support xpad guide button
This commit is contained in:
parent
a51e7ddb0b
commit
109ee3981b
|
@ -1,7 +1,11 @@
|
|||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Collections.Generic;
|
||||
using SlimDX.XInput;
|
||||
|
||||
#pragma warning disable 169
|
||||
#pragma warning disable 414
|
||||
|
||||
namespace BizHawk.Client.EmuHawk
|
||||
{
|
||||
public class GamePad360
|
||||
|
@ -12,27 +16,72 @@ namespace BizHawk.Client.EmuHawk
|
|||
|
||||
static bool IsAvailable;
|
||||
|
||||
[DllImport("kernel32", SetLastError = true, EntryPoint = "GetProcAddress")]
|
||||
static extern IntPtr GetProcAddressOrdinal(IntPtr hModule, IntPtr procName);
|
||||
|
||||
delegate uint XInputGetStateExProcDelegate(uint dwUserIndex, out XINPUT_STATE state);
|
||||
|
||||
static bool HasGetInputStateEx;
|
||||
static IntPtr LibraryHandle;
|
||||
static XInputGetStateExProcDelegate XInputGetStateExProc;
|
||||
|
||||
struct XINPUT_GAMEPAD
|
||||
{
|
||||
public ushort wButtons;
|
||||
public byte bLeftTrigger;
|
||||
public byte bRightTrigger;
|
||||
public short sThumbLX;
|
||||
public short sThumbLY;
|
||||
public short sThumbRX;
|
||||
public short sThumbRY;
|
||||
}
|
||||
|
||||
struct XINPUT_STATE
|
||||
{
|
||||
public uint dwPacketNumber;
|
||||
public XINPUT_GAMEPAD Gamepad;
|
||||
}
|
||||
|
||||
public static void Initialize()
|
||||
{
|
||||
IsAvailable = false;
|
||||
try
|
||||
{
|
||||
//some users wont even have xinput installed. in order to avoid spurious exceptions and possible instability, check for the library first
|
||||
IntPtr lib = Win32.LoadLibrary("xinput1_3.dll");
|
||||
if (lib != IntPtr.Zero)
|
||||
HasGetInputStateEx = true;
|
||||
LibraryHandle = Win32.LoadLibrary("xinput1_3.dll");
|
||||
if(LibraryHandle == IntPtr.Zero)
|
||||
LibraryHandle = Win32.LoadLibrary("xinput1_4.dll");
|
||||
if(LibraryHandle == IntPtr.Zero)
|
||||
{
|
||||
Win32.FreeLibrary(lib);
|
||||
|
||||
LibraryHandle = Win32.LoadLibrary("xinput9_1_0.dll");
|
||||
HasGetInputStateEx = false;
|
||||
}
|
||||
|
||||
if (LibraryHandle != IntPtr.Zero)
|
||||
{
|
||||
if (HasGetInputStateEx)
|
||||
{
|
||||
IntPtr proc = GetProcAddressOrdinal(LibraryHandle, new IntPtr(100));
|
||||
XInputGetStateExProc = (XInputGetStateExProcDelegate)Marshal.GetDelegateForFunctionPointer(proc, typeof(XInputGetStateExProcDelegate));
|
||||
}
|
||||
|
||||
//don't remove this code. it's important to catch errors on systems with broken xinput installs.
|
||||
//(probably, checking for the library was adequate, but lets not get rid of this anyway)
|
||||
var test = new SlimDX.XInput.Controller(UserIndex.One).IsConnected;
|
||||
IsAvailable = true;
|
||||
}
|
||||
|
||||
}
|
||||
catch { }
|
||||
|
||||
if (!IsAvailable) return;
|
||||
|
||||
//now, at this point, slimdx may be using one xinput, and we may be using another
|
||||
//i'm not sure how slimdx picks its dll to bind to.
|
||||
//i'm not sure how troublesome this will be
|
||||
//maybe we should get rid of slimdx for this altogether
|
||||
|
||||
var c1 = new Controller(UserIndex.One);
|
||||
var c2 = new Controller(UserIndex.Two);
|
||||
var c3 = new Controller(UserIndex.Three);
|
||||
|
@ -54,7 +103,7 @@ namespace BizHawk.Client.EmuHawk
|
|||
// ********************************** Instance Members **********************************
|
||||
|
||||
readonly Controller controller;
|
||||
State state;
|
||||
XINPUT_STATE state;
|
||||
|
||||
GamePad360(Controller c)
|
||||
{
|
||||
|
@ -68,17 +117,33 @@ namespace BizHawk.Client.EmuHawk
|
|||
if (controller.IsConnected == false)
|
||||
return;
|
||||
|
||||
state = controller.GetState();
|
||||
if (XInputGetStateExProc != null)
|
||||
{
|
||||
state = new XINPUT_STATE();
|
||||
XInputGetStateExProc(0, out state);
|
||||
}
|
||||
else
|
||||
{
|
||||
var slimstate = controller.GetState();
|
||||
state.dwPacketNumber = slimstate.PacketNumber;
|
||||
state.Gamepad.wButtons = (ushort)slimstate.Gamepad.Buttons;
|
||||
state.Gamepad.sThumbLX = slimstate.Gamepad.LeftThumbX;
|
||||
state.Gamepad.sThumbLY = slimstate.Gamepad.LeftThumbY;
|
||||
state.Gamepad.sThumbRX = slimstate.Gamepad.RightThumbX;
|
||||
state.Gamepad.sThumbRY = slimstate.Gamepad.RightThumbY;
|
||||
state.Gamepad.bLeftTrigger = slimstate.Gamepad.LeftTrigger;
|
||||
state.Gamepad.bRightTrigger = slimstate.Gamepad.RightTrigger;
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<Tuple<string, float>> GetFloats()
|
||||
{
|
||||
var g = state.Gamepad;
|
||||
const float f = 3.2768f;
|
||||
yield return new Tuple<string, float>("LeftThumbX", g.LeftThumbX / f);
|
||||
yield return new Tuple<string, float>("LeftThumbY", g.LeftThumbY / f);
|
||||
yield return new Tuple<string, float>("RightThumbX", g.RightThumbX / f);
|
||||
yield return new Tuple<string, float>("RightThumbY", g.RightThumbY / f);
|
||||
yield return new Tuple<string, float>("LeftThumbX", g.sThumbLX / f);
|
||||
yield return new Tuple<string, float>("LeftThumbY", g.sThumbLY / f);
|
||||
yield return new Tuple<string, float>("RightThumbX", g.sThumbRX / f);
|
||||
yield return new Tuple<string, float>("RightThumbY", g.sThumbRY / f);
|
||||
yield break;
|
||||
}
|
||||
|
||||
|
@ -93,35 +158,36 @@ namespace BizHawk.Client.EmuHawk
|
|||
const int dzn = -9000;
|
||||
const int dzt = 40;
|
||||
|
||||
AddItem("A", () => (state.Gamepad.Buttons & GamepadButtonFlags.A) != 0);
|
||||
AddItem("B", () => (state.Gamepad.Buttons & GamepadButtonFlags.B) != 0);
|
||||
AddItem("X", () => (state.Gamepad.Buttons & GamepadButtonFlags.X) != 0);
|
||||
AddItem("Y", () => (state.Gamepad.Buttons & GamepadButtonFlags.Y) != 0);
|
||||
AddItem("A", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.A) != 0);
|
||||
AddItem("B", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.B) != 0);
|
||||
AddItem("X", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.X) != 0);
|
||||
AddItem("Y", () => (state.Gamepad.wButtons & unchecked((ushort)GamepadButtonFlags.Y)) != 0);
|
||||
AddItem("Guide", () => (state.Gamepad.wButtons & 1024) != 0);
|
||||
|
||||
AddItem("Start", () => (state.Gamepad.Buttons & GamepadButtonFlags.Start) != 0);
|
||||
AddItem("Back", () => (state.Gamepad.Buttons & GamepadButtonFlags.Back) != 0);
|
||||
AddItem("LeftThumb", () => (state.Gamepad.Buttons & GamepadButtonFlags.LeftThumb) != 0);
|
||||
AddItem("RightThumb", () => (state.Gamepad.Buttons & GamepadButtonFlags.RightThumb) != 0);
|
||||
AddItem("LeftShoulder", () => (state.Gamepad.Buttons & GamepadButtonFlags.LeftShoulder) != 0);
|
||||
AddItem("RightShoulder", () => (state.Gamepad.Buttons & GamepadButtonFlags.RightShoulder) != 0);
|
||||
AddItem("Start", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.Start) != 0);
|
||||
AddItem("Back", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.Back) != 0);
|
||||
AddItem("LeftThumb", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.LeftThumb) != 0);
|
||||
AddItem("RightThumb", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.RightThumb) != 0);
|
||||
AddItem("LeftShoulder", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.LeftShoulder) != 0);
|
||||
AddItem("RightShoulder", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.RightShoulder) != 0);
|
||||
|
||||
AddItem("DpadUp", () => (state.Gamepad.Buttons & GamepadButtonFlags.DPadUp) != 0);
|
||||
AddItem("DpadDown", () => (state.Gamepad.Buttons & GamepadButtonFlags.DPadDown) != 0);
|
||||
AddItem("DpadLeft", () => (state.Gamepad.Buttons & GamepadButtonFlags.DPadLeft) != 0);
|
||||
AddItem("DpadRight", () => (state.Gamepad.Buttons & GamepadButtonFlags.DPadRight) != 0);
|
||||
AddItem("DpadUp", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadUp) != 0);
|
||||
AddItem("DpadDown", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadDown) != 0);
|
||||
AddItem("DpadLeft", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadLeft) != 0);
|
||||
AddItem("DpadRight", () => (state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadRight) != 0);
|
||||
|
||||
AddItem("LStickUp", () => state.Gamepad.LeftThumbY >= dzp);
|
||||
AddItem("LStickDown", () => state.Gamepad.LeftThumbY <= dzn);
|
||||
AddItem("LStickLeft", () => state.Gamepad.LeftThumbX <= dzn);
|
||||
AddItem("LStickRight", () => state.Gamepad.LeftThumbX >= dzp);
|
||||
AddItem("LStickUp", () => state.Gamepad.sThumbLY >= dzp);
|
||||
AddItem("LStickDown", () => state.Gamepad.sThumbLY <= dzn);
|
||||
AddItem("LStickLeft", () => state.Gamepad.sThumbLX <= dzn);
|
||||
AddItem("LStickRight", () => state.Gamepad.sThumbLX >= dzp);
|
||||
|
||||
AddItem("RStickUp", () => state.Gamepad.RightThumbY >= dzp);
|
||||
AddItem("RStickDown", () => state.Gamepad.RightThumbY <= dzn);
|
||||
AddItem("RStickLeft", () => state.Gamepad.RightThumbX <= dzn);
|
||||
AddItem("RStickRight", () => state.Gamepad.RightThumbX >= dzp);
|
||||
AddItem("RStickUp", () => state.Gamepad.sThumbLY >= dzp);
|
||||
AddItem("RStickDown", () => state.Gamepad.sThumbLY <= dzn);
|
||||
AddItem("RStickLeft", () => state.Gamepad.sThumbLX <= dzn);
|
||||
AddItem("RStickRight", () => state.Gamepad.sThumbLX >= dzp);
|
||||
|
||||
AddItem("LeftTrigger", () => state.Gamepad.LeftTrigger > dzt);
|
||||
AddItem("RightTrigger", () => state.Gamepad.RightTrigger > dzt);
|
||||
AddItem("LeftTrigger", () => state.Gamepad.bLeftTrigger > dzt);
|
||||
AddItem("RightTrigger", () => state.Gamepad.bRightTrigger > dzt);
|
||||
}
|
||||
|
||||
void AddItem(string name, Func<bool> pressed)
|
||||
|
|
Loading…
Reference in New Issue