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Implements deadzone for xinput
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@ -17,9 +17,18 @@ namespace {
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L"xinput9_1_0.dll"
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};
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inline u16 ConvertAxis(SHORT value)
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inline u16 Clamp0To255(f32 input)
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{
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return static_cast<u16>((value + 32768l) >> 8);
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if (input > 255.f)
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return 255;
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else if (input < 0.f)
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return 0;
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else return static_cast<u16>(input);
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}
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inline u16 ConvertAxis(float value)
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{
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return static_cast<u16>((value + 1.0)*(255.0 / 2.0));
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}
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}
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@ -45,7 +54,7 @@ void xinput_pad_handler::Init(const u32 max_connect)
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{
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xinputGetState = reinterpret_cast<PFN_XINPUTGETSTATE>(GetProcAddress(library, "XInputGetState"));
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}
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xinputSetState = reinterpret_cast<PFN_XINPUTSETSTATE>(GetProcAddress(library, "XInputSetState"));
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if (xinputEnable && xinputGetState && xinputSetState)
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@ -137,6 +146,27 @@ void xinput_pad_handler::Close()
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m_pads.clear();
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}
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std::tuple<u16, u16> xinput_pad_handler::ConvertToSquirclePoint(u16 inX, u16 inY)
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{
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// convert inX and Y to a (-1, 1) vector;
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const f32 x = (inX - 127) / 127.f;
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const f32 y = ((inY - 127) / 127.f);
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// compute angle and len of given point to be used for squircle radius
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const f32 angle = std::atan2(y, x);
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const f32 r = std::sqrt(std::pow(x, 2.f) + std::pow(y, 2.f));
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// now find len/point on the given squircle from our current angle and radius in polar coords
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// https://thatsmaths.com/2016/07/14/squircles/
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const f32 newLen = (1 + std::pow(std::sin(2 * angle), 2.f) / 8.f) * r;
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// we now have len and angle, convert to cartisian
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const int newX = Clamp0To255(((newLen * std::cos(angle)) + 1) * 127);
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const int newY = Clamp0To255(((newLen * std::sin(angle)) + 1) * 127);
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return std::tuple<u16, u16>(newX, newY);
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}
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DWORD xinput_pad_handler::ThreadProcedure()
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{
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// holds internal controller state change
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@ -152,7 +182,7 @@ DWORD xinput_pad_handler::ThreadProcedure()
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{
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auto & pad = m_pads[i];
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result = (* xinputGetState)(i, &state);
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result = (*xinputGetState)(i, &state);
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switch (result)
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{
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case ERROR_DEVICE_NOT_CONNECTED:
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@ -181,10 +211,46 @@ DWORD xinput_pad_handler::ThreadProcedure()
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pad.m_buttons[XINPUT_GAMEPAD_BUTTONS + 1].m_pressed = state.Gamepad.bRightTrigger > 0;
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pad.m_buttons[XINPUT_GAMEPAD_BUTTONS + 1].m_value = state.Gamepad.bRightTrigger;
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pad.m_sticks[0].m_value = ConvertAxis(state.Gamepad.sThumbLX);
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pad.m_sticks[1].m_value = 255 - ConvertAxis(state.Gamepad.sThumbLY);
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pad.m_sticks[2].m_value = ConvertAxis(state.Gamepad.sThumbRX);
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pad.m_sticks[3].m_value = 255 - ConvertAxis(state.Gamepad.sThumbRY);
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float LX, LY, RX, RY;
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LX = state.Gamepad.sThumbLX;
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LY = state.Gamepad.sThumbLY;
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RX = state.Gamepad.sThumbRX;
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RY = state.Gamepad.sThumbRY;
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auto normalize_input = [](float& X, float& Y, float deadzone)
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{
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X /= 32767.0f;
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Y /= 32767.0f;
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deadzone /= 32767.0f;
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float mag = sqrtf(X*X + Y*Y);
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if (mag > deadzone)
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{
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float legalRange = 1.0f - deadzone;
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float normalizedMag = std::min(1.0f, (mag - deadzone) / legalRange);
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float scale = normalizedMag / mag;
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X = X * scale;
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Y = Y * scale;
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}
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else
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{
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X = 0;
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Y = 0;
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}
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};
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normalize_input(LX, LY, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
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normalize_input(RX, RY, XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE);
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pad.m_sticks[0].m_value = ConvertAxis(LX);
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pad.m_sticks[1].m_value = 255 - ConvertAxis(LY);
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pad.m_sticks[2].m_value = ConvertAxis(RX);
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pad.m_sticks[3].m_value = 255 - ConvertAxis(RY);
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std::tie(pad.m_sticks[0].m_value, pad.m_sticks[1].m_value) = ConvertToSquirclePoint(pad.m_sticks[0].m_value, pad.m_sticks[1].m_value);
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std::tie(pad.m_sticks[2].m_value, pad.m_sticks[3].m_value) = ConvertToSquirclePoint(pad.m_sticks[2].m_value, pad.m_sticks[3].m_value);
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XINPUT_VIBRATION vibrate;
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@ -21,6 +21,7 @@ private:
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typedef DWORD (WINAPI * PFN_XINPUTSETSTATE)(DWORD, XINPUT_VIBRATION *);
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private:
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std::tuple<u16, u16> ConvertToSquirclePoint(u16 inX, u16 inY);
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DWORD ThreadProcedure();
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static DWORD WINAPI ThreadProcProxy(LPVOID parameter);
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