mirror of
https://github.com/RetroDECK/Supermodel.git
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266 lines
7.8 KiB
C++
266 lines
7.8 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* DirectInputSystem.h
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*
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* Header file for DirectInput, XInput, and Raw Input input system.
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*/
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#ifndef INCLUDED_DIRECTINPUTSYSTEM_H
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#define INCLUDED_DIRECTINPUTSYSTEM_H
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#include "Types.h"
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#include "Inputs/Input.h"
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#include "Inputs/InputSource.h"
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#include "Inputs/InputSystem.h"
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#include <SDL.h>
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <dinput.h>
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#include <XInput.h>
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#include <functional>
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#include <vector>
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#define NUM_DI_KEYS (sizeof(s_keyMap) / sizeof(DIKeyMapStruct))
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#define DI_EFFECTS_MAX DI_FFNOMINALMAX
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#define DI_EFFECTS_SCALE (DI_EFFECTS_MAX / 100)
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#define XI_VIBRATE_MAX 65535
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#define XI_VIBRATE_SCALE (XI_VIBRATE_MAX / 100)
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struct DIKeyMapStruct
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{
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const char *keyName;
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int diKey;
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};
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struct RawMseState
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{
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LONG x;
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LONG y;
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LONG z;
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LONG wheelDelta;
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SHORT wheelDir;
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USHORT buttons;
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};
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struct DIMseState
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{
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LONG x;
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LONG y;
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LONG z;
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SHORT wheelDir;
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BYTE buttons[5];
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};
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struct DIJoyInfo
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{
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// DirectInput details
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GUID guid;
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int dInputNum;
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LPDIRECTINPUTEFFECT dInputEffects[NUM_JOY_AXES][NUM_FF_EFFECTS];
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// XInput details
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bool isXInput; // True if joystick is XInput controller
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int xInputNum; // XInput controller number
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// XInput force feedback state
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WORD xiConstForceLeft;
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WORD xiConstForceRight;
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WORD xiVibrateBoth;
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};
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// RawInput API
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typedef /*WINUSERAPI*/ INT (WINAPI *GetRawInputDeviceListPtr)(OUT PRAWINPUTDEVICELIST pRawInputDeviceList, IN OUT PUINT puiNumDevices, IN UINT cbSize);
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typedef /*WINUSERAPI*/ INT (WINAPI *GetRawInputDeviceInfoPtr)(IN HANDLE hDevice, IN UINT uiCommand, OUT LPVOID pData, IN OUT PUINT pcbSize);
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typedef /*WINUSERAPI*/ bool (WINAPI *RegisterRawInputDevicesPtr)(IN PCRAWINPUTDEVICE pRawInputDevices, IN UINT uiNumDevices, IN UINT cbSize);
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typedef /*WINUSERAPI*/ INT (WINAPI *GetRawInputDataPtr)(IN HRAWINPUT hRawInput, IN UINT uiCommand, OUT LPVOID pData, IN OUT PUINT pcbSize, IN UINT cbSizeHeader);
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// XInput API
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typedef /*WINUSERAPI*/ DWORD (WINAPI *XInputGetCapabilitiesPtr)(IN DWORD dwUserIndex, IN DWORD dwFlags, OUT PXINPUT_CAPABILITIES pCapabilities);
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typedef /*WINUSERAPI*/ DWORD (WINAPI *XInputGetStatePtr)(IN DWORD dwUserIndex, OUT PXINPUT_STATE pState);
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typedef /*WINUSERAPI*/ DWORD (WINAPI *XInputSetStatePtr)(IN DWORD dwUserIndex, IN PXINPUT_VIBRATION pVibration);
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/*
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* Input system that uses combination of DirectInput, XInput and RawInput APIs.
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*/
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class CDirectInputSystem : public CInputSystem
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{
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private:
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const Util::Config::Node &m_config;
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// Lookup table to map key names to DirectInput keycodes and Virtual keycodes
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static DIKeyMapStruct s_keyMap[];
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static const char *ConstructName(bool useRawInput, bool useXInput);
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bool m_useRawInput;
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bool m_useXInput;
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bool m_enableFFeedback;
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HWND m_hwnd;
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DWORD m_screenW;
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DWORD m_screenH;
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bool m_initializedCOM;
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bool m_activated;
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SDL_Window *m_window = nullptr;
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// Function pointers for RawInput API
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GetRawInputDeviceListPtr m_getRIDevListPtr;
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GetRawInputDeviceInfoPtr m_getRIDevInfoPtr;
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RegisterRawInputDevicesPtr m_regRIDevsPtr;
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GetRawInputDataPtr m_getRIDataPtr;
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// Keyboard, mouse and joystick details
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std::vector<KeyDetails> m_keyDetails;
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std::vector<MouseDetails> m_mseDetails;
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std::vector<JoyDetails> m_joyDetails;
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// RawInput keyboard and mice handles and states
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std::vector<HANDLE> m_rawKeyboards;
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std::vector<bool*> m_rawKeyStates;
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std::vector<HANDLE> m_rawMice;
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RawMseState m_combRawMseState;
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std::vector<RawMseState> m_rawMseStates;
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// Function pointers for XInput API
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XInputGetCapabilitiesPtr m_xiGetCapabilitiesPtr;
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XInputGetStatePtr m_xiGetStatePtr;
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XInputSetStatePtr m_xiSetStatePtr;
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// DirectInput pointers and details
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LPDIRECTINPUT8 m_di8;
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LPDIRECTINPUTDEVICE8 m_di8Keyboard;
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LPDIRECTINPUTDEVICE8 m_di8Mouse;
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std::vector<LPDIRECTINPUTDEVICE8> m_di8Joysticks;
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// DirectInput keyboard and mouse states
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BYTE m_diKeyState[256];
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DIMseState m_diMseState;
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// DirectInput joystick infos and states
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std::vector<DIJoyInfo> m_diJoyInfos;
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std::vector<DIJOYSTATE2> m_diJoyStates;
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bool GetRegString(HKEY regKey, const char *regPath, std::string &str);
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bool GetRegDeviceName(const char *rawDevName, char *name);
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void OpenKeyboardsAndMice();
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void ActivateKeyboardsAndMice();
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void PollKeyboardsAndMice();
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void CloseKeyboardsAndMice();
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void ResetMice();
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void ProcessRawInput(HRAWINPUT hInput);
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void OpenJoysticks();
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void ActivateJoysticks();
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void PollJoysticks();
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void CloseJoysticks();
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HRESULT CreateJoystickEffect(LPDIRECTINPUTDEVICE8 di8Joystick, int axisNum, ForceFeedbackCmd ffCmd, LPDIRECTINPUTEFFECT *di8Effect);
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void LoadXInputDLL();
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protected:
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/*
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* Initializes the DirectInput input system.
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*/
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bool InitializeSystem();
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int GetKeyIndex(const char *keyName);
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const char *GetKeyName(int keyIndex);
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bool IsKeyPressed(int joyNum, int keyIndex);
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int GetMouseAxisValue(int mseNum, int axisNum);
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int GetMouseWheelDir(int mseNum);
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bool IsMouseButPressed(int mseNum, int butNum);
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int GetJoyAxisValue(int joyNum, int axisNum);
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bool IsJoyPOVInDir(int joyNum, int povNum, int povDir);
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bool IsJoyButPressed(int joyNum, int butNum);
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bool ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceFeedbackCmd ffCmd);
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bool ConfigMouseCentered();
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CInputSource *CreateAnyMouseSource(EMousePart msePart);
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public:
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/*
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* Constructs a DirectInput/XInput/RawInput input system.
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* If useRawInput is true then RawInput is used for keyboard and mice movements (allowing multiple devices, eg for dual lightguns in gun
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* games such as Lost World). If false then DirectInput is used instead (which doesn't allow multiple devices). In both cases,
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* DirectInput/XInput is used for reading joysticks.
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* If useXInput is true then XInput is used for reading XBox 360 game controllers (and/or XInput compatible joysticks) and DirectInput is used
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* for all other types of joystick. If false, then DirectInput is used for reading all joysticks (including XBox 360 ones).
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* The advantage of using XInput for XBox 360 game controllers is that it allows the left and right triggers to be used simultaneously
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* (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
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* to the same shared axis and so cannot be distinguished when pressed together.
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* If enableFFeedback is true then force feedback is enabled (for those joysticks which are force feedback capable).
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*/
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CDirectInputSystem(const Util::Config::Node &config, SDL_Window *window, bool useRawInput, bool useXInput);
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~CDirectInputSystem();
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int GetNumKeyboards();
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int GetNumMice();
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int GetNumJoysticks();
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const KeyDetails *GetKeyDetails(int kbdNum);
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const MouseDetails *GetMouseDetails(int mseNum);
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const JoyDetails *GetJoyDetails(int joyNum);
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bool Poll();
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void GrabMouse();
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void UngrabMouse();
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void SetMouseVisibility(bool visible);
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};
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#endif // INCLUDED_DIRECTINPUTSYSTEM_H
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