private static InputFrame DeserializeFrame(BinaryReader reader) { int frames = reader.ReadInt32(); // Keyboard byte keyLength = reader.ReadByte(); Keys[] keys = new Keys[keyLength]; for (int i = 0; i < keyLength; i++) { keys[i] = (Keys)reader.ReadByte(); } KeyboardState keyboard = new KeyboardState(keys); // Mouse int mouseX = reader.ReadInt32(); int mouseY = reader.ReadInt32(); int mouseScroll = reader.ReadInt32(); byte mouseButtons = reader.ReadByte(); ButtonState leftButton = ((mouseButtons & 0b00001) == 0) ? ButtonState.Released : ButtonState.Pressed; ButtonState middleButton = ((mouseButtons & 0b00010) == 0) ? ButtonState.Released : ButtonState.Pressed; ButtonState rightButton = ((mouseButtons & 0b00100) == 0) ? ButtonState.Released : ButtonState.Pressed; ButtonState xButton1 = ((mouseButtons & 0b01000) == 0) ? ButtonState.Released : ButtonState.Pressed; ButtonState xButton2 = ((mouseButtons & 0b10000) == 0) ? ButtonState.Released : ButtonState.Pressed; MouseState mouse = new MouseState(mouseX, mouseY, mouseScroll, leftButton, middleButton, rightButton, xButton1, xButton2); // Gamepads XINPUT_GAMEPAD[] pads = new XINPUT_GAMEPAD[4]; for (int i = 0; i < 4; i++) { pads[i].Connected = reader.ReadBoolean(); if (!pads[i].Connected) { continue; } pads[i].Buttons = reader.ReadUInt16(); pads[i].LeftTrigger = reader.ReadByte(); pads[i].RightTrigger = reader.ReadByte(); pads[i].ThumbLX = reader.ReadInt16(); pads[i].ThumbLY = reader.ReadInt16(); pads[i].ThumbRX = reader.ReadInt16(); pads[i].ThumbRY = reader.ReadInt16(); } // Create frame InputFrame frame = default; frame.frames = frames; frame.keyboard = keyboard; frame.mouse = mouse; frame.pads = pads; return(frame); }
private static void UpdateButtons() { _kb = GetActualKeyboard(); _mouse = GetActualMouse(); for (int i = 0; i < 4; i++) { PlayerIndex p = (PlayerIndex)i; PadCache[p]?.Clear(); // Apply deadzone to allow combining of more frames in input file // Using a smaller deadzone than commonly used in game (0.3) to be on the safe side // I would use one of the XNA deadzones but the game doesn't do this either GamePadState state = GetActualGamePad(p, GamePadDeadZone.None); XINPUT_GAMEPAD pad = state.GetInternalState(); if (Math.Abs(state.Triggers.Left) < 0.2f) { pad.LeftTrigger = 0; } if (Math.Abs(state.Triggers.Right) < 0.2f) { pad.RightTrigger = 0; } if (Math.Abs(state.ThumbSticks.Left.X) < 0.2f) { pad.ThumbLX = 0; } if (Math.Abs(state.ThumbSticks.Left.Y) < 0.2f) { pad.ThumbLY = 0; } if (Math.Abs(state.ThumbSticks.Right.X) < 0.2f) { pad.ThumbRX = 0; } if (Math.Abs(state.ThumbSticks.Right.Y) < 0.2f) { pad.ThumbRY = 0; } _pads[i] = pad; } }
private static void SerializeFrame(InputFrame frame) { _inputWriter.Write(frame.frames); // Keyboard Keys[] keys = frame.keyboard.GetPressedKeys(); _inputWriter.Write((byte)keys.Length); for (int i = 0; i < keys.Length; i++) { _inputWriter.Write((byte)keys[i]); } // Mouse MouseState mouse = frame.mouse; _inputWriter.Write(mouse.X); _inputWriter.Write(mouse.Y); _inputWriter.Write(mouse.ScrollWheelValue); byte mouseButtons = (byte)mouse.LeftButton; mouseButtons |= (byte)((byte)mouse.MiddleButton << 1); mouseButtons |= (byte)((byte)mouse.RightButton << 2); mouseButtons |= (byte)((byte)mouse.XButton1 << 3); mouseButtons |= (byte)((byte)mouse.XButton2 << 4); _inputWriter.Write(mouseButtons); // GamePads for (int i = 0; i < 4; i++) { XINPUT_GAMEPAD pad = frame.pads[i]; _inputWriter.Write(pad.Connected); if (!pad.Connected) { continue; } _inputWriter.Write(pad.Buttons); _inputWriter.Write(pad.LeftTrigger); _inputWriter.Write(pad.RightTrigger); _inputWriter.Write(pad.ThumbLX); _inputWriter.Write(pad.ThumbLY); _inputWriter.Write(pad.ThumbRX); _inputWriter.Write(pad.ThumbRY); } }
/// <summary> /// Translates an <see cref="ScpHidReport"/> to an Xbox 360 compatible byte array. /// </summary> /// <param name="inputReport">The <see cref="ScpHidReport"/> to translate.</param> /// <returns>The translated data as <see cref="XINPUT_GAMEPAD"/> structure.</returns> public XINPUT_GAMEPAD Parse(ScpHidReport inputReport) { var xButton = X360Button.None; var output = new XINPUT_GAMEPAD(); switch (inputReport.Model) { case DsModel.DS3: { // select & start if (inputReport[Ds3Button.Select].IsPressed) { xButton |= X360Button.Back; } if (inputReport[Ds3Button.Start].IsPressed) { xButton |= X360Button.Start; } // d-pad if (inputReport[Ds3Button.Up].IsPressed) { xButton |= X360Button.Up; } if (inputReport[Ds3Button.Right].IsPressed) { xButton |= X360Button.Right; } if (inputReport[Ds3Button.Down].IsPressed) { xButton |= X360Button.Down; } if (inputReport[Ds3Button.Left].IsPressed) { xButton |= X360Button.Left; } // shoulders if (inputReport[Ds3Button.L1].IsPressed) { xButton |= X360Button.LB; } if (inputReport[Ds3Button.R1].IsPressed) { xButton |= X360Button.RB; } // face buttons if (inputReport[Ds3Button.Triangle].IsPressed) { xButton |= X360Button.Y; } if (inputReport[Ds3Button.Circle].IsPressed) { xButton |= X360Button.B; } if (inputReport[Ds3Button.Cross].IsPressed) { xButton |= X360Button.A; } if (inputReport[Ds3Button.Square].IsPressed) { xButton |= X360Button.X; } // PS/Guide if (inputReport[Ds3Button.Ps].IsPressed) { xButton |= X360Button.Guide; } // thumbs if (inputReport[Ds3Button.L3].IsPressed) { xButton |= X360Button.LS; } if (inputReport[Ds3Button.R3].IsPressed) { xButton |= X360Button.RS; } // face buttons output.wButtons = (ushort)xButton; // trigger output.bLeftTrigger = inputReport[Ds3Axis.L2].Value; output.bRightTrigger = inputReport[Ds3Axis.R2].Value; if (!DsMath.DeadZone(GlobalConfiguration.Instance.DeadZoneL, inputReport[Ds3Axis.Lx].Value, inputReport[Ds3Axis.Ly].Value)) // Left Stick DeadZone { output.sThumbLX = (short) +DsMath.Scale(inputReport[Ds3Axis.Lx].Value, GlobalConfiguration.Instance.FlipLX); output.sThumbLY = (short) -DsMath.Scale(inputReport[Ds3Axis.Ly].Value, GlobalConfiguration.Instance.FlipLY); } if (!DsMath.DeadZone(GlobalConfiguration.Instance.DeadZoneR, inputReport[Ds3Axis.Rx].Value, inputReport[Ds3Axis.Ry].Value)) // Right Stick DeadZone { output.sThumbRX = (short) +DsMath.Scale(inputReport[Ds3Axis.Rx].Value, GlobalConfiguration.Instance.FlipRX); output.sThumbRY = (short) -DsMath.Scale(inputReport[Ds3Axis.Ry].Value, GlobalConfiguration.Instance.FlipRY); } } break; case DsModel.DS4: { if (inputReport[Ds4Button.Share].IsPressed) { xButton |= X360Button.Back; } if (inputReport[Ds4Button.Options].IsPressed) { xButton |= X360Button.Start; } if (inputReport[Ds4Button.Up].IsPressed) { xButton |= X360Button.Up; } if (inputReport[Ds4Button.Right].IsPressed) { xButton |= X360Button.Right; } if (inputReport[Ds4Button.Down].IsPressed) { xButton |= X360Button.Down; } if (inputReport[Ds4Button.Left].IsPressed) { xButton |= X360Button.Left; } if (inputReport[Ds4Button.L1].IsPressed) { xButton |= X360Button.LB; } if (inputReport[Ds4Button.R1].IsPressed) { xButton |= X360Button.RB; } if (inputReport[Ds4Button.Triangle].IsPressed) { xButton |= X360Button.Y; } if (inputReport[Ds4Button.Circle].IsPressed) { xButton |= X360Button.B; } if (inputReport[Ds4Button.Cross].IsPressed) { xButton |= X360Button.A; } if (inputReport[Ds4Button.Square].IsPressed) { xButton |= X360Button.X; } if (inputReport[Ds4Button.Ps].IsPressed) { xButton |= X360Button.Guide; } if (inputReport[Ds4Button.L3].IsPressed) { xButton |= X360Button.LS; } if (inputReport[Ds4Button.R3].IsPressed) { xButton |= X360Button.RS; } // face buttons output.wButtons = (ushort)xButton; // trigger output.bLeftTrigger = inputReport[Ds4Axis.L2].Value; output.bRightTrigger = inputReport[Ds4Axis.R2].Value; if (!DsMath.DeadZone(GlobalConfiguration.Instance.DeadZoneL, inputReport[Ds4Axis.Lx].Value, inputReport[Ds4Axis.Ly].Value)) // Left Stick DeadZone { output.sThumbLX = (short) +DsMath.Scale(inputReport[Ds4Axis.Lx].Value, GlobalConfiguration.Instance.FlipLX); output.sThumbLY = (short) -DsMath.Scale(inputReport[Ds4Axis.Ly].Value, GlobalConfiguration.Instance.FlipLY); } if (!DsMath.DeadZone(GlobalConfiguration.Instance.DeadZoneR, inputReport[Ds4Axis.Rx].Value, inputReport[Ds4Axis.Ry].Value)) // Right Stick DeadZone { output.sThumbRX = (short) +DsMath.Scale(inputReport[Ds4Axis.Rx].Value, GlobalConfiguration.Instance.FlipRX); output.sThumbRY = (short) -DsMath.Scale(inputReport[Ds4Axis.Ry].Value, GlobalConfiguration.Instance.FlipRY); } } break; } return(output); }
public static uint XInputGetState(uint dwUserIndex, ref XINPUT_STATE pState) { #if !EXPERIMENTAL return(OriginalXInputGetStateFunction.Value(dwUserIndex, ref pState)); #else if (OriginalXInputGetStateFunction.Value(dwUserIndex, ref pState) == ResultWin32.ERROR_SUCCESS) { return(ResultWin32.ERROR_SUCCESS); } try { ScpHidReport report = null; while (dwUserIndex == 0 && (report = Proxy.GetReport(dwUserIndex)) == null) { Thread.Sleep(100); } if (report == null || report.PadState != DsState.Connected) { return(ResultWin32.ERROR_DEVICE_NOT_CONNECTED); } var xPad = new XINPUT_GAMEPAD(); pState.dwPacketNumber = report.PacketCounter; switch (report.Model) { case DsModel.DS3: { // select & start xPad.wButtons |= (ushort)report[Ds3Button.Select].Xbox360Button; xPad.wButtons |= (ushort)report[Ds3Button.Start].Xbox360Button; // d-pad xPad.wButtons |= (ushort)report[Ds3Button.Up].Xbox360Button; xPad.wButtons |= (ushort)report[Ds3Button.Right].Xbox360Button; xPad.wButtons |= (ushort)report[Ds3Button.Down].Xbox360Button; xPad.wButtons |= (ushort)report[Ds3Button.Left].Xbox360Button; // shoulders xPad.wButtons |= (ushort)report[Ds3Button.L1].Xbox360Button; xPad.wButtons |= (ushort)report[Ds3Button.R1].Xbox360Button; // face buttons xPad.wButtons |= (ushort)report[Ds3Button.Triangle].Xbox360Button; xPad.wButtons |= (ushort)report[Ds3Button.Circle].Xbox360Button; xPad.wButtons |= (ushort)report[Ds3Button.Cross].Xbox360Button; xPad.wButtons |= (ushort)report[Ds3Button.Square].Xbox360Button; // PS/Guide xPad.wButtons |= (ushort)report[Ds3Button.Ps].Xbox360Button; // thumbs xPad.wButtons |= (ushort)report[Ds3Button.L3].Xbox360Button; xPad.wButtons |= (ushort)report[Ds3Button.R3].Xbox360Button; // triggers xPad.bLeftTrigger = report[Ds3Axis.L2].Value; xPad.bRightTrigger = report[Ds3Axis.R2].Value; // thumb axes xPad.sThumbLX = (short)+DsMath.Scale(report[Ds3Axis.Lx].Value, false); xPad.sThumbLY = (short)-DsMath.Scale(report[Ds3Axis.Ly].Value, false); xPad.sThumbRX = (short)+DsMath.Scale(report[Ds3Axis.Rx].Value, false); xPad.sThumbRY = (short)-DsMath.Scale(report[Ds3Axis.Ry].Value, false); } break; case DsModel.DS4: { // select & start xPad.wButtons |= (ushort)report[Ds4Button.Share].Xbox360Button; xPad.wButtons |= (ushort)report[Ds4Button.Options].Xbox360Button; // d-pad xPad.wButtons |= (ushort)report[Ds4Button.Up].Xbox360Button; xPad.wButtons |= (ushort)report[Ds4Button.Right].Xbox360Button; xPad.wButtons |= (ushort)report[Ds4Button.Down].Xbox360Button; xPad.wButtons |= (ushort)report[Ds4Button.Left].Xbox360Button; // shoulders xPad.wButtons |= (ushort)report[Ds4Button.L1].Xbox360Button; xPad.wButtons |= (ushort)report[Ds4Button.R1].Xbox360Button; // face buttons xPad.wButtons |= (ushort)report[Ds4Button.Triangle].Xbox360Button; xPad.wButtons |= (ushort)report[Ds4Button.Circle].Xbox360Button; xPad.wButtons |= (ushort)report[Ds4Button.Cross].Xbox360Button; xPad.wButtons |= (ushort)report[Ds4Button.Square].Xbox360Button; // PS/Guide xPad.wButtons |= (ushort)report[Ds4Button.Ps].Xbox360Button; // thumbs xPad.wButtons |= (ushort)report[Ds4Button.L3].Xbox360Button; xPad.wButtons |= (ushort)report[Ds4Button.R3].Xbox360Button; // triggers xPad.bLeftTrigger = report[Ds4Axis.L2].Value; xPad.bRightTrigger = report[Ds4Axis.R2].Value; // thumb axes xPad.sThumbLX = (short)+DsMath.Scale(report[Ds4Axis.Lx].Value, false); xPad.sThumbLY = (short)-DsMath.Scale(report[Ds4Axis.Ly].Value, false); xPad.sThumbRX = (short)+DsMath.Scale(report[Ds4Axis.Rx].Value, false); xPad.sThumbRY = (short)-DsMath.Scale(report[Ds4Axis.Ry].Value, false); } break; } pState.Gamepad = xPad; } catch (Exception ex) { Log.ErrorFormat("Unexpected error: {0}", ex); return(ResultWin32.ERROR_DEVICE_NOT_CONNECTED); } return(ResultWin32.ERROR_SUCCESS); #endif }
private static extern uint XOutputSetState(uint userIndex, ref XINPUT_GAMEPAD gamepad);
public void SetState(uint userIndex, XINPUT_GAMEPAD gamepad) { XOutputSetState(userIndex, ref gamepad); }