mirror of
https://github.com/Alia5/GlosSI.git
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4ae430b813
This means support for more than just the SteamController.
141 lines
5.7 KiB
C++
141 lines
5.7 KiB
C++
/*
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Copyright 2021 Peter Repukat - FlatspotSoftware
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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#include "InputRedirector.h"
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#include <SFML/System/Clock.hpp>
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#include <SFML/System/Sleep.hpp>
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#include <spdlog/spdlog.h>
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InputRedirector::InputRedirector()
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{
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#ifdef _WIN32
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driver_ = vigem_alloc();
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vigem_connected_ = VIGEM_SUCCESS(vigem_connect(driver_));
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if (vigem_connected_) {
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spdlog::debug("Connected to ViGEm");
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}
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else {
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spdlog::error("Error initializing ViGEm");
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// TODO: setup some mechanic to draw to window...
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}
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#endif
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}
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InputRedirector::~InputRedirector()
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{
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#ifdef _WIN32
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if (controller_thread_.joinable())
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controller_thread_.join();
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vigem_disconnect(driver_);
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vigem_free(driver_);
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#endif
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}
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void InputRedirector::run()
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{
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run_ = vigem_connected_;
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controller_thread_ = std::thread(&InputRedirector::runLoop, this);
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}
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void InputRedirector::stop()
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{
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run_ = false;
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if (vigem_connected_) {
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for (const auto& target : vt_x360_) {
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vigem_target_remove(driver_, target);
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}
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}
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}
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void InputRedirector::runLoop()
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{
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// wait for steam to do all of it's hooking
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const sf::Clock clock;
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while (clock.getElapsedTime().asMilliseconds() < start_delay_ms_) {
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sf::sleep(sf::milliseconds(20));
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}
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while (run_) {
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#ifdef _WIN32
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for (int i = 0; i < XUSER_MAX_COUNT; i++) {
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XINPUT_STATE state{};
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if (XInputGetState(i, &state) == ERROR_SUCCESS) {
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if (vt_x360_[i] != nullptr) {
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vigem_target_x360_update(driver_, vt_x360_[i], *reinterpret_cast<XUSB_REPORT*>(&state.Gamepad));
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}
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else {
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vt_x360_[i] = vigem_target_x360_alloc();
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// By using VID and PID of Valve's Emulated Controller
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// ( https://partner.steamgames.com/doc/features/steam_controller/steam_input_gamepad_emulation_bestpractices )
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// Steam doesn't give us ANOTHER "fake" XInput device
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// -> Leading to endless pain and suffering.
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// Or really, leading to plugging in one virtual controller after another and mirroring inputs
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// Also annoying the shit out of the user when they open the overlay as steam prompts to setup new XInput devices
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// Also avoiding any fake inputs from Valve's default controller profile
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// -> Leading to endless pain and suffering
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//
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// Additonaly, Steam does pick up the emulated controller this way, and Hides it from our application
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// but Steam ONLY does this if it is configured to support X360 controller rebinding!!!
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// Otherwise, this application (GloSC/GlosSI) will pickup the emulated controller as well!
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vigem_target_set_vid(vt_x360_[i], 0x28de); //VALVE_DIRECTINPUT_GAMEPAD_VID
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vigem_target_set_pid(vt_x360_[i], 0x11FF); //VALVE_DIRECTINPUT_GAMEPAD_PID
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// TODO: MAYBE!: In a future version, use something like OpenXInput
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//and filter out emulated controllers to support a greater amount of controllers simultaneously
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const int target_add_res = vigem_target_add(driver_, vt_x360_[i]);
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if (target_add_res == VIGEM_ERROR_TARGET_UNINITIALIZED) {
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vt_x360_[i] = vigem_target_x360_alloc();
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}
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if (target_add_res == VIGEM_ERROR_NONE) {
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spdlog::info("Plugged in controller {}, {}", i, vigem_target_get_index(vt_x360_[i]));
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const auto callback_register_res = vigem_target_x360_register_notification(
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driver_,
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vt_x360_[i],
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&InputRedirector::controllerCallback,
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nullptr);
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if (!VIGEM_SUCCESS(callback_register_res)) {
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spdlog::error("Registering controller {}, {} for notification failed with error code: {:#x}", i, vigem_target_get_index(vt_x360_[i]), callback_register_res);
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}
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}
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}
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}
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else {
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if (vt_x360_[i] != nullptr) {
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if (VIGEM_SUCCESS(vigem_target_remove(driver_, vt_x360_[i]))) {
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spdlog::info("Unplugged controller {}, {}", i, vigem_target_get_index(vt_x360_[i]));
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vt_x360_[i] = nullptr;
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}
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}
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}
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}
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sf::sleep(sf::milliseconds(1));
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#endif
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}
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}
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#ifdef _WIN32
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void InputRedirector::controllerCallback(PVIGEM_CLIENT client, PVIGEM_TARGET Target, UCHAR LargeMotor, UCHAR SmallMotor, UCHAR LedNumber, LPVOID UserData)
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{
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XINPUT_VIBRATION vibration;
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ZeroMemory(&vibration, sizeof(XINPUT_VIBRATION));
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vibration.wLeftMotorSpeed = LargeMotor * 0xff; //Controllers only use 1 byte, XInput-API uses two, ViGEm also only uses one, like the hardware does, so we have to multiply
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vibration.wRightMotorSpeed = SmallMotor * 0xff; //Yeah yeah I do know about bitshifting and the multiplication not being 100% correct...
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XInputSetState(vigem_target_get_index(Target) - 1, &vibration);
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}
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#endif
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