LilyPad 0.9.2 is a Windows pad plugin. If you run into any bugs or have any suggestions, I'm open to ideas. I'll update this post and bump the thread when I release new versions. Changelog included in rar. 0.9.2 adds a couple minor fixes and work arounds. Work around for config screen display issues for people who have funky font settings, force feedback option that will work with buggy force feedback drivers for some devices, fix for resizing issue when using the mouse. dll is bigger because I switched compilers, and it now statically links to the C runtime to avoid requiring updated dlls. 64-bit dll removed, since anyone who needs it can compile it and having it around only really serves to confuse the helpless. C++ source is available. I'm not terribly concerned about it, but consider it licensed under GPL version 2.
A quick list of the features: Keyboards/Mice/Direct Input devices are all supported. It supports multiple devices of all types, and devices of different types can be mixed and matched. Sensitivity can be adjusted. Force feedback is supported. Multiple keys/buttons/axes can be bound to the same PS2 button, and one key/button/axis can be bound to multiple PS2 buttons. Keys can be mapped to the analog sticks. Axes can be mapped to fake Lx/Rx axes. Pressure sensitive buttons and other single-direction axes (Like foot peddles) are also supported. Screenshots and LilyPad itself are at the bottom of the post.
As discussed below, to bind a d-pad or joystick of any type, use the bind horizontal/vertical axis buttons rather than the individual direction buttons.
If you experience delayed response to input, make sure PCSX2's priority is set to normal or lower.
If having trouble with the keyboard or mouse, try changing modes. DirectInput has been the most heavily tested and raw input the least. I'd recommend you just stick with DirectInput unless you run into any issues.
If you have trouble getting some of the buttons on your gamepad/whatever working, try rebooting (If you haven't rebooted since installing the device). A number of people have reported that this resolves some problems.
Also, if you run into any trouble, make sure you've installed any software that comes with your game pads. Even if the pad partially/mostly works without the drivers, force feedback, for example, may well require the drivers be installed.
More generally, if you have trouble with several plugins not being detected by PCSX2 at all, try setting your plugins directory in the configuration screen, even if it appears to already be set correctly (Suggestion from WhoShotYa).
If you have an issue with a controller, first make sure you can see it under "DirectInput Device Diagnostics". If it's not there, probably nothing I can do. Make sure "Game Devices" are set to "Direct Input". If it is listed, double click it and see if the object(s) you're having trouble with are listed and being read correctly. Tell me if they are and give as complete a description of your issue as possible: Device type, device control that has issues (d-pad, button, pressure sensitive button, axis, etc), if you can't bind the control or if the problem is only in game, etc.
Logging is generally only useful if you only have issues with one game and everything else works fine. In these cases a blockdump would be best for me, but logs are also useful. Simplest not to bother unless I ask for it.
Basic Control Configuration
The input mode sets the Microsoft input API LilyPad uses to read input. Mice and keyboards both have 4 input modes. The modes are: Windows messaging, raw, DirectInput, and disabled. DirectInput is the recommended mode, though any mode except disabled should be fine for most people. You must set a keyboard mode other than disabled if you want PCSX2/GS hotkeys to work.
Raw mode distinguishes between multiple keyboards/mice under XP/Vista, but does not support horizontal mouse wheels and won't distinguish between right/left control/shift/alt keys (And doesn't work under w2k and w9x). DirectInput mode is poll-based while the other two methods are pushed-based. DirectInput mode is the most compatible (especially if everything is set to either DirectInput or disabled and the hacks are all disabled). Only DirectInput provides support for more than 5 buttons on a mouse.
Other devices (Game devices, certain extended keyboard keys, etc) are only available through DirectInput.
To configure bindings, first you need to set a mode for keyboards/mice/other devices. Then just go to the tab for the appropriate pad. If you switch input modes after binding keys, the bindings for the old input mode will be hidden, but will reappear if you switch back. Direct Input devices have a prefix of "DX" ("DI" looks odd), raw devices are just followed by a number ("Mouse 1", "Keyboard 1", etc), and Windows messaging devices are prefixed by "WM". DirectInput devices with configured controls that are not currently plugged in are called "Lost DX Device #". You need to press refresh on the first page when you plug devices back in for their name to be displayed properly. Press the button corresponding to the button/axis you want to bind, and then press the button/jiggle the axis you want to bind it to. Bindings are sorted first by device, then by PS2 button/axis, and finally by object type and id.
You can adjust the sensitivity or flip axes by selecting a bound axis and using the slider and button to the lower right. Sensitivity determines the pressure sent for the sticks in dual shock mode, and whether or not a key is considered "down" for the digital portion of the controller state. I'm not sure how the actual dual shock works, but I currently only say a key is down when dual shock pressure is at 50% of maximum or more. What the default sensitivity value of "1.000" means depends on the device itself. The default is high enough that relative axes (Which are primarily used by mice) are generally either considered fully up or down. For absolute axes (And force feedback devices), which are used by most game devices, a value of 1.0 should map the device's extreme values to the extreme values of a stick/pad.
For all 3 vertical axes, down is positive and up is negative. This agrees with windows screen coordinates, and mice and joysticks generally work as expected if you bind vertical to vertical. For some other axis types, however, this may result in flipping up/down. In particular, if you bind a mouse wheel to a vertical axis, you'll need to flip the axis for mouse wheel down to act like down.
To map a POV slider (Better known as a "hat". They are objects that only provide a direction. D-pads are hats on many pad controllers), press an axis button and move the slider in the direction you want to bind to it. Binding one direction to a d-pad/analog stick axis will automatically bind the other direction to the perpendicular axis. As POV objects only report a direction, they have no sensitivity; however, their axes can be flipped independently. Each POV object can only be bound once, so if you bind one to Lx/Rx, up and down will do nothing.
To configure force feedback, select the device and axis/axes in the pulldown menu you want to bind. I number the axes starting from 1 instead of giving their string names because of space constraints. They are generally sorted x, y, and then z. The second pulldown sets the functions used for the effect. This is only for funky devices that associate different functions with different motors, as all functions are configured so they're effectively constant. The "sensitivity" sets the force used when an effect is triggered. The default sensitivity maps the maximum PS2 vibration to the maximum Direct Input vibration. Flip flips the direction of the effect axis. This most likely will have no noticeable effect. Once a force feedback axis is configured (As in bound and selected in the list of bound controls, not selected in the drop down menu), you can click "Test FF" and the axis will then vibrate at the maximum possible value a game can set it to. Note that the small motor is only either off or on at max, while the big motor's vibration can be set from 0 to 255.
To bind a pressure-sensitive button or other single-direction axis to a button, select the "Allow binding axes to buttons" option under DirectInput on the first page. It theoretically lets you bind any absolute axis to any button, which is why it has its own section, though mice and keyboards rarely (Never?) have absolute axes. If you so desire, once you've bound the axis to a button, you can disable the option and bindings it was used to create will remain. Also note that this will not work for toggle buttons, which have special handling. The analog button, the "lock" buttons, and the "mouse" button are all toggles.
Special button bindings
The "Mouse" button lets you bind a key to pad 1 or pad 2 that releases the mouse. This makes the cursor visible and lets you move/resize the emulator window. Alt-tabbing to another application also makes the cursor visible, but focusing the emulation window hides it again. Note that though the binding appears on the page of a particular pad, pressing the button affects all mice.
The "Lock Input" button locks the current state of the pad. Any further input is handled normally, but the initial pad state is the locked state instead of a state with no buttons pressed. Pressing it again releases the old pad state, if the old pad state had any keys pressed. Otherwise, it's released automatically.
"Lock Direction" does the same thing, except it only applies to the d-pad and analog sticks. Pressing this when all input is locked unlocks only the pad and sticks. Pressing it again will lock them again, keeping the buttons locked. "Lock buttons" does the same thing, only with the opposite set of controls.
Pressing "Lock Input" when only half the input is locked (directions or buttons) will lock the other half, leaving the already locked half still locked, and in its old locked state.
The "ignore key" button both attempts to block the specific key(s) you give it and does not pass them on to PCSX2. It currently cannot block the windows key (I'm not sure why). It was implemented primarily to prevent passing F7 to the GS plugin, which I occasionally hit when playing with graphics options and can cause PCSX2 to crash. Ignored keys are listed with pad 1's bindings. If an ignored key is also bound to a command, the command may or may not be triggered. The ignore button works like most of the other buttons: Press it and then the key to be ignored. You do not have to configure ignored keys again when you change the keyboard input mode.
All the options under "Hacks" are a bit hackish, and may not work with all graphics plugins or emulators (PSX emulators, in particular). I do almost all my testing with ZeroGS. That having been said, the worst that can result from using them is an emulator crash (Not a system crash) when starting/stopping the emulator. Shouldn't cause any issues in game, and crashing behavior should be consistent (Either always does or never does).
"Send escape on window close" sends an escape message instead of closing the window when you try and close the graphics windows. This prevents bad things from happening when you try and close the GS plugin window. After the first attempt to close the window, however, PCSX2 closes the pad plugin. As a result, attempting to close the window while the emulator is not actively running still isn't a great idea.
"Close emulator on window close" kills the emulator instead. I don't recommend this, as I'm not sure how well everything cleans up after itself when you do this.
"Disable Screensaver" will disable the screensaver (And entering low power monitor mode) when the emulation window is in the foreground. This is primarily intended for people using neither mouse nor keyboard, as game device input does not prevent the screensaver from popping up.
"Start in analog mode" starts a pad in analog mode, and after a game initializes the pad, attempts to switch the pad to analog mode as well. This is handy for the lazy, who don't want to have to hit the analog button whenever they start the emulator for games that support but do not automatically enable analog mode, and for loading states in games that get upset when you load a state before the pad is initialized. May theoretically cause issues with some games, especially very old ones.
"Allow multiple binding" allows one DirectInput control to be bound to multiple commands. One control can be bound to commands on both pads as well. The sensitivity of each force feedback axis can be set independently as well, by binding them independently.
"Start without mouse focus" starts the plugin without stealing the mouse focus and hiding the cursor. Mainly useful for people who only occasionally use the mouse. Equivalent to just pressing the mouse button whenever you start the emulator.
"Refresh" will update the list of DirectInput devices. Double clicking a DirectInput device or selecting "Test Device" will display a continuously updated list of the state of all objects on the selected device. DirectInput devices not currently enabled in the mode selection list at the top are not displayed.
As with all pad plugins, you should set both the pad1 and pad2 plugins to LilyPad so LilyPad doesn't fight with another plugin for control of user input devices. If you really need to use two different pad plugins for some reason, and one is LilyPad, disable LilyPad's keyboard handling so that the F-keys, used to control the emulator, don't behave as if you always press them twice.
Some PSX emulators (At least PSXeven) require pad plugins to be named pad*.dll. To use LilyPad with those, you'll have to rename the dll. The most popular two psx emulators don't use pad plugins and LilyPad is really aimed at use with PCSX2, anyways, so I'm not going to rename the dll, to minimize confusion.
To make a pad work as a guitar in Guitar Hero or Rock Band, select the Guitar checkbox for that device and rebind the controls. Note that you must start the game with the checkbox selected. Toggling it later won't work. For the Xbox 360 guitars, tilting apparently acts like a button, while it's a button on the PS2 guitar (Needs verification - could actually be right stick vertical or something. At the moment, LilyPad binds it to select). For this reason, allow pressure sensitive buttons is forced on when either pad is in guitar mode, so I don't have to answer the same question 50 times. Also, you may need to flip the whammy bar.
Guitar Hero 2 has some sort of additional check to prevent the use of 3rd party guitars. I don't know how to convince it I'm a real guitar. As a workaround, there's a GH2 hack option in the hacks section. Check it and the pad's guitar setting to play GH2 with a guitar. You'll have to press the strumbar and the frets at the same time to navigate through menus. This is a result of the GH2 hack causing the guitar to identify itself as a pad, but behave more like a guitar in-game. There's no reasonable workaround I can do for this, unless I learn how to convince GH2 I'm really a guitar. A PCSX2 patch file might be possible, however.
Particular thanks to cottonvibes for info on the PS2 guitar. Also thanks to (In alphabetical order) bitterSTAR, Knaiffi, lazyk, and silent-circuit for additional information and testing. Sorry if I left anyone out.
Think that's about it. Feel free to redistribute the plugin however you like. Screenshots are of an older version.