diff --git a/input/winxinput_joypad.c b/input/winxinput_joypad.c
index 0917513fb2..cd36ffb31c 100644
--- a/input/winxinput_joypad.c
+++ b/input/winxinput_joypad.c
@@ -1,418 +1,418 @@
-/* RetroArch - A frontend for libretro.
- * Copyright (C) 2013 - pinumbernumber
- *
- * RetroArch is free software: you can redistribute it and/or modify it under the terms
- * of the GNU General Public License as published by the Free Software Found-
- * ation, either version 3 of the License, or (at your option) any later version.
- *
- * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
- * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
- * PURPOSE. See the GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License along with RetroArch.
- * If not, see .
- */
-
-// Support 360 controllers on Windows.
-// Said controllers do show under DInput but they have limitations in this mode;
-// The triggers are combined rather than seperate and it is not possible to use
-// the guide button.
-
-// Some wrappers for other controllers also simulate xinput (as it is easier to implement)
-// so this may be useful for those also.
-#include "input_common.h"
-
-#include "../general.h"
-#include "../boolean.h"
-
-#include
-#include
-#include
-
-// Check the definitions do not already exist.
-// Official and mingw xinput headers have different include guards
-#if ((!_XINPUT_H_) && (!__WINE_XINPUT_H))
-
-#define XINPUT_GAMEPAD_DPAD_UP 0x0001
-#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
-#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
-#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
-#define XINPUT_GAMEPAD_START 0x0010
-#define XINPUT_GAMEPAD_BACK 0x0020
-#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
-#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
-#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
-#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
-#define XINPUT_GAMEPAD_A 0x1000
-#define XINPUT_GAMEPAD_B 0x2000
-#define XINPUT_GAMEPAD_X 0x4000
-#define XINPUT_GAMEPAD_Y 0x8000
-
-typedef struct
-{
- uint16_t wButtons;
- uint8_t bLeftTrigger;
- uint8_t bRightTrigger;
- int16_t sThumbLX;
- int16_t sThumbLY;
- int16_t sThumbRX;
- int16_t sThumbRY;
-} XINPUT_GAMEPAD;
-
-typedef struct
-{
- uint32_t dwPacketNumber;
- XINPUT_GAMEPAD Gamepad;
-} XINPUT_STATE;
-
-typedef struct
-{
- uint16_t wLeftMotorSpeed;
- uint16_t wRightMotorSpeed;
-} XINPUT_VIBRATION;
-
-#endif
-
-// Guide constant is not officially documented
-#define XINPUT_GAMEPAD_GUIDE 0x0400
-
-#ifndef ERROR_DEVICE_NOT_CONNECTED
-#define ERROR_DEVICE_NOT_CONNECTED 1167
-#endif
-
-#ifndef HAVE_DINPUT
-#error Cannot compile xinput without dinput.
-#endif
-
-// Due to 360 pads showing up under both XI and DI, and since we are going
-// to have to pass through unhandled joypad numbers to DI, a slightly ugly
-// hack is required here. dinput_joypad_init will fill this.
-// For each pad index, the appropriate entry will be set to -1 if it is not
-// a 360 pad, or the correct XInput player number (0..3 inclusive) if it is.
-extern int g_xinput_pad_indexes[MAX_PLAYERS];
-extern bool g_xinput_block_pads;
-
-// For xinput1_3.dll
-static HINSTANCE g_winxinput_dll;
-
-// Function pointer, to be assigned with GetProcAddress
-typedef uint32_t (__stdcall *XInputGetStateEx_t)(uint32_t, XINPUT_STATE*);
-static XInputGetStateEx_t g_XInputGetStateEx;
-
-typedef uint32_t (__stdcall *XInputSetState_t)(uint32_t, XINPUT_VIBRATION*);
-static XInputSetState_t g_XInputSetState;
-
-// Guide button may or may not be available
-static bool g_winxinput_guide_button_supported;
-
-typedef struct
-{
- XINPUT_STATE xstate;
- bool connected;
-} winxinput_joypad_state;
-
-static XINPUT_VIBRATION g_xinput_rumble_states[4];
-
-static winxinput_joypad_state g_winxinput_states[4];
-
-static inline int pad_index_to_xplayer_index(unsigned pad)
-{
- return g_xinput_pad_indexes[pad];
-}
-
-// Generic "XInput" instead of "Xbox 360", because there are
-// some other non-xbox third party PC controllers.
-static const char* const XBOX_CONTROLLER_NAMES[4] =
-{
- "XInput Controller (Player 1)",
- "XInput Controller (Player 2)",
- "XInput Controller (Player 3)",
- "XInput Controller (Player 4)"
-};
-
-const char* winxinput_joypad_name (unsigned pad)
-{
- int xplayer = pad_index_to_xplayer_index(pad);
-
- if (xplayer < 0)
- return dinput_joypad.name(pad);
- else
- // TODO: Different name if disconnected?
- return XBOX_CONTROLLER_NAMES[xplayer];
-}
-
-
-
-static bool winxinput_joypad_init(void)
-{
- g_winxinput_dll = NULL;
-
- // Find the correct path to load the DLL from.
- // Usually this will be from the system directory,
- // but occasionally a user may wish to use a third-party
- // wrapper DLL (such as x360ce); support these by checking
- // the working directory first.
-
- // No need to check for existance as we will be checking LoadLibrary's
- // success anyway.
-
- const char *version = "1.4";
- g_winxinput_dll = LoadLibrary("xinput1_4.dll"); // Using dylib_* complicates building joyconfig.
- if (!g_winxinput_dll)
- {
- g_winxinput_dll = LoadLibrary("xinput1_3.dll");
- version = "1.3";
- }
-
- if (!g_winxinput_dll)
- {
- RARCH_ERR("Failed to load XInput, ensure DirectX and controller drivers are up to date.\n");
- return false;
- }
-
- RARCH_LOG("Found XInput v%s.\n", version);
-
- // If we get here then an xinput DLL is correctly loaded.
- // First try to load ordinal 100 (XInputGetStateEx).
- g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, (const char*)100);
- g_winxinput_guide_button_supported = true;
-
- if (!g_XInputGetStateEx)
- {
- // no ordinal 100. (Presumably a wrapper.) Load the ordinary
- // XInputGetState, at the cost of losing guide button support.
- g_winxinput_guide_button_supported = false;
- g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, "XInputGetState");
- if (!g_XInputGetStateEx)
- {
- RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n");
- FreeLibrary(g_winxinput_dll);
- return false; // DLL was loaded but did not contain the correct function.
- }
- RARCH_WARN("XInput: No guide button support.\n");
- }
-
- g_XInputSetState = (XInputSetState_t) GetProcAddress(g_winxinput_dll, "XInputSetState");
- if (!g_XInputSetState)
- {
- RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n");
- FreeLibrary(g_winxinput_dll);
- return false; // DLL was loaded but did not contain the correct function.
- }
-
- // Zero out the states
- for (unsigned i = 0; i < 4; ++i)
- memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));
-
- // Do a dummy poll to check which controllers are connected.
- XINPUT_STATE dummy_state;
- for (unsigned i = 0; i < 4; ++i)
- {
- g_winxinput_states[i].connected = !(g_XInputGetStateEx(i, &dummy_state) == ERROR_DEVICE_NOT_CONNECTED);
- if (g_winxinput_states[i].connected)
- RARCH_LOG("Found XInput controller, player #%u\n", i);
- }
-
- if ((!g_winxinput_states[0].connected) &&
- (!g_winxinput_states[1].connected) &&
- (!g_winxinput_states[2].connected) &&
- (!g_winxinput_states[3].connected))
- return false;
-
- g_xinput_block_pads = true;
-
- // We're going to have to be buddies with dinput if we want to be able
- // to use XI and non-XI controllers together.
- if (!dinput_joypad.init())
- {
- g_xinput_block_pads = false;
- return false;
- }
-
- for (unsigned autoconf_pad = 0; autoconf_pad < MAX_PLAYERS; autoconf_pad++)
- {
- if (pad_index_to_xplayer_index(autoconf_pad) > -1)
- {
- strlcpy(g_settings.input.device_names[autoconf_pad], winxinput_joypad_name(autoconf_pad), sizeof(g_settings.input.device_names[autoconf_pad]));
- input_config_autoconfigure_joypad(autoconf_pad, winxinput_joypad_name(autoconf_pad), winxinput_joypad.ident);
- }
- }
-
- return true;
-
-}
-
-static bool winxinput_joypad_query_pad(unsigned pad)
-{
- int xplayer = pad_index_to_xplayer_index(pad);
- if (xplayer > -1)
- return g_winxinput_states[xplayer].connected;
- else
- return dinput_joypad.query_pad(pad);
-}
-
-static void winxinput_joypad_destroy(void)
-{
- for (unsigned i = 0; i < 4; ++i)
- memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));
-
- FreeLibrary(g_winxinput_dll);
- g_winxinput_dll = NULL;
- g_XInputGetStateEx = NULL;
-
- dinput_joypad.destroy();
- g_xinput_block_pads = false;
-}
-
-// Buttons are provided by XInput as bits of a uint16.
-// Map from rarch button index (0..10) to a mask to bitwise-& the buttons against.
-// dpad is handled seperately.
-static const uint16_t button_index_to_bitmap_code[] = {
- XINPUT_GAMEPAD_A,
- XINPUT_GAMEPAD_B,
- XINPUT_GAMEPAD_X,
- XINPUT_GAMEPAD_Y,
- XINPUT_GAMEPAD_LEFT_SHOULDER,
- XINPUT_GAMEPAD_RIGHT_SHOULDER,
- XINPUT_GAMEPAD_START,
- XINPUT_GAMEPAD_BACK,
- XINPUT_GAMEPAD_LEFT_THUMB,
- XINPUT_GAMEPAD_RIGHT_THUMB,
- XINPUT_GAMEPAD_GUIDE
-};
-
-static bool winxinput_joypad_button (unsigned port_num, uint16_t joykey)
-{
- if (joykey == NO_BTN)
- return false;
-
- int xplayer = pad_index_to_xplayer_index(port_num);
- if (xplayer == -1)
- return dinput_joypad.button(port_num, joykey);
-
- if (!(g_winxinput_states[xplayer].connected))
- return false;
-
- //return false;
-
- uint16_t btn_word = g_winxinput_states[xplayer].xstate.Gamepad.wButtons;
-
- if (GET_HAT_DIR(joykey))
- {
- switch (GET_HAT_DIR(joykey))
- {
- case HAT_UP_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_UP;
- case HAT_DOWN_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_DOWN;
- case HAT_LEFT_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_LEFT;
- case HAT_RIGHT_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_RIGHT;
- }
- return false; // hat requested and no hat button down
- }
- else
- {
- // non-hat button
- unsigned num_buttons = g_winxinput_guide_button_supported ? 11 : 10;
-
- if (joykey < num_buttons)
- return btn_word & button_index_to_bitmap_code[joykey];
- }
- return false;
-}
-
-static int16_t winxinput_joypad_axis (unsigned port_num, uint32_t joyaxis)
-{
- if (joyaxis == AXIS_NONE)
- return 0;
-
- int xplayer = pad_index_to_xplayer_index(port_num);
-
- if (xplayer == -1)
- return dinput_joypad.axis(port_num, joyaxis);
-
- if (!(g_winxinput_states[xplayer].connected))
- return false;
-
- int16_t val = 0;
- int axis = -1;
-
- bool is_neg = false;
- bool is_pos = false;
-
- if (AXIS_NEG_GET(joyaxis) <= 3) // triggers (axes 4,5) cannot be negative
- {
- axis = AXIS_NEG_GET(joyaxis);
- is_neg = true;
- }
- else if (AXIS_POS_GET(joyaxis) <= 5)
- {
- axis = AXIS_POS_GET(joyaxis);
- is_pos = true;
- }
-
- XINPUT_GAMEPAD* pad = &(g_winxinput_states[xplayer].xstate.Gamepad);
-
- switch (axis)
- {
- case 0: val = pad->sThumbLX; break;
- case 1: val = pad->sThumbLY; break;
- case 2: val = pad->sThumbRX; break;
- case 3: val = pad->sThumbRY; break;
-
- case 4: val = pad->bLeftTrigger * 32767 / 255; break; // map 0..255 to 0..32767
- case 5: val = pad->bRightTrigger * 32767 / 255; break;
- }
-
- if (is_neg && val > 0)
- val = 0;
- else if (is_pos && val < 0)
- val = 0;
-
- // Clamp to avoid overflow error
- if (val == -32768)
- val = -32767;
-
- return val;
-}
-
-static void winxinput_joypad_poll(void)
-{
- for (unsigned i = 0; i < 4; ++i)
- if (g_winxinput_states[i].connected)
- if (g_XInputGetStateEx(i, &(g_winxinput_states[i].xstate)) == ERROR_DEVICE_NOT_CONNECTED)
- g_winxinput_states[i].connected = false;
-
- dinput_joypad.poll();
-}
-
-static bool winxinput_joypad_rumble(unsigned pad, enum retro_rumble_effect effect, uint16_t strength)
-{
- int xplayer = pad_index_to_xplayer_index(pad);
- if (xplayer == -1)
- {
- if (dinput_joypad.set_rumble)
- return dinput_joypad.set_rumble(pad, effect, strength);
- else
- return false;
- }
-
-
- // Consider the low frequency (left) motor the "strong" one.
- if (effect == RETRO_RUMBLE_STRONG)
- g_xinput_rumble_states[xplayer].wLeftMotorSpeed = strength;
- else if (effect == RETRO_RUMBLE_WEAK)
- g_xinput_rumble_states[xplayer].wRightMotorSpeed = strength;
-
- return g_XInputSetState(xplayer, &g_xinput_rumble_states[xplayer]) == ERROR_SUCCESS;
-}
-
-const rarch_joypad_driver_t winxinput_joypad = {
- winxinput_joypad_init,
- winxinput_joypad_query_pad,
- winxinput_joypad_destroy,
- winxinput_joypad_button,
- winxinput_joypad_axis,
- winxinput_joypad_poll,
- winxinput_joypad_rumble,
- winxinput_joypad_name,
- "winxinput",
-};
+/* RetroArch - A frontend for libretro.
+ * Copyright (C) 2013 - pinumbernumber
+ *
+ * RetroArch is free software: you can redistribute it and/or modify it under the terms
+ * of the GNU General Public License as published by the Free Software Found-
+ * ation, either version 3 of the License, or (at your option) any later version.
+ *
+ * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
+ * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
+ * PURPOSE. See the GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License along with RetroArch.
+ * If not, see .
+ */
+
+// Support 360 controllers on Windows.
+// Said controllers do show under DInput but they have limitations in this mode;
+// The triggers are combined rather than seperate and it is not possible to use
+// the guide button.
+
+// Some wrappers for other controllers also simulate xinput (as it is easier to implement)
+// so this may be useful for those also.
+#include "input_common.h"
+
+#include "../general.h"
+#include "../boolean.h"
+
+#include
+#include
+#include
+
+// Check the definitions do not already exist.
+// Official and mingw xinput headers have different include guards
+#if ((!_XINPUT_H_) && (!__WINE_XINPUT_H))
+
+#define XINPUT_GAMEPAD_DPAD_UP 0x0001
+#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
+#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
+#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
+#define XINPUT_GAMEPAD_START 0x0010
+#define XINPUT_GAMEPAD_BACK 0x0020
+#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
+#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
+#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
+#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
+#define XINPUT_GAMEPAD_A 0x1000
+#define XINPUT_GAMEPAD_B 0x2000
+#define XINPUT_GAMEPAD_X 0x4000
+#define XINPUT_GAMEPAD_Y 0x8000
+
+typedef struct
+{
+ uint16_t wButtons;
+ uint8_t bLeftTrigger;
+ uint8_t bRightTrigger;
+ int16_t sThumbLX;
+ int16_t sThumbLY;
+ int16_t sThumbRX;
+ int16_t sThumbRY;
+} XINPUT_GAMEPAD;
+
+typedef struct
+{
+ uint32_t dwPacketNumber;
+ XINPUT_GAMEPAD Gamepad;
+} XINPUT_STATE;
+
+typedef struct
+{
+ uint16_t wLeftMotorSpeed;
+ uint16_t wRightMotorSpeed;
+} XINPUT_VIBRATION;
+
+#endif
+
+// Guide constant is not officially documented
+#define XINPUT_GAMEPAD_GUIDE 0x0400
+
+#ifndef ERROR_DEVICE_NOT_CONNECTED
+#define ERROR_DEVICE_NOT_CONNECTED 1167
+#endif
+
+#ifndef HAVE_DINPUT
+#error Cannot compile xinput without dinput.
+#endif
+
+// Due to 360 pads showing up under both XI and DI, and since we are going
+// to have to pass through unhandled joypad numbers to DI, a slightly ugly
+// hack is required here. dinput_joypad_init will fill this.
+// For each pad index, the appropriate entry will be set to -1 if it is not
+// a 360 pad, or the correct XInput player number (0..3 inclusive) if it is.
+extern int g_xinput_pad_indexes[MAX_PLAYERS];
+extern bool g_xinput_block_pads;
+
+// For xinput1_3.dll
+static HINSTANCE g_winxinput_dll;
+
+// Function pointer, to be assigned with GetProcAddress
+typedef uint32_t (__stdcall *XInputGetStateEx_t)(uint32_t, XINPUT_STATE*);
+static XInputGetStateEx_t g_XInputGetStateEx;
+
+typedef uint32_t (__stdcall *XInputSetState_t)(uint32_t, XINPUT_VIBRATION*);
+static XInputSetState_t g_XInputSetState;
+
+// Guide button may or may not be available
+static bool g_winxinput_guide_button_supported;
+
+typedef struct
+{
+ XINPUT_STATE xstate;
+ bool connected;
+} winxinput_joypad_state;
+
+static XINPUT_VIBRATION g_xinput_rumble_states[4];
+
+static winxinput_joypad_state g_winxinput_states[4];
+
+static inline int pad_index_to_xplayer_index(unsigned pad)
+{
+ return g_xinput_pad_indexes[pad];
+}
+
+// Generic "XInput" instead of "Xbox 360", because there are
+// some other non-xbox third party PC controllers.
+static const char* const XBOX_CONTROLLER_NAMES[4] =
+{
+ "XInput Controller (Player 1)",
+ "XInput Controller (Player 2)",
+ "XInput Controller (Player 3)",
+ "XInput Controller (Player 4)"
+};
+
+const char* winxinput_joypad_name (unsigned pad)
+{
+ int xplayer = pad_index_to_xplayer_index(pad);
+
+ if (xplayer < 0)
+ return dinput_joypad.name(pad);
+ else
+ // TODO: Different name if disconnected?
+ return XBOX_CONTROLLER_NAMES[xplayer];
+}
+
+
+
+static bool winxinput_joypad_init(void)
+{
+ g_winxinput_dll = NULL;
+
+ // Find the correct path to load the DLL from.
+ // Usually this will be from the system directory,
+ // but occasionally a user may wish to use a third-party
+ // wrapper DLL (such as x360ce); support these by checking
+ // the working directory first.
+
+ // No need to check for existance as we will be checking LoadLibrary's
+ // success anyway.
+
+ const char *version = "1.4";
+ g_winxinput_dll = LoadLibrary("xinput1_4.dll"); // Using dylib_* complicates building joyconfig.
+ if (!g_winxinput_dll)
+ {
+ g_winxinput_dll = LoadLibrary("xinput1_3.dll");
+ version = "1.3";
+ }
+
+ if (!g_winxinput_dll)
+ {
+ RARCH_ERR("Failed to load XInput, ensure DirectX and controller drivers are up to date.\n");
+ return false;
+ }
+
+ RARCH_LOG("Found XInput v%s.\n", version);
+
+ // If we get here then an xinput DLL is correctly loaded.
+ // First try to load ordinal 100 (XInputGetStateEx).
+ g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, (const char*)100);
+ g_winxinput_guide_button_supported = true;
+
+ if (!g_XInputGetStateEx)
+ {
+ // no ordinal 100. (Presumably a wrapper.) Load the ordinary
+ // XInputGetState, at the cost of losing guide button support.
+ g_winxinput_guide_button_supported = false;
+ g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, "XInputGetState");
+ if (!g_XInputGetStateEx)
+ {
+ RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n");
+ FreeLibrary(g_winxinput_dll);
+ return false; // DLL was loaded but did not contain the correct function.
+ }
+ RARCH_WARN("XInput: No guide button support.\n");
+ }
+
+ g_XInputSetState = (XInputSetState_t) GetProcAddress(g_winxinput_dll, "XInputSetState");
+ if (!g_XInputSetState)
+ {
+ RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n");
+ FreeLibrary(g_winxinput_dll);
+ return false; // DLL was loaded but did not contain the correct function.
+ }
+
+ // Zero out the states
+ for (unsigned i = 0; i < 4; ++i)
+ memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));
+
+ // Do a dummy poll to check which controllers are connected.
+ XINPUT_STATE dummy_state;
+ for (unsigned i = 0; i < 4; ++i)
+ {
+ g_winxinput_states[i].connected = !(g_XInputGetStateEx(i, &dummy_state) == ERROR_DEVICE_NOT_CONNECTED);
+ if (g_winxinput_states[i].connected)
+ RARCH_LOG("Found XInput controller, player #%u\n", i);
+ }
+
+ if ((!g_winxinput_states[0].connected) &&
+ (!g_winxinput_states[1].connected) &&
+ (!g_winxinput_states[2].connected) &&
+ (!g_winxinput_states[3].connected))
+ return false;
+
+ g_xinput_block_pads = true;
+
+ // We're going to have to be buddies with dinput if we want to be able
+ // to use XI and non-XI controllers together.
+ if (!dinput_joypad.init())
+ {
+ g_xinput_block_pads = false;
+ return false;
+ }
+
+ for (unsigned autoconf_pad = 0; autoconf_pad < MAX_PLAYERS; autoconf_pad++)
+ {
+ if (pad_index_to_xplayer_index(autoconf_pad) > -1)
+ {
+ strlcpy(g_settings.input.device_names[autoconf_pad], winxinput_joypad_name(autoconf_pad), sizeof(g_settings.input.device_names[autoconf_pad]));
+ input_config_autoconfigure_joypad(autoconf_pad, winxinput_joypad_name(autoconf_pad), winxinput_joypad.ident);
+ }
+ }
+
+ return true;
+
+}
+
+static bool winxinput_joypad_query_pad(unsigned pad)
+{
+ int xplayer = pad_index_to_xplayer_index(pad);
+ if (xplayer > -1)
+ return g_winxinput_states[xplayer].connected;
+ else
+ return dinput_joypad.query_pad(pad);
+}
+
+static void winxinput_joypad_destroy(void)
+{
+ for (unsigned i = 0; i < 4; ++i)
+ memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));
+
+ FreeLibrary(g_winxinput_dll);
+ g_winxinput_dll = NULL;
+ g_XInputGetStateEx = NULL;
+
+ dinput_joypad.destroy();
+ g_xinput_block_pads = false;
+}
+
+// Buttons are provided by XInput as bits of a uint16.
+// Map from rarch button index (0..10) to a mask to bitwise-& the buttons against.
+// dpad is handled seperately.
+static const uint16_t button_index_to_bitmap_code[] = {
+ XINPUT_GAMEPAD_A,
+ XINPUT_GAMEPAD_B,
+ XINPUT_GAMEPAD_X,
+ XINPUT_GAMEPAD_Y,
+ XINPUT_GAMEPAD_LEFT_SHOULDER,
+ XINPUT_GAMEPAD_RIGHT_SHOULDER,
+ XINPUT_GAMEPAD_START,
+ XINPUT_GAMEPAD_BACK,
+ XINPUT_GAMEPAD_LEFT_THUMB,
+ XINPUT_GAMEPAD_RIGHT_THUMB,
+ XINPUT_GAMEPAD_GUIDE
+};
+
+static bool winxinput_joypad_button (unsigned port_num, uint16_t joykey)
+{
+ if (joykey == NO_BTN)
+ return false;
+
+ int xplayer = pad_index_to_xplayer_index(port_num);
+ if (xplayer == -1)
+ return dinput_joypad.button(port_num, joykey);
+
+ if (!(g_winxinput_states[xplayer].connected))
+ return false;
+
+ //return false;
+
+ uint16_t btn_word = g_winxinput_states[xplayer].xstate.Gamepad.wButtons;
+
+ if (GET_HAT_DIR(joykey))
+ {
+ switch (GET_HAT_DIR(joykey))
+ {
+ case HAT_UP_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_UP;
+ case HAT_DOWN_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_DOWN;
+ case HAT_LEFT_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_LEFT;
+ case HAT_RIGHT_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_RIGHT;
+ }
+ return false; // hat requested and no hat button down
+ }
+ else
+ {
+ // non-hat button
+ unsigned num_buttons = g_winxinput_guide_button_supported ? 11 : 10;
+
+ if (joykey < num_buttons)
+ return btn_word & button_index_to_bitmap_code[joykey];
+ }
+ return false;
+}
+
+static int16_t winxinput_joypad_axis (unsigned port_num, uint32_t joyaxis)
+{
+ if (joyaxis == AXIS_NONE)
+ return 0;
+
+ int xplayer = pad_index_to_xplayer_index(port_num);
+
+ if (xplayer == -1)
+ return dinput_joypad.axis(port_num, joyaxis);
+
+ if (!(g_winxinput_states[xplayer].connected))
+ return false;
+
+ int16_t val = 0;
+ int axis = -1;
+
+ bool is_neg = false;
+ bool is_pos = false;
+
+ if (AXIS_NEG_GET(joyaxis) <= 3) // triggers (axes 4,5) cannot be negative
+ {
+ axis = AXIS_NEG_GET(joyaxis);
+ is_neg = true;
+ }
+ else if (AXIS_POS_GET(joyaxis) <= 5)
+ {
+ axis = AXIS_POS_GET(joyaxis);
+ is_pos = true;
+ }
+
+ XINPUT_GAMEPAD* pad = &(g_winxinput_states[xplayer].xstate.Gamepad);
+
+ switch (axis)
+ {
+ case 0: val = pad->sThumbLX; break;
+ case 1: val = pad->sThumbLY; break;
+ case 2: val = pad->sThumbRX; break;
+ case 3: val = pad->sThumbRY; break;
+
+ case 4: val = pad->bLeftTrigger * 32767 / 255; break; // map 0..255 to 0..32767
+ case 5: val = pad->bRightTrigger * 32767 / 255; break;
+ }
+
+ if (is_neg && val > 0)
+ val = 0;
+ else if (is_pos && val < 0)
+ val = 0;
+
+ // Clamp to avoid overflow error
+ if (val == -32768)
+ val = -32767;
+
+ return val;
+}
+
+static void winxinput_joypad_poll(void)
+{
+ for (unsigned i = 0; i < 4; ++i)
+ if (g_winxinput_states[i].connected)
+ if (g_XInputGetStateEx(i, &(g_winxinput_states[i].xstate)) == ERROR_DEVICE_NOT_CONNECTED)
+ g_winxinput_states[i].connected = false;
+
+ dinput_joypad.poll();
+}
+
+static bool winxinput_joypad_rumble(unsigned pad, enum retro_rumble_effect effect, uint16_t strength)
+{
+ int xplayer = pad_index_to_xplayer_index(pad);
+ if (xplayer == -1)
+ {
+ if (dinput_joypad.set_rumble)
+ return dinput_joypad.set_rumble(pad, effect, strength);
+ else
+ return false;
+ }
+
+
+ // Consider the low frequency (left) motor the "strong" one.
+ if (effect == RETRO_RUMBLE_STRONG)
+ g_xinput_rumble_states[xplayer].wLeftMotorSpeed = strength;
+ else if (effect == RETRO_RUMBLE_WEAK)
+ g_xinput_rumble_states[xplayer].wRightMotorSpeed = strength;
+
+ return g_XInputSetState(xplayer, &g_xinput_rumble_states[xplayer]) == ERROR_SUCCESS;
+}
+
+const rarch_joypad_driver_t winxinput_joypad = {
+ winxinput_joypad_init,
+ winxinput_joypad_query_pad,
+ winxinput_joypad_destroy,
+ winxinput_joypad_button,
+ winxinput_joypad_axis,
+ winxinput_joypad_poll,
+ winxinput_joypad_rumble,
+ winxinput_joypad_name,
+ "winxinput",
+};