Files
PDModdingCommunity_PD-Loader/source-code/source/plugins/TLAC/Input/DirectInput/Ds4/DualShock4.cpp
T

189 lines
4.1 KiB
C++

#include "DualShock4.h"
#include "../../../Utilities/Math.h"
#include "../../../framework.h"
#include <stdio.h>
namespace TLAC::Input
{
DualShock4* DualShock4::instance;
bool DualShock4::rawMode = false;
DualShock4::DualShock4()
{
}
DualShock4::~DualShock4()
{
DI_Dispose();
}
bool DualShock4::TryInitializeInstance()
{
if (InstanceInitialized())
return true;
if (!DirectInputInitialized())
return false;
DualShock4 *dualShock4 = new DualShock4();
bool success = dualShock4->Initialize();
instance = success ? dualShock4 : nullptr;
if (!success)
delete dualShock4;
return success;
}
bool DualShock4::Initialize()
{
HRESULT result = NULL;
const size_t guidCount = sizeof(GUID_Ds4) / sizeof(GUID);
for (size_t i = 0; i < guidCount; i++)
{
result = DI_CreateDevice(GUID_Ds4[i]);
if (!FAILED(result))
break;
else if (i == guidCount - 1)
return false;
}
if (FAILED(result = DI_SetDataFormat(&c_dfDIJoystick2)))
return false;
if (FAILED(result = DI_SetRange(0, 255))) // use 8-bit data
return false;
// set raw mode from previous instance
if (rawMode && FAILED(result = DI_SetRawMode(true)))
return false;
result = DI_Acquire();
return true;
}
bool DualShock4::SetRawMode(bool raw)
{
HRESULT result = NULL;
if (FAILED(result = DI_SetRawMode(raw)))
return false;
rawMode = raw;
return true;
}
bool DualShock4::PollInput()
{
lastState = currentState;
HRESULT result = NULL;
result = DI_Poll();
result = DI_GetDeviceState(sizeof(DIJOYSTATE2), &currentState.DI_JoyState);
if (result != DI_OK)
return false;
UpdateInternalDs4State(currentState);
for (int button = 0; button < DS4_BUTTON_MAX; button++)
currentState.Buttons[button] = GetButtonState(currentState, (Ds4Button)button);
return true;
}
void DualShock4::UpdateInternalDs4State(Ds4State &state)
{
if (state.Dpad.IsDown = state.DI_JoyState.rgdwPOV[0] != -1)
{
state.Dpad.Angle = (state.DI_JoyState.rgdwPOV[0] / 100.0f);
auto direction = Utilities::GetDirection(state.Dpad.Angle);
state.Dpad.Stick = { direction.Y, -direction.X };
}
else
{
state.Dpad.Angle = 0;
state.Dpad.Stick = Joystick();
}
state.LeftStick = NormalizeStick(state.DI_JoyState.lX, state.DI_JoyState.lY);
state.RightStick = NormalizeStick(state.DI_JoyState.lZ, state.DI_JoyState.lRz);
state.LeftTrigger = { NormalizeTrigger(state.DI_JoyState.lRx) };
state.RightTrigger = { NormalizeTrigger(state.DI_JoyState.lRy) };
}
bool DualShock4::IsDown(Ds4Button button)
{
return currentState.Buttons[button];
}
bool DualShock4::IsUp(Ds4Button button)
{
return !IsDown(button);
}
bool DualShock4::IsTapped(Ds4Button button)
{
return IsDown(button) && WasUp(button);
}
bool DualShock4::IsReleased(Ds4Button button)
{
return IsUp(button) && WasDown(button);
}
bool DualShock4::WasDown(Ds4Button button)
{
return lastState.Buttons[button];
}
bool DualShock4::WasUp(Ds4Button button)
{
return !WasDown(button);
}
bool DualShock4::MatchesDirection(Joystick joystick, Direction directionEnum, float threshold)
{
switch (directionEnum)
{
case TLAC::Input::DIR_UP:
return joystick.YAxis <= -threshold;
case TLAC::Input::DIR_RIGHT:
return joystick.XAxis >= +threshold;
case TLAC::Input::DIR_DOWN:
return joystick.YAxis >= +threshold;
case TLAC::Input::DIR_LEFT:
return joystick.XAxis <= -threshold;
default:
return false;
}
}
bool DualShock4::GetButtonState(Ds4State &state, Ds4Button button)
{
if (button >= DS4_SQUARE && button <= DS4_TOUCH)
return state.DI_JoyState.rgbButtons[button];
if (button >= DS4_DPAD_UP && button <= DS4_DPAD_LEFT)
return state.Dpad.IsDown ? MatchesDirection(state.Dpad.Stick, (Direction)(button - DS4_DPAD_UP), dpadThreshold) : false;
if (button >= DS4_L_STICK_UP && button <= DS4_L_STICK_LEFT)
return MatchesDirection(state.LeftStick, (Direction)(button - DS4_L_STICK_UP), joystickThreshold);
if (button >= DS4_R_STICK_UP && button <= DS4_R_STICK_LEFT)
return MatchesDirection(state.RightStick, (Direction)(button - DS4_R_STICK_UP), joystickThreshold);
return false;
}
}