#==============================================================================
# Gamepad Extender v1.1 (2/20/15)
# by Lone Wolf
#------------------------------------------------------------------------------
# This allows scripters to utilize the extra buttons on modern
# XInput-compatible gamepads. It requires DirectX 9.0 or later and
# an XInput compatible gamepad. Incompatible pads will default to
# using the standard Input module functionality.
#
# This is not a plug-and-play script.
# Some knowledge of RGSS is required for proper use.
#
# Instructions:
# 1) Paste in the Materials section
# 2) Replace button calls in (other) scripts to use gamepad buttons as needed
# (see Command Reference below)
# Optional:
# 2) Use the PadConfig section to specify button differences between
# Gamepad and Keyboard (for players without gamepads)
# 3) Replace direct button calls in your scripts (and the defaults) with
# PadConfig calls or these will do nothing
# (see Command Reference below)
#------------------------------------------------------------------------------
# Command Reference:
#------------------------------------------------------------------------------
# All calls to extended buttons on Pad 1 can be made through the Input module.
# When using multiple pads, send calls to WolfPad with pad number (0...3)
# as the final parameter. (i.e. WolfPad.press?(:A, 3) )
#
# The current list of mappable buttons is as follows:
#
# :A, :B, :X, :Y - XBOX 360 standard face buttons.
# :L1, :L2, :R1, :R2 - Four triggers (LB, LT, RB, RT)
# :SELECT, :START - Back and Start buttons
# :L3, :R3 - Clickable Analog buttons
#
# :UP, :DOWN,
# :LEFT, :RIGHT - D-Pad buttons
#
# :L_UP, :L_DOWN
# :L_LEFT, :L_RIGHT - Left stick directions
#
# :R_UP, :R_DOWN
# :R_LEFT, :R_RIGHT - Right stick directions
#
# NON-STANDARD MAPPINGS WILL DO NOTHING without a compatible gamepad.
# To that end, use calls to PadConfig to remap non-standard keys into
# the standard domain where possible.
#
# for example: Input.trigger?(PadConfig.page_down)
# will return :R1 if a gamepad is plugged in, but :R otherwise
#
# Analog values can be referenced with the following commands:
# left_stick
# right_stick
# left_trigger
# right_trigger
#
# Directional values of analog sticks can be referenced with these:
# lstick4
# lstick8
# rstick4
# rstick8
#
# Controller vibration can be accessed with these:
# vibrate(left_motor, right_motor, frame_duration)
# set_motors(left_motor, right_motor)
#
# All functions take an optional gamepad id (0-3) as their final parameter.
#
#------------------------------------------------------------------------------
# Terms of Use:
#------------------------------------------------------------------------------
# If you use it, give credit. With a few caveats:
#
# Can't call it alpha nay more, but I consider this script in-development.
# I make no guarantees of compatibility with other scripts.
#
# Contact me via PM is you plan on using this in a commercial game.
# I probably won't charge anything, but I will want to know it's out there.
#
# This script was posted at the official RPG Maker forums.
# Do modify or redistribute this script by itself, though you may
# include a configured version with your own script demos provided
# you inclide this header in its entirety.
#------------------------------------------------------------------------------
# Contact Info:
#------------------------------------------------------------------------------
# I can be reached via PM only at the RPG Maker Web forums.
# (http://forums.rpgmakerweb.com)
#
# PM'ing the user Lone Wolf at other RPG Maker sites may have...
# unpredicatable results. I made someone really happy the day I registered...
#------------------------------------------------------------------------------
# Credits:
# Lone Wolf (99% of the code)
# raulf17 (directional movement bug fix; now obsolete)
#------------------------------------------------------------------------------
# 翻訳したいんですか?いいんだが、まだ未完成です。
#==============================================================================
module PadConfig
# Basic configuration settings:
# static:
CONTROLLERS = 1 # can be any number from 1-4, higher values may cause errors
# can be redefined by other scripts and changed in-game:
def self.deadzone # Deadzone for axis input (%), may require adjusting
0.05
end
def self.move_with_stick # Use left-analog stick with dir4 and dir8
true
end
def self.enable_vibration # Enable force-feedback
true
end
# Use this section to write flexible button-mappings for your scripts.
# Add additional methods as needed.
# Format:
# WolfPad.plugged_in? ? (gamepad binding) : (fallback binding)
def self.confirm
WolfPad.plugged_in? ? :A : :C
end
def self.cancel
WolfPad.plugged_in? ? :B : :B
end
def self.dash
WolfPad.plugged_in? ? :X : :A
end
def self.menu
WolfPad.plugged_in? ? :Y : :B
end
def self.page_up
WolfPad.plugged_in? ? :L1 : :L
end
def self.page_down
WolfPad.plugged_in? ? :R1 : :R
end
def self.debug
WolfPad.plugged_in? ? :L2 : :CTRL
end
def self.debug2
WolfPad.plugged_in? ? :R3 : :F9
end
end
# Main module:
module WolfPad
def self.update
for pad_index in 0...PadConfig::CONTROLLERS
input = get_state(pad_index)
if @packet[pad_index] == input[0]
set_holds(pad_index)
next
end
@packet[pad_index] = input[0]
@buttons[pad_index] = (input[1] | 0x10000).to_s(2)
@triggers[pad_index] = [input[2], input[3]]
@lstick[pad_index] = [constrain_axis(input[4]), -constrain_axis(input[5])]
@rstick[pad_index] = [constrain_axis(input[6]), -constrain_axis(input[7])]
set_holds(pad_index)
end
update_vibration
end
def self.test # Prints no. of detected controllers (debugging use only)
detected = 0
for i in 0...PadConfig::CONTROLLERS
self.update
detected += plugged_in?(i) ? 1 : 0
end
puts sprintf("%d XInput controller(s) in use.", detected)
end
def self.readout # prints a range from the holds table (debugging use only)
for i in 18...26
print sprintf(" %d", @holds[0, i])
end
puts ";"
end
# Basic vibration call.
# For simplicity, motor values should be floats from 0.0 to 1.0
def self.vibrate(left, right, duration, pad_index = 0)
return unless PadConfig.enable_vibration
set_motors(left, right, pad_index)
@vibrations[pad_index] = duration
end
# Counts down vibration event timers
def self.update_vibration
for pad in 0...PadConfig::CONTROLLERS
next if @vibrations[pad] == -1
@vibrations[pad] -= 1
if @vibrations[pad] == 0
@vibrations[pad] = -1
set_motors(0, 0, pad)
end
end
end
# Set left and right motor speeds. Vibration continues until stopped.
# Repeated calls with different values can create vibration effects.
# For simplicity, input values should be floats from 0.0 to 1.0
def self.set_motors(left, right, pad_index = 0)
return unless (PadConfig.enable_vibration) || (left == 0 && right == 0)
left_v = [left * 65535, 65535].min
right_v = [right * 65535, 65535].min
vibration = [left_v, right_v].pack("SS")
@set_state.call(pad_index, vibration)
end
def self.press?(button, pad_index = 0)
key_holds(button, pad_index) > 0
end
def self.trigger?(button, pad_index = 0)
key_holds(button, pad_index) == 1
end
def self.repeat?(button, p_i = 0)
return true if key_holds(button, p_i) == 1
return true if key_holds(button, p_i) > 30 && key_holds(button, p_i) % 5 == 0
end
# Returns left stick as a pair of floats [x, y] between -1.0 and 1.0
def self.left_stick(pad_index = 0)
@lstick[pad_index]
end
# Returns right stick as a pair of floats [x, y] between -1.0 and 1.0
def self.right_stick(pad_index = 0)
@rstick[pad_index]
end
# Returns left trigger as float between 0.0 to 1.0
def self.left_trigger(pad_index = 0)
@triggers[pad_index][0] / 255.0
end
# Returns right trigger as float between 0.0 to 1.0
def self.right_trigger(pad_index = 0)
@triggers[pad_index][1] / 255.0
end
def self.dir4(p_i = 0)
return lstick4(p_i) if PadConfig.move_with_stick
if press?(:UP, p_i)
8
elsif press?(:RIGHT, p_i)
6
elsif press?(:LEFT, p_i)
4
elsif press?(:DOWN, p_i)
2
else
0
end
end
def self.dir8(p_i = 0)
return lstick8(p_i) if PadConfig.move_with_stick
if press?(:UP, p_i) and press?(:LEFT, p_i)
7
elsif press?(:UP, p_i) and press?(:RIGHT, p_i)
9
elsif press?(:DOWN, p_i) and press?(:LEFT, p_i)
1
elsif press?(:DOWN, p_i) and press?(:RIGHT, p_i)
3
else
dir4(p_i)
end
end
# Left-stick direction
def self.lstick8(p_i = 0)
flags_to_dir8(key_holds(:L_RIGHT, p_i),key_holds(:L_LEFT, p_i),
key_holds(:L_DOWN, p_i),key_holds(:L_UP, p_i))
end
def self.lstick4(p_i = 0)
flags_to_dir4(key_holds(:L_RIGHT, p_i),key_holds(:L_LEFT, p_i),
key_holds(:L_DOWN, p_i),key_holds(:L_UP, p_i))
end
# Right-stick direction
def self.rstick8(p_i = 0)
flags_to_dir8(key_holds(:R_RIGHT, p_i),key_holds(:R_LEFT, p_i),
key_holds(:R_DOWN, p_i),key_holds(:R_UP, p_i))
end
def self.rstick4(p_i = 0)
flags_to_dir4(key_holds(:R_RIGHT, p_i),key_holds(:R_LEFT, p_i),
key_holds(:R_DOWN, p_i),key_holds(:R_UP, p_i))
end
def self.plugged_in?(pad_index = 0)
@packet[pad_index] && @packet[pad_index] > 0
end
def self.keyboard_key?(button)
!@keys.has_key?(button)
end
#Helper functions:
# convert signed half-word axis state to float
def self.constrain_axis(axis)
val = axis.to_f / 2**15
val.abs > PadConfig.deadzone ? val : 0
end
# derives a dir8 value from directional hold values
def self.flags_to_dir8(right, left, down, up)
x = right == left ? 0 : (right > left ? 1 : 2)
y = down == up ? 0 : (down > up ? 1 : 2)
table = [[5, 2, 8],
[ 6, 3, 9],
[ 4, 1, 7]]
return table[x][y]
end
# derives a dir4 value from directional hold values
def self.flags_to_dir4(right, left, down, up)
selection = [right, left, down, up].max
table = [0,0,down,0,left,0,right,0,up]
return table.index(selection)
end
# calculates the precise geometric angle from stick axis values [x,y]
def self.axis_to_angle(axis)
cy = -axis[1]
cx = -axis[0]
return -1 if cy == 0 && cx == 0
angle = Math.atan2(cx, cy) * 180 / Math::PI
angle = angle < 0 ? angle + 360 : angle
return angle
end
# Original angle-conversion handlers for analog sticks
# OBSOLETE: preserved for reference only
def self.axis_to_dir8(axis)
angle_to_dir8(axis_to_angle(axis))
end
def self.axis_to_dir4(axis)
angle_to_dir4(axis_to_angle(axis))
end
def self.angle_to_dir8(angle)
return 0 if angle == -1
d = 0
if angle < 22.5 || angle >= 337.5
d = 8
elsif angle < 67.5
d = 7
elsif angle < 112.5
d = 4
elsif angle < 157.5
d = 1
elsif angle < 202.5
d = 2
elsif angle < 247.5
d = 3
elsif angle < 292.5
d = 6
elsif angle < 337.5
d = 9
end
return d
end
def self.angle_to_dir4(angle)
return 0 if angle == -1
d = 0
if angle < 45 || angle >= 315
d = 8
elsif angle < 135
d = 4
elsif angle < 225
d = 2
elsif angle < 315
d = 6
end
return d
end
private # methods past here can't be called from outside
# This hash correlates RM's Input to XInput keys. Experienced Users only!
# The Input module will handle any keys not listed here (i.e. :CTRL) itself.
# Integers refer to specific gamepad button IDs.
@keys = {
:UP => 15, #d-pad up
:DOWN => 14, #d-pad left
:LEFT => 13, #d-pad down
:RIGHT => 12, #d-pad right
:A => 3, #lower face button
:B => 2, #right face button
:X => 1, #left face button
:Y => 0, #upper face button
:L1 => 7, #upper left trigger
:R1 => 6, #upper right trigger
:START => 11,
:SELECT => 10,
:L3 => 9, #left thubstick button
:R3 => 8, #right thubstick button
:L2 => 16, #lower left trigger (press only)
:R2 => 17, #lower right trigger (press only)
:L_UP => 21,
:L_DOWN => 20,
:L_LEFT => 19,
:L_RIGHT =>18,
:R_UP => 25,
:R_DOWN => 24,
:R_LEFT => 23,
:R_RIGHT => 22
}
#Win32API calls. Leave these alone.
@set_state = Win32API.new("XINPUT9_1_0", "XInputSetState", "IP", "V")
@get_state = Win32API.new("XINPUT9_1_0", "XInputGetState", "IP", "L")
#Initializers
# Will store data for number of gamepads in use.
@packet = Array.new(PadConfig::CONTROLLERS)
@buttons = Array.new(PadConfig::CONTROLLERS)
@triggers = Array.new(PadConfig::CONTROLLERS)
@lstick = Array.new(PadConfig::CONTROLLERS)
@rstick = Array.new(PadConfig::CONTROLLERS)
# tracks how long buttons have been pressed
@holds = Table.new(PadConfig::CONTROLLERS, 26)
# stores vibration event timers
@vibrations = Array.new(PadConfig::CONTROLLERS, -1)
def self.key_holds(symbol, pad_index)
return 0 if keyboard_key?(symbol)
@holds[pad_index, @keys[symbol]]
end
def self.get_state(pad_index)
state = "\0" * 16
@get_state.call(pad_index, state)
return state.unpack("LSCCssss")
end
def self.set_holds(p_i)
for i in 1...17
@holds[p_i, i-1] = @buttons[p_i][i].to_i > 0 ? @holds[p_i, i-1] + 1 : 0
end
@holds[p_i, 16] = left_trigger(p_i) >= 0.5 ? @holds[p_i, 16]+1 : 0
@holds[p_i, 17] = right_trigger(p_i) >= 0.5 ? @holds[p_i, 17]+1 : 0
@holds[p_i, 18] = left_stick(p_i)[0] >= 0.5 ? @holds[p_i, 18]+1 : 0
@holds[p_i, 19] = left_stick(p_i)[0] <= -0.5 ? @holds[p_i, 19]+1 : 0
@holds[p_i, 20] = left_stick(p_i)[1] >= 0.5 ? @holds[p_i, 20]+1 : 0
@holds[p_i, 21] = left_stick(p_i)[1] <= -0.5 ? @holds[p_i, 21]+1 : 0
@holds[p_i, 22] = right_stick(p_i)[0] >= 0.5 ? @holds[p_i, 22]+1 : 0
@holds[p_i, 23] = right_stick(p_i)[0] <= -0.5 ? @holds[p_i, 23]+1 : 0
@holds[p_i, 24] = right_stick(p_i)[1] >= 0.5 ? @holds[p_i, 24]+1 : 0
@holds[p_i, 25] = right_stick(p_i)[1] <= -0.5 ? @holds[p_i, 25]+1 : 0
end
end
# Aliases to tie the above into VXAce's Input module
module Input
class <<self
alias :vxa_update :update
alias :vxa_press? :press?
alias :vxa_trigger? :trigger?
alias :vxa_repeat? :repeat?
alias :vxa_dir4 :dir4
alias :vxa_dir8 :dir8
end
def self.update
WolfPad.update
vxa_update
end
def self.press?(button)
return vxa_press?(button) if WolfPad.keyboard_key?(button)
return WolfPad.press?(button) if WolfPad.plugged_in?
return vxa_press?(button)
end
def self.trigger?(button)
return vxa_trigger?(button) if WolfPad.keyboard_key?(button)
return WolfPad.trigger?(button) if WolfPad.plugged_in?
return vxa_trigger?(button)
end
def self.repeat?(button)
return vxa_repeat?(button) if WolfPad.keyboard_key?(button)
return WolfPad.repeat?(button) if WolfPad.plugged_in?
return vxa_repeat?(button)
end
def self.dir4
WolfPad.plugged_in? ? WolfPad.dir4 : vxa_dir4
end
def self.dir8
WolfPad.plugged_in? ? WolfPad.dir8 : vxa_dir8
end
end