Add gamepad support for XInput devices on Windows

This commit is contained in:
Cameron Gutman 2016-02-13 04:29:14 -05:00
parent 999043b4f6
commit ea94320c54
3 changed files with 91 additions and 0 deletions

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@ -21,6 +21,7 @@ SOURCES = \
libchelper.c \
main.cpp \
input.cpp \
gamepad.cpp \
# Build rules generated by macros from common.mk:

80
gamepad.cpp Normal file
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@ -0,0 +1,80 @@
#include "moonlight.hpp"
#include "ppapi/c/ppb_gamepad.h"
#include <Limelight.h>
static const unsigned short k_XInputButtonMapping[] = {
A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
LB_FLAG, RB_FLAG,
0, 0, // Triggers
BACK_FLAG, PLAY_FLAG,
LS_CLK_FLAG, RS_CLK_FLAG,
UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
};
static const unsigned int k_XInputTriggerButtonIndexes[] = {
6, 7
};
void MoonlightInstance::PollGamepads() {
PP_GamepadsSampleData gamepadData;
m_GamepadApi->Sample(pp_instance(), &gamepadData);
for (unsigned int p = 0; p < gamepadData.length; p++) {
PP_GamepadSampleData& padData = gamepadData.items[p];
if (!padData.connected) {
// Not connected
continue;
}
if (padData.timestamp == m_LastPadTimestamps[p]) {
// No change from last poll
continue;
}
m_LastPadTimestamps[p] = padData.timestamp;
short buttonFlags = 0;
unsigned char leftTrigger = 0, rightTrigger = 0;
short leftStickX = 0, leftStickY = 0;
short rightStickX = 0, rightStickY = 0;
// Handle buttons and triggers
for (unsigned int i = 0; i < padData.buttons_length; i++) {
if (i >= sizeof(k_XInputButtonMapping) / sizeof(k_XInputButtonMapping[0])) {
// Ignore unmapped buttons
break;
}
// Handle triggers first
if (i == k_XInputTriggerButtonIndexes[0]) {
leftTrigger = padData.buttons[i] * 0xFF;
}
else if (i == k_XInputTriggerButtonIndexes[1]) {
rightTrigger = padData.buttons[i] * 0xFF;
}
// Now normal buttons
else if (padData.buttons[i] > 0.5f) {
buttonFlags |= k_XInputButtonMapping[i];
}
}
// Get left stick values
if (padData.axes_length >= 2) {
leftStickX = padData.axes[0] * 0x7FFF;
leftStickY = -padData.axes[1] * 0x7FFF;
}
// Get right stick values
if (padData.axes_length >= 4) {
rightStickX = padData.axes[2] * 0x7FFF;
rightStickY = -padData.axes[3] * 0x7FFF;
}
LiSendMultiControllerEvent(p, buttonFlags, leftTrigger, rightTrigger,
leftStickX, leftStickY, rightStickX, rightStickY);
}
}

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@ -2,6 +2,8 @@
#include "ppapi/cpp/module.h"
#include "ppapi/cpp/var.h"
#include "ppapi/c/ppb_gamepad.h"
#include "nacl_io/nacl_io.h"
class MoonlightInstance : public pp::Instance {
@ -9,9 +11,17 @@ class MoonlightInstance : public pp::Instance {
explicit MoonlightInstance(PP_Instance instance) : pp::Instance(instance) {
// This function MUST be used otherwise sockets don't work (nacl_io_init() doesn't work!)
nacl_io_init_ppapi(pp_instance(), pp::Module::Get()->get_browser_interface());
m_GamepadApi = static_cast<const PPB_Gamepad*>(pp::Module::Get()->GetBrowserInterface(PPB_GAMEPAD_INTERFACE));
}
virtual ~MoonlightInstance();
bool HandleInputEvent(const pp::InputEvent& event);
void PollGamepads();
private:
double m_LastPadTimestamps[4];
const PPB_Gamepad* m_GamepadApi;
};