mirror of
https://github.com/SpeedBreakerProject/speedbreaker.git
synced 2026-10-17 23:01:20 +02:00
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
825 lines
34 KiB
C++
825 lines
34 KiB
C++
// SpeedBreaker runtime. GPL-3.0-or-later (see COPYING). See input.h.
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#include <stdafx.h>
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#include "input.h"
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#include <cpu/guest_time.h>
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#include <kernel/function.h>
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#include <ui/ui.h>
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#include <user/settings.h>
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#include <SDL3/SDL.h>
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namespace
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{
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constexpr uint32_t ERROR_SUCCESS = 0;
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constexpr uint32_t ERROR_DEVICE_NOT_CONNECTED = 0x48F;
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struct Pad
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{
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uint16_t buttons = 0;
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uint8_t leftTrigger = 0, rightTrigger = 0;
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int16_t lx = 0, ly = 0, rx = 0, ry = 0;
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};
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std::mutex s_mutex;
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Pad s_pad; // latest sample (devices only)
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bool s_deviceConnected = false; // a gamepad, or the keyboard of our window
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uint32_t s_packet = 0;
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uint16_t s_rumbleLow = 0, s_rumbleHigh = 0;
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bool s_rumbleDirty = false;
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SDL_Gamepad* s_gamepad = nullptr;
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std::atomic<bool> s_blocked{ false };
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// Main thread: buttons held when a menu closed, hidden from the game
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// until each is released (the B, Start or A that closed it).
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uint16_t s_latchedButtons = 0;
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bool s_wasBlocked = false;
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bool s_scriptSuppressed = false; // under s_mutex: no scripted input while a menu is open
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// The controller's Back is held back from the game until it's clear it
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// isn't the start of the Back + Start settings chord: released (then
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// replayed as a short tap), or held 250 ms without Start. Main thread.
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// In guest time, so a suspension can't eat the replayed tap.
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enum class BackState { Idle, Pending, Passing, Replay, Swallow };
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BackState s_backState = BackState::Idle;
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int64_t s_backSince = 0; // guest ns
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bool PadBackForGame(bool back, bool start)
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{
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int64_t now = guesttime::NowNs();
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switch (s_backState)
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{
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case BackState::Idle:
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if (back)
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{
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s_backState = start ? BackState::Swallow : BackState::Pending;
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s_backSince = now;
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}
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return false;
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case BackState::Pending:
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if (start)
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{
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s_backState = BackState::Swallow; // the chord: the UI has it
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return false;
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}
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if (!back)
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{
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s_backState = BackState::Replay;
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s_backSince = now;
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return true;
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}
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if (now - s_backSince >= 250'000'000)
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{
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s_backState = BackState::Passing;
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return true;
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}
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return false;
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case BackState::Passing:
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if (!back)
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s_backState = BackState::Idle;
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return back;
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case BackState::Replay:
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if (now - s_backSince < 100'000'000)
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return true;
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s_backState = BackState::Idle;
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return false;
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case BackState::Swallow:
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if (!back && !start)
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s_backState = BackState::Idle;
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return false;
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}
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return false;
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}
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// A scripted input: buttons (or analog: RT/LT triggers, LL/LR/LU/LD left
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// stick) held over [time, time + duration).
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struct ScriptTap { double time; uint16_t buttons; int16_t lx, ly; double duration = 0.15; uint8_t lt = 0, rt = 0; };
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std::vector<ScriptTap> s_script;
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// Guest ns at launch: the script and the virtual pad run on guest time,
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// so a press due while the game is suspended comes after it instead of
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// being lost.
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const int64_t s_start = guesttime::NowNs();
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double SecondsSinceLaunch()
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{
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return double(guesttime::NowNs() - s_start) / 1e9;
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}
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int16_t ToShort(float v)
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{
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return int16_t(std::clamp(v * 32767.0f, -32768.0f, 32767.0f));
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}
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// Radial deadzone with rescale: |v| < dz -> 0, else (|v|-dz)/(1-dz).
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void ApplyDeadzone(float& x, float& y, float dz)
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{
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float m = std::sqrt(x * x + y * y);
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if (m <= dz)
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{
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x = y = 0.0f;
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return;
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}
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float scaled = std::min(1.0f, (m - dz) / (1.0f - dz));
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x = x / m * scaled;
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y = y / m * scaled;
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}
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uint8_t Trigger(float v, float dz)
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{
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if (v <= dz)
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return 0;
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return uint8_t(std::clamp((v - dz) / (1.0f - dz), 0.0f, 1.0f) * 255.0f + 0.5f);
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}
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uint16_t ButtonByName(const std::string& n)
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{
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static const std::pair<const char*, uint16_t> names[] = {
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{ "UP", XAMINPUT_GAMEPAD_DPAD_UP }, { "DOWN", XAMINPUT_GAMEPAD_DPAD_DOWN },
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{ "LEFT", XAMINPUT_GAMEPAD_DPAD_LEFT }, { "RIGHT", XAMINPUT_GAMEPAD_DPAD_RIGHT },
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{ "START", XAMINPUT_GAMEPAD_START }, { "BACK", XAMINPUT_GAMEPAD_BACK },
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{ "LS", XAMINPUT_GAMEPAD_LEFT_THUMB }, { "RS", XAMINPUT_GAMEPAD_RIGHT_THUMB },
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{ "LB", XAMINPUT_GAMEPAD_LEFT_SHOULDER }, { "RB", XAMINPUT_GAMEPAD_RIGHT_SHOULDER },
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{ "A", XAMINPUT_GAMEPAD_A }, { "B", XAMINPUT_GAMEPAD_B }, { "X", XAMINPUT_GAMEPAD_X }, { "Y", XAMINPUT_GAMEPAD_Y },
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};
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for (auto& [name, bit] : names)
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if (n == name)
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return bit;
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return 0;
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}
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void ParseScript()
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{
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const char* s = std::getenv("NFSMW_INPUT_SCRIPT");
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if (!s)
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return;
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std::string all = s;
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size_t pos = 0;
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while (pos < all.size())
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{
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size_t end = all.find(',', pos);
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std::string item = all.substr(pos, end == std::string::npos ? std::string::npos : end - pos);
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pos = end == std::string::npos ? all.size() : end + 1;
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size_t colon = item.find(':');
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if (colon == std::string::npos)
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continue;
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// "sec:BUTTON", "from-to/step:BUTTON" (a tap every `step` s) or
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// "from~to:BUTTON" (held).
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std::string when = item.substr(0, colon);
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std::string name = item.substr(colon + 1);
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ScriptTap proto{ 0, ButtonByName(name), 0, 0 };
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if (name == "RT") proto.rt = 255;
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else if (name == "LT") proto.lt = 255;
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else if (name == "LL") proto.lx = -32767;
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else if (name == "LR") proto.lx = 32767;
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else if (name == "LU") proto.ly = 32767;
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else if (name == "LD") proto.ly = -32767;
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else if (proto.buttons == 0)
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{
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fprintf(stderr, "[input] script: unknown button in \"%s\"\n", item.c_str());
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continue;
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}
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uint16_t button = proto.buttons;
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if (size_t tilde = when.find('~'); tilde != std::string::npos)
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{
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ScriptTap hold = proto;
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hold.time = std::atof(when.substr(0, tilde).c_str());
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hold.duration = std::atof(when.substr(tilde + 1).c_str()) - hold.time;
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s_script.push_back(hold);
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continue;
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}
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size_t dash = when.find('-'), slash = when.find('/');
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if (dash != std::string::npos && slash != std::string::npos && slash > dash)
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{
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double from = std::atof(when.substr(0, dash).c_str());
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double to = std::atof(when.substr(dash + 1, slash - dash - 1).c_str());
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double step = std::max(0.2, std::atof(when.substr(slash + 1).c_str()));
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for (double t = from; t <= to; t += step)
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{
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ScriptTap tap = proto;
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tap.time = t;
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s_script.push_back(tap);
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}
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}
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else
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{
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ScriptTap tap = proto;
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tap.time = std::atof(when.c_str());
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s_script.push_back(tap);
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}
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}
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fprintf(stderr, "[input] script: %zu taps\n", s_script.size());
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}
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// Apply the scripted inputs active now on top of the device state.
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void ApplyScript(Pad& p)
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{
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if (s_script.empty())
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return;
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double t = SecondsSinceLaunch();
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for (const auto& tap : s_script)
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if (t >= tap.time && t < tap.time + tap.duration)
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{
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p.buttons |= tap.buttons;
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p.leftTrigger = std::max(p.leftTrigger, tap.lt);
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p.rightTrigger = std::max(p.rightTrigger, tap.rt);
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if (tap.lx) p.lx = tap.lx;
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if (tap.ly) p.ly = tap.ly;
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}
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}
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const bool s_scriptParsed = (ParseScript(), true);
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// NFSMW_VIRTUAL_PAD="2:LX=0.05,4:LX=0.2,6:RT=0.01": an SDL virtual
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// controller, the only one opened, whose axes move to those values at
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// seconds since launch (sticks LX/LY/RX/RY -1..1, up positive; triggers
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// LT/RT 0..1) and hold them. NFSMW_INPUT_SCRIPT feeds the game after the
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// device path; this goes through it, so the deadzones and Vibration
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// reach it as they would a real controller, for tests without one. Each
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// step logs what the game then gets; the rumble the game asks for and
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// the rumble the pad receives are logged.
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struct PadStep { double time; SDL_GamepadAxis axis; float value; std::string text; };
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std::vector<PadStep> s_padSteps;
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size_t s_padNext = 0;
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SDL_JoystickID s_virtualPadId = 0;
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SDL_Joystick* s_virtualPad = nullptr;
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bool SDLCALL VirtualPadRumble(void*, Uint16 low, Uint16 high)
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{
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fprintf(stderr, "[input] virtual pad: rumble low %u, high %u\n", unsigned(low), unsigned(high));
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return true;
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}
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void AttachVirtualPad()
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{
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const char* v = std::getenv("NFSMW_VIRTUAL_PAD");
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if (!v || !*v)
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return;
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// A test's window rarely has the keyboard focus (on the Mac it's
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// started from a shell behind other windows), and without it SDL
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// drops stick and trigger changes: the pad kept its first value.
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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static const std::pair<const char*, SDL_GamepadAxis> axes[] = {
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{ "LX", SDL_GAMEPAD_AXIS_LEFTX }, { "LY", SDL_GAMEPAD_AXIS_LEFTY }, { "RX", SDL_GAMEPAD_AXIS_RIGHTX },
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{ "RY", SDL_GAMEPAD_AXIS_RIGHTY }, { "LT", SDL_GAMEPAD_AXIS_LEFT_TRIGGER }, { "RT", SDL_GAMEPAD_AXIS_RIGHT_TRIGGER },
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};
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for (std::string_view rest = v; !rest.empty();)
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{
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size_t comma = rest.find(',');
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std::string item(rest.substr(0, comma));
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rest = comma == std::string_view::npos ? std::string_view() : rest.substr(comma + 1);
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size_t colon = item.find(':'), equals = item.find('=');
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if (colon == std::string::npos || equals == std::string::npos || equals < colon)
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continue;
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std::string name = item.substr(colon + 1, equals - colon - 1);
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bool found = false;
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for (auto& [n, axis] : axes)
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if (name == n)
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{
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s_padSteps.push_back({ std::atof(item.c_str()), axis, float(std::atof(item.c_str() + equals + 1)), item.substr(colon + 1) });
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found = true;
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}
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if (!found)
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fprintf(stderr, "[input] NFSMW_VIRTUAL_PAD: unknown axis in \"%s\"\n", item.c_str());
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}
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std::stable_sort(s_padSteps.begin(), s_padSteps.end(), [](const PadStep& a, const PadStep& b) { return a.time < b.time; });
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SDL_VirtualJoystickDesc desc;
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SDL_INIT_INTERFACE(&desc);
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desc.type = SDL_JOYSTICK_TYPE_GAMEPAD;
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desc.naxes = SDL_GAMEPAD_AXIS_COUNT;
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desc.nbuttons = SDL_GAMEPAD_BUTTON_COUNT;
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desc.name = "SpeedBreaker virtual pad";
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desc.Rumble = VirtualPadRumble;
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s_virtualPadId = SDL_AttachVirtualJoystick(&desc);
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s_virtualPad = s_virtualPadId ? SDL_OpenJoystick(s_virtualPadId) : nullptr;
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if (!s_virtualPad)
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{
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fprintf(stderr, "[input] NFSMW_VIRTUAL_PAD: no virtual controller: %s\n", SDL_GetError());
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return;
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}
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fprintf(stderr, "[input] virtual pad attached, %zu steps\n", s_padSteps.size());
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}
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// Moves the virtual pad's axes due by now. Returns the steps taken ("" if none).
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std::string StepVirtualPad()
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{
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if (!s_virtualPad || s_padNext >= s_padSteps.size())
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return {};
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double t = SecondsSinceLaunch();
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std::string taken;
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for (; s_padNext < s_padSteps.size() && s_padSteps[s_padNext].time <= t; s_padNext++)
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{
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const PadStep& step = s_padSteps[s_padNext];
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float value = step.value;
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bool trigger = step.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER || step.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER;
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if (step.axis == SDL_GAMEPAD_AXIS_LEFTY || step.axis == SDL_GAMEPAD_AXIS_RIGHTY)
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value = -value; // SDL: down is positive
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// A virtual gamepad's triggers span the whole axis (-32768 is released).
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float raw = trigger ? std::clamp(value, 0.0f, 1.0f) * 65535.0f - 32768.0f : std::clamp(value, -1.0f, 1.0f) * 32767.0f;
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SDL_SetJoystickVirtualAxis(s_virtualPad, int(step.axis), Sint16(std::lround(std::clamp(raw, -32768.0f, 32767.0f))));
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taken += (taken.empty() ? "" : " ") + step.text;
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}
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if (!taken.empty())
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SDL_UpdateJoysticks(); // read back this frame
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return taken;
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}
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void OpenFirstGamepad()
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{
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if (s_gamepad)
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return;
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if (s_virtualPad)
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{
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// Only the test's pad: a real controller nearby must not rumble.
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s_gamepad = SDL_OpenGamepad(s_virtualPadId);
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if (s_gamepad)
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fprintf(stderr, "[input] gamepad: %s\n", SDL_GetGamepadName(s_gamepad));
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return;
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}
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int count = 0;
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SDL_JoystickID* ids = SDL_GetGamepads(&count);
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if (ids && count > 0)
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{
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s_gamepad = SDL_OpenGamepad(ids[0]);
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if (s_gamepad)
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{
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// What it can do: a pad without motors takes rumble and ignores it.
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SDL_PropertiesID props = SDL_GetGamepadProperties(s_gamepad);
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fprintf(stderr, "[input] gamepad: %s (rumble %s, trigger rumble %s)\n", SDL_GetGamepadName(s_gamepad),
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SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false) ? "yes" : "no",
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SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, false) ? "yes" : "no");
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}
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}
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SDL_free(ids);
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}
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#if defined(__APPLE__) && TARGET_OS_IOS
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// A phone or tablet has nothing to play the game with but a controller
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// (or a keyboard attached to it, which counts as on desktop), and a
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// player who has just installed it may not know. So a notice when there
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// is none: once as the game starts (not over the installer, which a
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// finger works), and again when the last one goes. Each waits a moment
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// and looks again, so a controller that iOS reports a little late (a
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// Bluetooth pad woken by its button after launch takes a few seconds),
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// or one that drops out and straight back, brings up nothing; and one
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// that turns up while the notice shows takes it down. Main thread;
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// guest ns, 0: none due.
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constexpr const char* kNeedsController = "The game needs a controller: an Xbox or PlayStation one over Bluetooth, or a Backbone.";
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constexpr const char* kControllerGone = "Controller disconnected: the game needs one (Xbox or PlayStation over Bluetooth, or a Backbone).";
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int64_t s_noControllerAt = 0;
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const char* s_noControllerText = nullptr;
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void NoControllerNoticeIn(int64_t ns, const char* text)
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{
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s_noControllerAt = guesttime::NowNs() + ns;
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s_noControllerText = text;
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}
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void NoControllerNotice()
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{
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if (!s_noControllerAt || guesttime::NowNs() < s_noControllerAt)
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return;
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s_noControllerAt = 0;
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// (NFSMW_INPUT_SCRIPT is the controller of an automated run.)
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if (s_gamepad || SDL_HasKeyboard() || !s_script.empty())
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return;
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fprintf(stderr, "[input] no controller: %s\n", s_noControllerText);
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ui::Toast(s_noControllerText, 10.0);
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}
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// Something to play with turned up: a notice still showing (or waiting
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// its turn) no longer holds.
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void WithdrawNoControllerNotice()
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{
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ui::WithdrawToast(kNeedsController);
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ui::WithdrawToast(kControllerGone);
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}
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#endif
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}
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namespace
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{
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const bool s_inputLog = std::getenv("NFSMW_INPUT_LOG") != nullptr;
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// NFSMW_INPUT_LOG=1: once a second, the left stick as the device reports
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// it (last value and range over the second) and as the game receives it.
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// A stick at rest must reach the game as exactly 0 (the drift check).
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// The triggers too (a worn one that never reads 0 holds the brake).
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void LogStick(float rawX, float rawY, float x, float y, float rawLt, float rawRt, uint8_t lt, uint8_t rt)
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{
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if (!s_inputLog)
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return;
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static float minX = 1, maxX = -1, minY = 1, maxY = -1;
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static auto last = std::chrono::steady_clock::now();
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minX = std::min(minX, rawX); maxX = std::max(maxX, rawX);
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minY = std::min(minY, rawY); maxY = std::max(maxY, rawY);
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auto now = std::chrono::steady_clock::now();
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if (now - last < std::chrono::seconds(1))
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return;
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fprintf(stderr, "[input] left stick raw (%+.4f, %+.4f) range x[%+.4f, %+.4f] y[%+.4f, %+.4f] -> game (%d, %d); "
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"triggers raw (%.3f, %.3f) -> game (%u, %u)\n",
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rawX, rawY, minX, maxX, minY, maxY, int(ToShort(x)), int(ToShort(y)), rawLt, rawRt, unsigned(lt), unsigned(rt));
|
|
minX = minY = 1;
|
|
maxX = maxY = -1;
|
|
last = now;
|
|
}
|
|
}
|
|
|
|
namespace hid
|
|
{
|
|
void Initialize()
|
|
{
|
|
if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD))
|
|
fprintf(stderr, "[input] SDL gamepad init failed: %s\n", SDL_GetError());
|
|
fprintf(stderr, "[input] stick deadzone %.2f, trigger deadzone %.2f\n", settings::GetFloat(settings::Id::StickDeadzone),
|
|
settings::GetFloat(settings::Id::TriggerDeadzone));
|
|
AttachVirtualPad();
|
|
OpenFirstGamepad();
|
|
std::lock_guard lock(s_mutex);
|
|
s_deviceConnected = true; // the keyboard always counts as controller 0
|
|
}
|
|
|
|
void NoteGameStarting()
|
|
{
|
|
#if defined(__APPLE__) && TARGET_OS_IOS
|
|
NoControllerNoticeIn(5'000'000'000, kNeedsController);
|
|
#endif
|
|
}
|
|
|
|
void HandleEvent(const SDL_Event& e)
|
|
{
|
|
if (e.type == SDL_EVENT_GAMEPAD_ADDED)
|
|
{
|
|
OpenFirstGamepad();
|
|
#if defined(__APPLE__) && TARGET_OS_IOS
|
|
if (s_gamepad)
|
|
WithdrawNoControllerNotice();
|
|
#endif
|
|
}
|
|
else if (e.type == SDL_EVENT_GAMEPAD_REMOVED && s_gamepad && e.gdevice.which == SDL_GetGamepadID(s_gamepad))
|
|
{
|
|
SDL_CloseGamepad(s_gamepad);
|
|
s_gamepad = nullptr;
|
|
fprintf(stderr, "[input] gamepad removed\n");
|
|
OpenFirstGamepad();
|
|
#if defined(__APPLE__) && TARGET_OS_IOS
|
|
if (!s_gamepad)
|
|
NoControllerNoticeIn(1'000'000'000, kControllerGone);
|
|
#endif
|
|
}
|
|
#if defined(__APPLE__) && TARGET_OS_IOS
|
|
else if (e.type == SDL_EVENT_KEYBOARD_ADDED)
|
|
WithdrawNoControllerNotice(); // (a keyboard counts as a controller here)
|
|
#endif
|
|
}
|
|
|
|
void Shutdown()
|
|
{
|
|
if (s_gamepad)
|
|
{
|
|
SDL_RumbleGamepad(s_gamepad, 0, 0, 0);
|
|
SDL_CloseGamepad(s_gamepad);
|
|
s_gamepad = nullptr;
|
|
}
|
|
}
|
|
|
|
void Suspend()
|
|
{
|
|
// Update sends a rumble for 5 s at a time and doesn't run meanwhile:
|
|
// stop it now rather than buzz on for a game that stands still.
|
|
if (s_gamepad)
|
|
SDL_RumbleGamepad(s_gamepad, 0, 0, 0);
|
|
}
|
|
|
|
void Resume()
|
|
{
|
|
// The next Update sends the game's last request again, as the
|
|
// Vibration setting allows.
|
|
std::lock_guard lock(s_mutex);
|
|
s_rumbleDirty = true;
|
|
}
|
|
|
|
void SetBlocked(bool blocked)
|
|
{
|
|
s_blocked.store(blocked, std::memory_order_relaxed);
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
#if defined(__APPLE__) && TARGET_OS_IOS
|
|
NoControllerNotice();
|
|
#endif
|
|
Pad p;
|
|
float lx = 0, ly = 0, rx = 0, ry = 0, lt = 0, rt = 0;
|
|
bool padBack = false; // the controller's Back, as the device reports it
|
|
float rawX = 0, rawY = 0; // the left stick before its deadzone (NFSMW_INPUT_LOG)
|
|
const std::string padSteps = StepVirtualPad();
|
|
const float deadzone = settings::GetFloat(settings::Id::StickDeadzone);
|
|
const float triggerDeadzone = settings::GetFloat(settings::Id::TriggerDeadzone);
|
|
if (s_gamepad)
|
|
{
|
|
static const std::pair<SDL_GamepadButton, uint16_t> map[] = {
|
|
{ SDL_GAMEPAD_BUTTON_SOUTH, XAMINPUT_GAMEPAD_A }, { SDL_GAMEPAD_BUTTON_EAST, XAMINPUT_GAMEPAD_B },
|
|
{ SDL_GAMEPAD_BUTTON_WEST, XAMINPUT_GAMEPAD_X }, { SDL_GAMEPAD_BUTTON_NORTH, XAMINPUT_GAMEPAD_Y },
|
|
{ SDL_GAMEPAD_BUTTON_BACK, XAMINPUT_GAMEPAD_BACK }, { SDL_GAMEPAD_BUTTON_START, XAMINPUT_GAMEPAD_START },
|
|
{ SDL_GAMEPAD_BUTTON_LEFT_STICK, XAMINPUT_GAMEPAD_LEFT_THUMB },
|
|
{ SDL_GAMEPAD_BUTTON_RIGHT_STICK, XAMINPUT_GAMEPAD_RIGHT_THUMB },
|
|
{ SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, XAMINPUT_GAMEPAD_LEFT_SHOULDER },
|
|
{ SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, XAMINPUT_GAMEPAD_RIGHT_SHOULDER },
|
|
{ SDL_GAMEPAD_BUTTON_DPAD_UP, XAMINPUT_GAMEPAD_DPAD_UP }, { SDL_GAMEPAD_BUTTON_DPAD_DOWN, XAMINPUT_GAMEPAD_DPAD_DOWN },
|
|
{ SDL_GAMEPAD_BUTTON_DPAD_LEFT, XAMINPUT_GAMEPAD_DPAD_LEFT }, { SDL_GAMEPAD_BUTTON_DPAD_RIGHT, XAMINPUT_GAMEPAD_DPAD_RIGHT },
|
|
};
|
|
for (auto& [button, bit] : map)
|
|
if (bit != XAMINPUT_GAMEPAD_BACK && SDL_GetGamepadButton(s_gamepad, button))
|
|
p.buttons |= bit;
|
|
padBack = SDL_GetGamepadButton(s_gamepad, SDL_GAMEPAD_BUTTON_BACK);
|
|
if (PadBackForGame(padBack, SDL_GetGamepadButton(s_gamepad, SDL_GAMEPAD_BUTTON_START)))
|
|
p.buttons |= XAMINPUT_GAMEPAD_BACK;
|
|
auto axis = [](SDL_Gamepad* g, SDL_GamepadAxis a) { return float(SDL_GetGamepadAxis(g, a)) / 32767.0f; };
|
|
lx = axis(s_gamepad, SDL_GAMEPAD_AXIS_LEFTX);
|
|
ly = -axis(s_gamepad, SDL_GAMEPAD_AXIS_LEFTY); // XInput: up is positive
|
|
rx = axis(s_gamepad, SDL_GAMEPAD_AXIS_RIGHTX);
|
|
ry = -axis(s_gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
|
|
lt = axis(s_gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
|
|
rt = axis(s_gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
|
|
rawX = lx;
|
|
rawY = ly;
|
|
ApplyDeadzone(lx, ly, deadzone);
|
|
ApplyDeadzone(rx, ry, deadzone);
|
|
}
|
|
const float rawLt = lt, rawRt = rt;
|
|
|
|
// Keyboard (digital; overrides the analog values it touches).
|
|
const bool* k = SDL_GetKeyboardState(nullptr);
|
|
if (k)
|
|
{
|
|
static const std::pair<SDL_Scancode, uint16_t> keys[] = {
|
|
{ SDL_SCANCODE_UP, XAMINPUT_GAMEPAD_DPAD_UP }, { SDL_SCANCODE_DOWN, XAMINPUT_GAMEPAD_DPAD_DOWN },
|
|
{ SDL_SCANCODE_LEFT, XAMINPUT_GAMEPAD_DPAD_LEFT }, { SDL_SCANCODE_RIGHT, XAMINPUT_GAMEPAD_DPAD_RIGHT },
|
|
{ SDL_SCANCODE_SPACE, XAMINPUT_GAMEPAD_A }, { SDL_SCANCODE_BACKSPACE, XAMINPUT_GAMEPAD_B },
|
|
{ SDL_SCANCODE_LSHIFT, XAMINPUT_GAMEPAD_X }, { SDL_SCANCODE_LCTRL, XAMINPUT_GAMEPAD_Y },
|
|
{ SDL_SCANCODE_Q, XAMINPUT_GAMEPAD_LEFT_SHOULDER }, { SDL_SCANCODE_E, XAMINPUT_GAMEPAD_RIGHT_SHOULDER },
|
|
{ SDL_SCANCODE_RETURN, XAMINPUT_GAMEPAD_START }, { SDL_SCANCODE_ESCAPE, XAMINPUT_GAMEPAD_BACK },
|
|
{ SDL_SCANCODE_C, XAMINPUT_GAMEPAD_RIGHT_THUMB },
|
|
};
|
|
for (auto& [key, bit] : keys)
|
|
if (k[key])
|
|
p.buttons |= bit;
|
|
float kx = float(k[SDL_SCANCODE_RIGHT] || k[SDL_SCANCODE_D]) - float(k[SDL_SCANCODE_LEFT] || k[SDL_SCANCODE_A]);
|
|
float ky = float(k[SDL_SCANCODE_UP]) - float(k[SDL_SCANCODE_DOWN]);
|
|
if (kx != 0.0f)
|
|
lx = kx;
|
|
if (ky != 0.0f)
|
|
ly = ky;
|
|
if (k[SDL_SCANCODE_W])
|
|
rt = 1.0f;
|
|
if (k[SDL_SCANCODE_S])
|
|
lt = 1.0f;
|
|
}
|
|
p.lx = ToShort(lx);
|
|
p.ly = ToShort(ly);
|
|
p.rx = ToShort(rx);
|
|
p.ry = ToShort(ry);
|
|
p.leftTrigger = Trigger(lt, triggerDeadzone);
|
|
p.rightTrigger = Trigger(rt, triggerDeadzone);
|
|
if (s_gamepad)
|
|
LogStick(rawX, rawY, lx, ly, rawLt, rawRt, p.leftTrigger, p.rightTrigger);
|
|
if (!padSteps.empty())
|
|
fprintf(stderr, "[input] virtual pad %s: left stick raw (%+.4f, %+.4f) -> game (%d, %d), right (%d, %d); "
|
|
"triggers raw (%.3f, %.3f) -> game (%u, %u); deadzones: stick %.2f, trigger %.2f%s\n",
|
|
padSteps.c_str(), rawX, rawY, int(p.lx), int(p.ly), int(p.rx), int(p.ry), rawLt, rawRt,
|
|
unsigned(p.leftTrigger), unsigned(p.rightTrigger), deadzone, triggerDeadzone,
|
|
s_blocked.load(std::memory_order_relaxed) ? " (a menu is open: the game sees an idle pad)" : "");
|
|
|
|
// While a menu has the input the game sees an idle pad; after it
|
|
// closes, each button still held stays hidden until released, so the
|
|
// press that closed the menu (B, Start, Esc) doesn't reach the game.
|
|
bool blocked = s_blocked.load(std::memory_order_relaxed);
|
|
if (s_wasBlocked && !blocked)
|
|
s_latchedButtons = p.buttons;
|
|
// A Back pressed in the menu (or the one that closed it) is never replayed.
|
|
if ((blocked || s_wasBlocked) && padBack)
|
|
s_backState = BackState::Swallow;
|
|
s_wasBlocked = blocked;
|
|
s_latchedButtons &= p.buttons;
|
|
if (blocked)
|
|
p = Pad{};
|
|
else
|
|
p.buttons &= ~s_latchedButtons;
|
|
|
|
uint16_t low, high;
|
|
bool rumble;
|
|
{
|
|
std::lock_guard lock(s_mutex);
|
|
s_pad = p;
|
|
s_scriptSuppressed = blocked;
|
|
rumble = s_rumbleDirty;
|
|
s_rumbleDirty = false;
|
|
low = s_rumbleLow;
|
|
high = s_rumbleHigh;
|
|
}
|
|
static bool vibration = true;
|
|
if (bool on = settings::GetBool(settings::Id::Vibration); on != vibration)
|
|
{
|
|
vibration = on;
|
|
rumble = true; // stop (or restart) a rumble under way
|
|
}
|
|
if (rumble && s_virtualPad)
|
|
{
|
|
// What the game asked for and what the controller gets, on
|
|
// change. Only with the test's pad: while driving the game
|
|
// changes its request every frame, which would be a line a frame
|
|
// in a player's last-run.log (speedbreaker.sh sets NFSMW_INPUT_LOG).
|
|
static uint64_t logged = ~0ull;
|
|
uint64_t now = uint64_t(low) << 17 | uint64_t(high) << 1 | (vibration ? 1u : 0u);
|
|
if (now != logged)
|
|
{
|
|
logged = now;
|
|
fprintf(stderr, "[input] rumble: game low %u, high %u; Vibration %s%s\n", unsigned(low), unsigned(high),
|
|
vibration ? "on" : "off (the controller gets 0)", s_gamepad ? "" : "; no controller");
|
|
}
|
|
}
|
|
if (!vibration)
|
|
low = high = 0;
|
|
if (rumble && s_gamepad)
|
|
SDL_RumbleGamepad(s_gamepad, low, high, low || high ? 5000 : 0);
|
|
}
|
|
}
|
|
|
|
namespace
|
|
{
|
|
// The pad as the game sees it: devices plus scripted taps. Caller holds s_mutex.
|
|
Pad CurrentPadLocked()
|
|
{
|
|
Pad p = s_pad;
|
|
if (!s_scriptSuppressed)
|
|
ApplyScript(p);
|
|
return p;
|
|
}
|
|
|
|
// Keystrokes (XamInputGetKeystroke[Ex]): edges of buttons, triggers and
|
|
// stick directions as XInput VK_PAD_* codes, with auto-repeat for the
|
|
// navigation keys, generated on demand from the same state as GetState.
|
|
struct KeyDef { uint16_t vk; bool repeats; bool (*down)(const Pad&); };
|
|
const KeyDef kKeys[] = {
|
|
{ 0x5800, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_A) != 0; } },
|
|
{ 0x5801, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_B) != 0; } },
|
|
{ 0x5802, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_X) != 0; } },
|
|
{ 0x5803, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_Y) != 0; } },
|
|
{ 0x5804, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_RIGHT_SHOULDER) != 0; } },
|
|
{ 0x5805, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_LEFT_SHOULDER) != 0; } },
|
|
{ 0x5806, false, [](const Pad& p) { return p.leftTrigger > 30; } },
|
|
{ 0x5807, false, [](const Pad& p) { return p.rightTrigger > 30; } },
|
|
{ 0x5810, true, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_DPAD_UP) != 0; } },
|
|
{ 0x5811, true, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_DPAD_DOWN) != 0; } },
|
|
{ 0x5812, true, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_DPAD_LEFT) != 0; } },
|
|
{ 0x5813, true, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_DPAD_RIGHT) != 0; } },
|
|
{ 0x5814, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_START) != 0; } },
|
|
{ 0x5815, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_BACK) != 0; } },
|
|
{ 0x5816, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_LEFT_THUMB) != 0; } },
|
|
{ 0x5817, false, [](const Pad& p) { return (p.buttons & XAMINPUT_GAMEPAD_RIGHT_THUMB) != 0; } },
|
|
{ 0x5820, true, [](const Pad& p) { return p.ly > 16384; } },
|
|
{ 0x5821, true, [](const Pad& p) { return p.ly < -16384; } },
|
|
{ 0x5822, true, [](const Pad& p) { return p.lx > 16384; } },
|
|
{ 0x5823, true, [](const Pad& p) { return p.lx < -16384; } },
|
|
{ 0x5830, true, [](const Pad& p) { return p.ry > 16384; } },
|
|
{ 0x5831, true, [](const Pad& p) { return p.ry < -16384; } },
|
|
{ 0x5832, true, [](const Pad& p) { return p.rx > 16384; } },
|
|
{ 0x5833, true, [](const Pad& p) { return p.rx < -16384; } },
|
|
};
|
|
constexpr size_t kKeyCount = sizeof(kKeys) / sizeof(kKeys[0]);
|
|
bool s_keyDown[kKeyCount] = {};
|
|
// Guest ns: a key held through a suspension doesn't repeat as soon as it's back.
|
|
int64_t s_keyRepeatAt[kKeyCount] = {};
|
|
|
|
struct Keystroke
|
|
{
|
|
be<uint16_t> virtualKey;
|
|
be<uint16_t> unicode;
|
|
be<uint16_t> flags; // 1 key down, 2 key up, 4 repeat
|
|
uint8_t userIndex;
|
|
uint8_t hidCode;
|
|
};
|
|
static_assert(sizeof(Keystroke) == 8);
|
|
|
|
constexpr uint32_t ERROR_EMPTY = 0x10D2;
|
|
|
|
uint32_t NextKeystroke(Keystroke* out)
|
|
{
|
|
std::lock_guard lock(s_mutex);
|
|
if (!(s_deviceConnected || !s_script.empty()))
|
|
return ERROR_DEVICE_NOT_CONNECTED;
|
|
Pad p = CurrentPadLocked();
|
|
int64_t now = guesttime::NowNs();
|
|
auto emit = [&](size_t i, uint16_t flags) {
|
|
out->virtualKey = kKeys[i].vk;
|
|
out->unicode = 0;
|
|
out->flags = flags;
|
|
out->userIndex = 0;
|
|
out->hidCode = 0;
|
|
return ERROR_SUCCESS;
|
|
};
|
|
for (size_t i = 0; i < kKeyCount; i++)
|
|
{
|
|
bool down = kKeys[i].down(p);
|
|
if (down != s_keyDown[i])
|
|
{
|
|
s_keyDown[i] = down;
|
|
s_keyRepeatAt[i] = now + 400'000'000;
|
|
return emit(i, down ? 1 : 2);
|
|
}
|
|
}
|
|
for (size_t i = 0; i < kKeyCount; i++)
|
|
if (s_keyDown[i] && kKeys[i].repeats && now >= s_keyRepeatAt[i])
|
|
{
|
|
s_keyRepeatAt[i] = now + 100'000'000;
|
|
return emit(i, 1 | 4);
|
|
}
|
|
return ERROR_EMPTY;
|
|
}
|
|
}
|
|
|
|
uint32_t XamInputGetCapabilities(uint32_t userIndex, uint32_t flags, XAMINPUT_CAPABILITIES* caps)
|
|
{
|
|
bool scripted = !s_script.empty();
|
|
{
|
|
std::lock_guard lock(s_mutex);
|
|
if ((userIndex != 0 && userIndex != 0xFF) || !(s_deviceConnected || scripted))
|
|
return ERROR_DEVICE_NOT_CONNECTED;
|
|
}
|
|
memset(caps, 0, sizeof(*caps));
|
|
caps->Type = XAMINPUT_DEVTYPE_GAMEPAD;
|
|
caps->SubType = XAMINPUT_DEVSUBTYPE_GAMEPAD;
|
|
caps->Gamepad.wButtons = ByteSwap(uint16_t(0xF3FF));
|
|
caps->Gamepad.bLeftTrigger = 0xFF;
|
|
caps->Gamepad.bRightTrigger = 0xFF;
|
|
for (int16_t* v : { &caps->Gamepad.sThumbLX, &caps->Gamepad.sThumbLY, &caps->Gamepad.sThumbRX, &caps->Gamepad.sThumbRY })
|
|
*v = ByteSwap(int16_t(0xFFC0));
|
|
caps->Vibration.wLeftMotorSpeed = 0xFFFF;
|
|
caps->Vibration.wRightMotorSpeed = 0xFFFF;
|
|
return ERROR_SUCCESS;
|
|
}
|
|
|
|
uint32_t XamInputGetState(uint32_t userIndex, uint32_t flags, XAMINPUT_STATE* state)
|
|
{
|
|
Pad p;
|
|
uint32_t packet;
|
|
{
|
|
std::lock_guard lock(s_mutex);
|
|
if ((userIndex != 0 && userIndex != 0xFF) || !(s_deviceConnected || !s_script.empty()))
|
|
return ERROR_DEVICE_NOT_CONNECTED;
|
|
p = CurrentPadLocked();
|
|
static Pad last;
|
|
if (memcmp(&p, &last, sizeof(p)) != 0)
|
|
{
|
|
s_packet++;
|
|
last = p;
|
|
}
|
|
packet = s_packet;
|
|
}
|
|
state->dwPacketNumber = ByteSwap(packet);
|
|
state->Gamepad.wButtons = ByteSwap(p.buttons);
|
|
state->Gamepad.bLeftTrigger = p.leftTrigger;
|
|
state->Gamepad.bRightTrigger = p.rightTrigger;
|
|
state->Gamepad.sThumbLX = ByteSwap(p.lx);
|
|
state->Gamepad.sThumbLY = ByteSwap(p.ly);
|
|
state->Gamepad.sThumbRX = ByteSwap(p.rx);
|
|
state->Gamepad.sThumbRY = ByteSwap(p.ry);
|
|
return ERROR_SUCCESS;
|
|
}
|
|
|
|
uint32_t XamInputSetState(uint32_t userIndex, uint32_t flags, XAMINPUT_VIBRATION* vibration)
|
|
{
|
|
std::lock_guard lock(s_mutex);
|
|
if ((userIndex != 0 && userIndex != 0xFF) || !(s_deviceConnected || !s_script.empty()))
|
|
return ERROR_DEVICE_NOT_CONNECTED;
|
|
s_rumbleLow = ByteSwap(vibration->wLeftMotorSpeed);
|
|
s_rumbleHigh = ByteSwap(vibration->wRightMotorSpeed);
|
|
s_rumbleDirty = true;
|
|
return ERROR_SUCCESS;
|
|
}
|
|
|
|
// Xenia's semantics: user 0xFF ("any") is pinned to user 0; queries for
|
|
// non-gamepad devices report none connected.
|
|
uint32_t XamInputGetKeystroke(uint32_t userIndex, uint32_t flags, Keystroke* keystroke)
|
|
{
|
|
if (!keystroke)
|
|
return 0xA0; // ERROR_BAD_ARGUMENTS
|
|
if ((flags & 0xFF) && (flags & 1) == 0)
|
|
return ERROR_DEVICE_NOT_CONNECTED;
|
|
if ((userIndex & 0xFF) != 0xFF && userIndex != 0 && !(flags & 0x40000000))
|
|
return ERROR_DEVICE_NOT_CONNECTED;
|
|
return NextKeystroke(keystroke);
|
|
}
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|
|
|
uint32_t XamInputGetKeystrokeEx(be<uint32_t>* userIndex, uint32_t flags, Keystroke* keystroke)
|
|
{
|
|
uint32_t result = XamInputGetKeystroke(userIndex ? uint32_t(*userIndex) : 0xFF, flags, keystroke);
|
|
if (result == ERROR_SUCCESS && userIndex)
|
|
*userIndex = 0;
|
|
return result;
|
|
}
|
|
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GUEST_FUNCTION_HOOK(__imp__XamInputGetCapabilities, XamInputGetCapabilities);
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GUEST_FUNCTION_HOOK(__imp__XamInputGetState, XamInputGetState);
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|
GUEST_FUNCTION_HOOK(__imp__XamInputSetState, XamInputSetState);
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GUEST_FUNCTION_HOOK(__imp__XamInputGetKeystrokeEx, XamInputGetKeystrokeEx);
|