguns in gun
* games such as Lost World). If false then DirectInput is used instead (which doesn't allow multiple devices). In both cases,
* DirectInput/XInput is used for reading joysticks.
* If useXInput is true then XInput is used for reading XBox 360 game controllers (and/or XInput compatible joysticks) and DirectInput is used
* for all other types of joystick. If false, then DirectInput is used for reading all joysticks (including XBox 360 ones).
* The advantage of using XInput for XBox 360 game controllers is that it allows the left and right triggers to be used simultaneously
* (ie to brake and accelerate at the same time in order to power slide the car in Daytona USA 2). Under DirectInput the triggers get mapped
* to the same shared axis and so cannot be distinguished when pressed together.
* If enableFFeedback is true then force feedback is enabled (for those joysticks which are force feedback capable).
*/
CDirectInputSystem(bool useRawInput, bool useXInput);
~CDirectInputSystem();
int GetNumKeyboards();
int GetNumMice();
int GetNumJoysticks();
const KeyDetails *GetKeyDetails(int kbdNum);
const MouseDetails *GetMouseDetails(int mseNum);
const JoyDetails *GetJoyDetails(int joyNum);
bool Poll();
void GrabMouse();
void UngrabMouse();
void SetMouseVisibility(bool visible);
};
#endif // INCLUDED_DIRECTINPUTSYSTEM_H