[PATCH 3/5] winebus.sys: Report SDL controller dpad as hatswitch

Aric Stewart aric at codeweavers.com
Wed May 8 16:45:10 CDT 2019


Signed-off-by: Aric Stewart <aric at codeweavers.com>

On 5/7/19 9:01 AM, Andrew Eikum wrote:
> Signed-off-by: Andrew Eikum <aeikum at codeweavers.com>
> ---
>   dlls/winebus.sys/bus_sdl.c | 59 ++++++++++++++++++++++++++++++++------
>   dlls/xinput1_3/hid.c       | 50 ++++++++++++++++++++++++++------
>   2 files changed, 91 insertions(+), 18 deletions(-)
> 
> diff --git a/dlls/winebus.sys/bus_sdl.c b/dlls/winebus.sys/bus_sdl.c
> index 21f4aedc95e..8ff8373da40 100644
> --- a/dlls/winebus.sys/bus_sdl.c
> +++ b/dlls/winebus.sys/bus_sdl.c
> @@ -92,6 +92,7 @@ MAKE_FUNCPTR(SDL_JoystickGetAxis);
>   MAKE_FUNCPTR(SDL_JoystickGetHat);
>   MAKE_FUNCPTR(SDL_IsGameController);
>   MAKE_FUNCPTR(SDL_GameControllerGetAxis);
> +MAKE_FUNCPTR(SDL_GameControllerGetButton);
>   MAKE_FUNCPTR(SDL_GameControllerName);
>   MAKE_FUNCPTR(SDL_GameControllerOpen);
>   MAKE_FUNCPTR(SDL_GameControllerEventState);
> @@ -150,21 +151,21 @@ static const BYTE REPORT_AXIS_TAIL[] = {
>   };
>   #define IDX_ABS_AXIS_COUNT 23
>   
> -#define CONTROLLER_NUM_BUTTONS 15
> +#define CONTROLLER_NUM_BUTTONS 11
>   
>   static const BYTE CONTROLLER_BUTTONS[] = {
>       0x05, 0x09, /* USAGE_PAGE (Button) */
>       0x19, 0x01, /* USAGE_MINIMUM (Button 1) */
> -    0x29, CONTROLLER_NUM_BUTTONS, /* USAGE_MAXIMUM (Button 15) */
> +    0x29, CONTROLLER_NUM_BUTTONS, /* USAGE_MAXIMUM (Button 11) */
>       0x15, 0x00, /* LOGICAL_MINIMUM (0) */
>       0x25, 0x01, /* LOGICAL_MAXIMUM (1) */
>       0x35, 0x00, /* LOGICAL_MINIMUM (0) */
>       0x45, 0x01, /* LOGICAL_MAXIMUM (1) */
> -    0x95, CONTROLLER_NUM_BUTTONS, /* REPORT_COUNT (15) */
> +    0x95, CONTROLLER_NUM_BUTTONS, /* REPORT_COUNT (11) */
>       0x75, 0x01, /* REPORT_SIZE (1) */
>       0x81, 0x02, /* INPUT (Data,Var,Abs) */
>       /* padding */
> -    0x95, 0x01, /* REPORT_COUNT (1) */
> +    0x95, 0x05, /* REPORT_COUNT (5) */
>       0x75, 0x01, /* REPORT_SIZE (1) */
>       0x81, 0x03, /* INPUT (Cnst,Var,Abs) */
>   };
> @@ -199,6 +200,8 @@ static const BYTE CONTROLLER_TRIGGERS [] = {
>   
>   #define CONTROLLER_NUM_AXES 6
>   
> +#define CONTROLLER_NUM_HATSWITCHES 1
> +
>   static const BYTE HAPTIC_RUMBLE[] = {
>       0x06, 0x00, 0xff,   /* USAGE PAGE (vendor-defined) */
>       0x09, 0x01,         /* USAGE (1) */
> @@ -496,6 +499,33 @@ static BOOL build_report_descriptor(struct platform_private *ext)
>       return TRUE;
>   }
>   
> +static SHORT compose_dpad_value(SDL_GameController *joystick)
> +{
> +    if (pSDL_GameControllerGetButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_UP))
> +    {
> +        if (pSDL_GameControllerGetButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_RIGHT))
> +            return SDL_HAT_RIGHTUP;
> +        if (pSDL_GameControllerGetButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_LEFT))
> +            return SDL_HAT_LEFTUP;
> +        return SDL_HAT_UP;
> +    }
> +
> +    if (pSDL_GameControllerGetButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_DOWN))
> +    {
> +        if (pSDL_GameControllerGetButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_RIGHT))
> +            return SDL_HAT_RIGHTDOWN;
> +        if (pSDL_GameControllerGetButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_LEFT))
> +            return SDL_HAT_LEFTDOWN;
> +        return SDL_HAT_DOWN;
> +    }
> +
> +    if (pSDL_GameControllerGetButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_RIGHT))
> +        return SDL_HAT_RIGHT;
> +    if (pSDL_GameControllerGetButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_LEFT))
> +        return SDL_HAT_LEFT;
> +    return SDL_HAT_CENTERED;
> +}
> +
>   static BOOL build_mapped_report_descriptor(struct platform_private *ext)
>   {
>       BYTE *report_ptr;
> @@ -505,12 +535,14 @@ static BOOL build_mapped_report_descriptor(struct platform_private *ext)
>       descript_size += sizeof(CONTROLLER_AXIS);
>       descript_size += sizeof(CONTROLLER_TRIGGERS);
>       descript_size += sizeof(CONTROLLER_BUTTONS);
> +    descript_size += sizeof(REPORT_HATSWITCH);
>       descript_size += test_haptic(ext);
>   
>       ext->axis_start = 0;
>       ext->button_start = CONTROLLER_NUM_AXES * sizeof(WORD);
> +    ext->hat_start = ext->button_start + (CONTROLLER_NUM_BUTTONS + 7) / 8;
>   
> -    ext->buffer_length = (CONTROLLER_NUM_BUTTONS + 7) / 8 + CONTROLLER_NUM_AXES * sizeof(WORD);
> +    ext->buffer_length = (CONTROLLER_NUM_BUTTONS + 7) / 8 + CONTROLLER_NUM_AXES * sizeof(WORD) + CONTROLLER_NUM_HATSWITCHES;
>   
>       TRACE("Report Descriptor will be %i bytes\n", descript_size);
>       TRACE("Report will be %i bytes\n", ext->buffer_length);
> @@ -533,6 +565,7 @@ static BOOL build_mapped_report_descriptor(struct platform_private *ext)
>       report_ptr += sizeof(CONTROLLER_TRIGGERS);
>       memcpy(report_ptr, CONTROLLER_BUTTONS, sizeof(CONTROLLER_BUTTONS));
>       report_ptr += sizeof(CONTROLLER_BUTTONS);
> +    report_ptr = add_hatswitch(report_ptr, 1);
>       report_ptr += build_haptic(ext, report_ptr);
>       memcpy(report_ptr, REPORT_TAIL, sizeof(REPORT_TAIL));
>   
> @@ -549,6 +582,8 @@ static BOOL build_mapped_report_descriptor(struct platform_private *ext)
>       for (i = SDL_CONTROLLER_AXIS_LEFTX; i < SDL_CONTROLLER_AXIS_MAX; i++)
>           set_axis_value(ext, i, pSDL_GameControllerGetAxis(ext->sdl_controller, i));
>   
> +    set_hat_value(ext, 0, compose_dpad_value(ext->sdl_controller));
> +
>       return TRUE;
>   }
>   
> @@ -778,10 +813,15 @@ static BOOL set_mapped_report_from_event(SDL_Event *event)
>                   case SDL_CONTROLLER_BUTTON_START: usage = 8; break;
>                   case SDL_CONTROLLER_BUTTON_BACK: usage = 9; break;
>                   case SDL_CONTROLLER_BUTTON_GUIDE: usage = 10; break;
> -                case SDL_CONTROLLER_BUTTON_DPAD_UP: usage = 11; break;
> -                case SDL_CONTROLLER_BUTTON_DPAD_DOWN: usage = 12; break;
> -                case SDL_CONTROLLER_BUTTON_DPAD_LEFT: usage = 13; break;
> -                case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: usage = 14; break;
> +
> +                case SDL_CONTROLLER_BUTTON_DPAD_UP:
> +                case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
> +                case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
> +                case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
> +                    set_hat_value(private, 0, compose_dpad_value(private->sdl_controller));
> +                    process_hid_report(device, private->report_buffer, private->buffer_length);
> +                    break;
> +
>                   default:
>                       ERR("Unknown Button %i\n",ie->button);
>               }
> @@ -1040,6 +1080,7 @@ NTSTATUS WINAPI sdl_driver_init(DRIVER_OBJECT *driver, UNICODE_STRING *registry_
>           LOAD_FUNCPTR(SDL_JoystickGetHat);
>           LOAD_FUNCPTR(SDL_IsGameController);
>           LOAD_FUNCPTR(SDL_GameControllerGetAxis);
> +        LOAD_FUNCPTR(SDL_GameControllerGetButton);
>           LOAD_FUNCPTR(SDL_GameControllerName);
>           LOAD_FUNCPTR(SDL_GameControllerOpen);
>           LOAD_FUNCPTR(SDL_GameControllerEventState);
> diff --git a/dlls/xinput1_3/hid.c b/dlls/xinput1_3/hid.c
> index 1ccecb1acc6..f0036b14265 100644
> --- a/dlls/xinput1_3/hid.c
> +++ b/dlls/xinput1_3/hid.c
> @@ -124,8 +124,8 @@ static BOOL VerifyGamepad(PHIDP_PREPARSED_DATA ppd, XINPUT_CAPABILITIES *xinput_
>               button_count = max(button_count, button_caps[i].NotRange.Usage);
>       }
>       HeapFree(GetProcessHeap(), 0, button_caps);
> -    if (button_count < 14)
> -        WARN("Too few buttons, Continue\n");
> +    if (button_count < 11)
> +        WARN("Too few buttons, continuing anyway\n");
>       xinput_caps->Gamepad.wButtons = 0xffff;
>   
>       value_caps_count = caps->NumberInputValueCaps;
> @@ -335,8 +335,8 @@ void HID_update_state(xinput_controller* device)
>       CHAR *report = private->reports[(private->current_report)%2];
>       CHAR *target_report = private->reports[(private->current_report+1)%2];
>   
> -    USAGE buttons[15];
> -    ULONG button_length;
> +    USAGE buttons[11];
> +    ULONG button_length, hat_value;
>       LONG value;
>   
>       if (!private->enabled)
> @@ -361,7 +361,7 @@ void HID_update_state(xinput_controller* device)
>       private->current_report = (private->current_report+1)%2;
>   
>       device->state.dwPacketNumber++;
> -    button_length = 15;
> +    button_length = ARRAY_SIZE(buttons);
>       HidP_GetUsages(HidP_Input, HID_USAGE_PAGE_BUTTON, 0, buttons, &button_length, private->ppd, target_report, private->report_length);
>   
>       device->state.Gamepad.wButtons = 0;
> @@ -381,10 +381,42 @@ void HID_update_state(xinput_controller* device)
>               case 9: device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_START; break;
>               case 10: device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_BACK; break;
>               case 11: device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_GUIDE; break;
> -            case 12: device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_DPAD_UP; break;
> -            case 13: device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_DPAD_DOWN; break;
> -            case 14: device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_DPAD_LEFT; break;
> -            case 15: device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_DPAD_RIGHT; break;
> +        }
> +    }
> +
> +    if(HidP_GetUsageValue(HidP_Input, HID_USAGE_PAGE_GENERIC, 0, HID_USAGE_GENERIC_HATSWITCH, &hat_value,
> +                              private->ppd, target_report, private->report_length) == HIDP_STATUS_SUCCESS)
> +    {
> +        switch(hat_value){
> +            /* 8 1 2
> +             * 7 0 3
> +             * 6 5 4 */
> +            case 0:
> +                break;
> +            case 1:
> +                device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_DPAD_UP;
> +                break;
> +            case 2:
> +                device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_DPAD_UP | XINPUT_GAMEPAD_DPAD_RIGHT;
> +                break;
> +            case 3:
> +                device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_DPAD_RIGHT;
> +                break;
> +            case 4:
> +                device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_DPAD_RIGHT | XINPUT_GAMEPAD_DPAD_DOWN;
> +                break;
> +            case 5:
> +                device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_DPAD_DOWN;
> +                break;
> +            case 6:
> +                device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_DPAD_DOWN | XINPUT_GAMEPAD_DPAD_LEFT;
> +                break;
> +            case 7:
> +                device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_DPAD_LEFT;
> +                break;
> +            case 8:
> +                device->state.Gamepad.wButtons |= XINPUT_GAMEPAD_DPAD_LEFT | XINPUT_GAMEPAD_DPAD_UP;
> +                break;
>           }
>       }
>   
> 



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