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dcc345400e
This helps us keeping the most important devices (e.g. Mouse and Keyboard) on the top of the list of devices (they still are on all OSes supported by dolphin and to make hotplug devices like DSU appear at the bottom.
287 lines
8.4 KiB
C++
287 lines
8.4 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "InputCommon/ControllerInterface/DInput/DInputKeyboardMouse.h"
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#include <algorithm>
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#include <fmt/format.h>
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include "InputCommon/ControllerInterface/DInput/DInput.h"
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// (lower would be more sensitive) user can lower sensitivity by setting range
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// seems decent here ( at 8 ), I don't think anyone would need more sensitive than this
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// and user can lower it much farther than they would want to with the range
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#define MOUSE_AXIS_SENSITIVITY 8
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// if input hasn't been received for this many ms, mouse input will be skipped
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// otherwise it is just some crazy value
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#define DROP_INPUT_TIME 250
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namespace ciface::DInput
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{
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class RelativeMouseAxis final : public Core::Device::RelativeInput
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{
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public:
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std::string GetName() const override
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{
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return fmt::format("RelativeMouse {}{}", char('X' + m_index), (m_scale > 0) ? '+' : '-');
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}
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RelativeMouseAxis(u8 index, bool positive, const RelativeMouseState* state)
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: m_state(*state), m_index(index), m_scale(positive * 2 - 1)
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{
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}
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ControlState GetState() const override
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{
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return ControlState(m_state.GetValue().data[m_index] * m_scale);
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}
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private:
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const RelativeMouseState& m_state;
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const u8 m_index;
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const s8 m_scale;
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};
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static const struct
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{
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const BYTE code;
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const char* const name;
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} named_keys[] = {
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#include "InputCommon/ControllerInterface/DInput/NamedKeys.h" // NOLINT
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};
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// Prevent duplicate keyboard/mouse devices.
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static bool s_keyboard_mouse_exists = false;
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void InitKeyboardMouse(IDirectInput8* const idi8, HWND hwnd)
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{
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if (s_keyboard_mouse_exists)
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return;
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// mouse and keyboard are a combined device, to allow shift+click and stuff
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// if that's dumb, I will make a VirtualDevice class that just uses ranges of inputs/outputs from
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// other devices
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// so there can be a separated Keyboard and mouse, as well as combined KeyboardMouse
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LPDIRECTINPUTDEVICE8 kb_device = nullptr;
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LPDIRECTINPUTDEVICE8 mo_device = nullptr;
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if (SUCCEEDED(idi8->CreateDevice(GUID_SysKeyboard, &kb_device, nullptr)) &&
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SUCCEEDED(kb_device->SetDataFormat(&c_dfDIKeyboard)) &&
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SUCCEEDED(kb_device->SetCooperativeLevel(nullptr, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)) &&
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SUCCEEDED(idi8->CreateDevice(GUID_SysMouse, &mo_device, nullptr)) &&
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SUCCEEDED(mo_device->SetDataFormat(&c_dfDIMouse2)) &&
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SUCCEEDED(mo_device->SetCooperativeLevel(nullptr, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
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{
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g_controller_interface.AddDevice(std::make_shared<KeyboardMouse>(kb_device, mo_device, hwnd));
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return;
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}
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if (kb_device)
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kb_device->Release();
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if (mo_device)
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mo_device->Release();
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}
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KeyboardMouse::~KeyboardMouse()
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{
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s_keyboard_mouse_exists = false;
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// Independently of the order in which we do these, if we put a breakpoint on Unacquire() (or in
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// any place in the call stack before this), when refreshing devices from the UI, on the second
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// attempt, it will get stuck in an infinite (while) loop inside dinput8.dll. Given that it can't
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// be otherwise be reproduced (not even with sleeps), we can just ignore the problem.
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// kb
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m_kb_device->Unacquire();
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m_kb_device->Release();
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// mouse
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m_mo_device->Unacquire();
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m_mo_device->Release();
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}
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KeyboardMouse::KeyboardMouse(const LPDIRECTINPUTDEVICE8 kb_device,
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const LPDIRECTINPUTDEVICE8 mo_device, HWND hwnd)
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: m_kb_device(kb_device), m_mo_device(mo_device), m_hwnd(hwnd), m_last_update(GetTickCount()),
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m_state_in()
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{
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s_keyboard_mouse_exists = true;
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m_kb_device->Acquire();
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m_mo_device->Acquire();
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// KEYBOARD
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// add keys
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for (u8 i = 0; i < sizeof(named_keys) / sizeof(*named_keys); ++i)
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AddInput(new Key(i, m_state_in.keyboard[named_keys[i].code]));
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// Add combined left/right modifiers with consistent naming across platforms.
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AddCombinedInput("Alt", {"LMENU", "RMENU"});
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AddCombinedInput("Shift", {"LSHIFT", "RSHIFT"});
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AddCombinedInput("Ctrl", {"LCONTROL", "RCONTROL"});
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// MOUSE
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DIDEVCAPS mouse_caps = {};
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mouse_caps.dwSize = sizeof(mouse_caps);
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m_mo_device->GetCapabilities(&mouse_caps);
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// mouse buttons
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for (u8 i = 0; i < mouse_caps.dwButtons; ++i)
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AddInput(new Button(i, m_state_in.mouse.rgbButtons[i]));
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// mouse axes
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for (unsigned int i = 0; i < mouse_caps.dwAxes; ++i)
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{
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const LONG& ax = (&m_state_in.mouse.lX)[i];
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// each axis gets a negative and a positive input instance associated with it
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AddInput(new Axis(i, ax, (2 == i) ? -1 : -MOUSE_AXIS_SENSITIVITY));
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AddInput(new Axis(i, ax, -(2 == i) ? 1 : MOUSE_AXIS_SENSITIVITY));
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}
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// cursor, with a hax for-loop
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for (unsigned int i = 0; i < 4; ++i)
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AddInput(new Cursor(!!(i & 2), (&m_state_in.cursor.x)[i / 2], !!(i & 1)));
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// Raw relative mouse movement.
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for (unsigned int i = 0; i != mouse_caps.dwAxes; ++i)
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{
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AddInput(new RelativeMouseAxis(i, false, &m_state_in.relative_mouse));
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AddInput(new RelativeMouseAxis(i, true, &m_state_in.relative_mouse));
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}
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}
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void KeyboardMouse::UpdateCursorInput()
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{
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POINT point = {};
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GetCursorPos(&point);
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// Get the cursor position relative to the upper left corner of the current window
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// (separate or render to main)
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ScreenToClient(m_hwnd, &point);
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// Get the size of the current window. (In my case Rect.top and Rect.left was zero.)
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RECT rect;
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GetClientRect(m_hwnd, &rect);
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// Width and height are the size of the rendering window. They could be 0
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const auto win_width = std::max(rect.right - rect.left, 1l);
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const auto win_height = std::max(rect.bottom - rect.top, 1l);
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const auto window_scale = g_controller_interface.GetWindowInputScale();
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// Convert the cursor position to a range from -1 to 1.
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m_state_in.cursor.x = (ControlState(point.x) / win_width * 2 - 1) * window_scale.x;
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m_state_in.cursor.y = (ControlState(point.y) / win_height * 2 - 1) * window_scale.y;
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}
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void KeyboardMouse::UpdateInput()
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{
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DIMOUSESTATE2 tmp_mouse;
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// if mouse position hasn't been updated in a short while, skip a dev state
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DWORD cur_time = GetTickCount();
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if (cur_time - m_last_update > DROP_INPUT_TIME)
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{
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// set axes to zero
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m_state_in.mouse = {};
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m_state_in.relative_mouse = {};
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// skip this input state
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m_mo_device->GetDeviceState(sizeof(tmp_mouse), &tmp_mouse);
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}
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m_last_update = cur_time;
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HRESULT kb_hr = m_kb_device->GetDeviceState(sizeof(m_state_in.keyboard), &m_state_in.keyboard);
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HRESULT mo_hr = m_mo_device->GetDeviceState(sizeof(tmp_mouse), &tmp_mouse);
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if (DIERR_INPUTLOST == kb_hr || DIERR_NOTACQUIRED == kb_hr)
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m_kb_device->Acquire();
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if (DIERR_INPUTLOST == mo_hr || DIERR_NOTACQUIRED == mo_hr)
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m_mo_device->Acquire();
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if (SUCCEEDED(mo_hr))
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{
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m_state_in.relative_mouse.Move({tmp_mouse.lX, tmp_mouse.lY, tmp_mouse.lZ});
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m_state_in.relative_mouse.Update();
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// need to smooth out the axes, otherwise it doesn't work for shit
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for (unsigned int i = 0; i < 3; ++i)
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((&m_state_in.mouse.lX)[i] += (&tmp_mouse.lX)[i]) /= 2;
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// copy over the buttons
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std::copy_n(tmp_mouse.rgbButtons, std::size(tmp_mouse.rgbButtons), m_state_in.mouse.rgbButtons);
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UpdateCursorInput();
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}
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}
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std::string KeyboardMouse::GetName() const
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{
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return "Keyboard Mouse";
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}
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std::string KeyboardMouse::GetSource() const
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{
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return DINPUT_SOURCE_NAME;
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}
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// Give this device a higher priority to make sure it shows first
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int KeyboardMouse::GetSortPriority() const
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{
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return 5;
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}
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// names
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std::string KeyboardMouse::Key::GetName() const
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{
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return named_keys[m_index].name;
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}
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std::string KeyboardMouse::Button::GetName() const
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{
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return std::string("Click ") + char('0' + m_index);
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}
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std::string KeyboardMouse::Axis::GetName() const
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{
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static char tmpstr[] = "Axis ..";
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tmpstr[5] = (char)('X' + m_index);
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tmpstr[6] = (m_range < 0 ? '-' : '+');
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return tmpstr;
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}
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std::string KeyboardMouse::Cursor::GetName() const
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{
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static char tmpstr[] = "Cursor ..";
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tmpstr[7] = (char)('X' + m_index);
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tmpstr[8] = (m_positive ? '+' : '-');
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return tmpstr;
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}
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// get/set state
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ControlState KeyboardMouse::Key::GetState() const
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{
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return (m_key != 0);
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}
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ControlState KeyboardMouse::Button::GetState() const
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{
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return (m_button != 0);
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}
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ControlState KeyboardMouse::Axis::GetState() const
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{
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return ControlState(m_axis) / m_range;
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}
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ControlState KeyboardMouse::Cursor::GetState() const
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{
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return m_axis / (m_positive ? 1.0 : -1.0);
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}
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} // namespace ciface::DInput
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