233 lines
7.8 KiB
C#
233 lines
7.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using BizHawk.Common;
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using SlimDX.XInput;
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namespace BizHawk.Client.EmuHawk
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{
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public class GamePad360
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{
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// ********************************** Static interface **********************************
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private static readonly object SyncObj = new object();
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private static readonly List<GamePad360> Devices = new List<GamePad360>();
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private static readonly bool IsAvailable;
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delegate uint XInputGetStateExProcDelegate(uint dwUserIndex, out XINPUT_STATE state);
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private static readonly XInputGetStateExProcDelegate XInputGetStateExProc;
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private struct XINPUT_GAMEPAD
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{
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public ushort wButtons;
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public byte bLeftTrigger;
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public byte bRightTrigger;
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public short sThumbLX;
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public short sThumbLY;
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public short sThumbRX;
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public short sThumbRY;
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}
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private struct XINPUT_STATE
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{
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public uint dwPacketNumber;
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public XINPUT_GAMEPAD Gamepad;
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}
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static GamePad360()
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{
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try
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{
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// some users won't even have xinput installed. in order to avoid spurious exceptions and possible instability, check for the library first
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var llManager = OSTailoredCode.LinkedLibManager;
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var libraryHandle = llManager.LoadOrNull("xinput1_3.dll") ?? llManager.LoadOrNull("xinput1_4.dll");
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if (libraryHandle != null)
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{
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XInputGetStateExProc = (XInputGetStateExProcDelegate) Marshal.GetDelegateForFunctionPointer(
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Win32Imports.GetProcAddressOrdinal(libraryHandle.Value, new IntPtr(100)),
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typeof(XInputGetStateExProcDelegate)
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);
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}
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else
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{
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libraryHandle = llManager.LoadOrNull("xinput9_1_0.dll");
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}
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IsAvailable = libraryHandle != null;
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// don't remove this code. it's important to catch errors on systems with broken xinput installs.
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// (probably, checking for the library was adequate, but let's not get rid of this anyway)
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if (IsAvailable) _ = new Controller(UserIndex.One).IsConnected;
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}
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catch
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{
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// ignored
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}
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}
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public static void Initialize()
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{
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lock (SyncObj)
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{
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Devices.Clear();
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if (!IsAvailable)
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return;
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//now, at this point, SlimDX may be using one xinput, and we may be using another
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//i'm not sure how SlimDX picks its dll to bind to.
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//i'm not sure how troublesome this will be
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//maybe we should get rid of SlimDX for this altogether
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var c1 = new Controller(UserIndex.One);
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var c2 = new Controller(UserIndex.Two);
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var c3 = new Controller(UserIndex.Three);
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var c4 = new Controller(UserIndex.Four);
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if (c1.IsConnected) Devices.Add(new GamePad360(0, c1));
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if (c2.IsConnected) Devices.Add(new GamePad360(1, c2));
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if (c3.IsConnected) Devices.Add(new GamePad360(2, c3));
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if (c4.IsConnected) Devices.Add(new GamePad360(3, c4));
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}
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}
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public static IEnumerable<GamePad360> EnumerateDevices()
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{
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lock (SyncObj)
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{
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foreach (var device in Devices)
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{
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yield return device;
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}
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}
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}
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public static void UpdateAll()
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{
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lock (SyncObj)
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{
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foreach (var device in Devices)
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{
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device.Update();
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}
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}
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}
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// ********************************** Instance Members **********************************
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private readonly Controller _controller;
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private readonly uint _index0;
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private XINPUT_STATE _state;
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public int PlayerNumber => (int)_index0 + 1;
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GamePad360(uint index0, Controller c)
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{
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this._index0 = index0;
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_controller = c;
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InitializeButtons();
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Update();
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}
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public void Update()
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{
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if (_controller.IsConnected == false)
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return;
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if (XInputGetStateExProc != null)
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{
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_state = new XINPUT_STATE();
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XInputGetStateExProc(_index0, out _state);
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}
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else
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{
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var slimState = _controller.GetState();
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_state.dwPacketNumber = slimState.PacketNumber;
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_state.Gamepad.wButtons = (ushort)slimState.Gamepad.Buttons;
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_state.Gamepad.sThumbLX = slimState.Gamepad.LeftThumbX;
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_state.Gamepad.sThumbLY = slimState.Gamepad.LeftThumbY;
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_state.Gamepad.sThumbRX = slimState.Gamepad.RightThumbX;
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_state.Gamepad.sThumbRY = slimState.Gamepad.RightThumbY;
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_state.Gamepad.bLeftTrigger = slimState.Gamepad.LeftTrigger;
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_state.Gamepad.bRightTrigger = slimState.Gamepad.RightTrigger;
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}
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}
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public IEnumerable<Tuple<string, float>> GetFloats()
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{
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var g = _state.Gamepad;
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//constant for adapting a +/- 32768 range to a +/-10000-based range
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const float f = 32768 / 10000.0f;
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//since our whole input framework really only understands whole axes, let's make the triggers look like an axis
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float lTrig = g.bLeftTrigger / 255.0f * 2 - 1;
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float rTrig = g.bRightTrigger / 255.0f * 2 - 1;
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lTrig *= 10000;
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rTrig *= 10000;
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yield return new Tuple<string, float>("LeftThumbX", g.sThumbLX / f);
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yield return new Tuple<string, float>("LeftThumbY", g.sThumbLY / f);
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yield return new Tuple<string, float>("RightThumbX", g.sThumbRX / f);
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yield return new Tuple<string, float>("RightThumbY", g.sThumbRY / f);
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yield return new Tuple<string, float>("LeftTrigger", lTrig);
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yield return new Tuple<string, float>("RightTrigger", rTrig);
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}
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public int NumButtons { get; private set; }
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private readonly List<string> _names = new List<string>();
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private readonly List<Func<bool>> _actions = new List<Func<bool>>();
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private void InitializeButtons()
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{
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const int dzp = 20000;
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const int dzn = -20000;
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const int dzt = 40;
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AddItem("A", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.A) != 0);
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AddItem("B", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.B) != 0);
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AddItem("X", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.X) != 0);
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AddItem("Y", () => (_state.Gamepad.wButtons & unchecked((ushort)GamepadButtonFlags.Y)) != 0);
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AddItem("Guide", () => (_state.Gamepad.wButtons & 1024) != 0);
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AddItem("Start", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.Start) != 0);
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AddItem("Back", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.Back) != 0);
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AddItem("LeftThumb", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.LeftThumb) != 0);
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AddItem("RightThumb", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.RightThumb) != 0);
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AddItem("LeftShoulder", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.LeftShoulder) != 0);
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AddItem("RightShoulder", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.RightShoulder) != 0);
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AddItem("DpadUp", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadUp) != 0);
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AddItem("DpadDown", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadDown) != 0);
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AddItem("DpadLeft", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadLeft) != 0);
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AddItem("DpadRight", () => (_state.Gamepad.wButtons & (ushort)GamepadButtonFlags.DPadRight) != 0);
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AddItem("LStickUp", () => _state.Gamepad.sThumbLY >= dzp);
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AddItem("LStickDown", () => _state.Gamepad.sThumbLY <= dzn);
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AddItem("LStickLeft", () => _state.Gamepad.sThumbLX <= dzn);
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AddItem("LStickRight", () => _state.Gamepad.sThumbLX >= dzp);
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AddItem("RStickUp", () => _state.Gamepad.sThumbRY >= dzp);
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AddItem("RStickDown", () => _state.Gamepad.sThumbRY <= dzn);
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AddItem("RStickLeft", () => _state.Gamepad.sThumbRX <= dzn);
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AddItem("RStickRight", () => _state.Gamepad.sThumbRX >= dzp);
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AddItem("LeftTrigger", () => _state.Gamepad.bLeftTrigger > dzt);
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AddItem("RightTrigger", () => _state.Gamepad.bRightTrigger > dzt);
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}
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private void AddItem(string name, Func<bool> pressed)
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{
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_names.Add(name);
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_actions.Add(pressed);
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NumButtons++;
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}
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public string ButtonName(int index) => _names[index];
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public bool Pressed(int index) => _actions[index]();
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}
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}
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