dolphin/Source/Core/InputCommon/ControllerInterface/XInput/XInput.cpp

269 lines
6.5 KiB
C++
Raw Normal View History

#include "InputCommon/ControllerInterface/XInput/XInput.h"
#ifndef XINPUT_GAMEPAD_GUIDE
#define XINPUT_GAMEPAD_GUIDE 0x0400
#endif
namespace ciface
{
namespace XInput
{
static const struct
{
const char* const name;
const WORD bitmask;
} named_buttons[] =
{
{ "Button A", XINPUT_GAMEPAD_A },
{ "Button B", XINPUT_GAMEPAD_B },
{ "Button X", XINPUT_GAMEPAD_X },
{ "Button Y", XINPUT_GAMEPAD_Y },
{ "Pad N", XINPUT_GAMEPAD_DPAD_UP },
{ "Pad S", XINPUT_GAMEPAD_DPAD_DOWN },
{ "Pad W", XINPUT_GAMEPAD_DPAD_LEFT },
{ "Pad E", XINPUT_GAMEPAD_DPAD_RIGHT },
{ "Start", XINPUT_GAMEPAD_START },
{ "Back", XINPUT_GAMEPAD_BACK },
{ "Shoulder L", XINPUT_GAMEPAD_LEFT_SHOULDER },
{ "Shoulder R", XINPUT_GAMEPAD_RIGHT_SHOULDER },
{ "Guide", XINPUT_GAMEPAD_GUIDE },
{ "Thumb L", XINPUT_GAMEPAD_LEFT_THUMB },
{ "Thumb R", XINPUT_GAMEPAD_RIGHT_THUMB }
};
static const char* const named_triggers[] =
{
"Trigger L",
"Trigger R"
};
static const char* const named_axes[] =
{
"Left X",
"Left Y",
"Right X",
"Right Y"
};
static const char* const named_motors[] =
{
"Motor L",
"Motor R"
};
static HMODULE hXInput = nullptr;
typedef decltype(&XInputGetCapabilities) XInputGetCapabilities_t;
typedef decltype(&XInputSetState) XInputSetState_t;
typedef decltype(&XInputGetState) XInputGetState_t;
static XInputGetCapabilities_t PXInputGetCapabilities = nullptr;
static XInputSetState_t PXInputSetState = nullptr;
static XInputGetState_t PXInputGetState = nullptr;
static bool haveGuideButton = false;
void Init(std::vector<Core::Device*>& devices)
{
if (!hXInput)
{
// Try for the most recent version we were compiled against (will only work if running on Win8+)
hXInput = ::LoadLibrary(XINPUT_DLL);
if (!hXInput)
{
// Drop back to DXSDK June 2010 version. Requires DX June 2010 redist.
hXInput = ::LoadLibrary(TEXT("xinput1_3.dll"));
if (!hXInput)
{
return;
}
}
PXInputGetCapabilities = (XInputGetCapabilities_t)::GetProcAddress(hXInput, "XInputGetCapabilities");
PXInputSetState = (XInputSetState_t)::GetProcAddress(hXInput, "XInputSetState");
// Ordinal 100 is the same as XInputGetState, except it doesn't dummy out the guide
// button info. Try loading it and fall back if needed.
PXInputGetState = (XInputGetState_t)::GetProcAddress(hXInput, (LPCSTR)100);
if (PXInputGetState)
haveGuideButton = true;
else
PXInputGetState = (XInputGetState_t)::GetProcAddress(hXInput, "XInputGetState");
if (!PXInputGetCapabilities ||
!PXInputSetState ||
!PXInputGetState)
{
::FreeLibrary(hXInput);
hXInput = nullptr;
return;
}
}
XINPUT_CAPABILITIES caps;
for (int i = 0; i != 4; ++i)
if (ERROR_SUCCESS == PXInputGetCapabilities(i, 0, &caps))
devices.push_back(new Device(caps, i));
}
void DeInit()
{
if (hXInput)
{
::FreeLibrary(hXInput);
hXInput = nullptr;
}
}
Device::Device(const XINPUT_CAPABILITIES& caps, u8 index)
: m_index(index), m_subtype(caps.SubType)
{
ZeroMemory(&m_state_out, sizeof(m_state_out));
ZeroMemory(&m_current_state_out, sizeof(m_current_state_out));
// XInputGetCaps seems to always claim all capabilities are supported
// but I will leave all this stuff in, incase m$ fixes xinput up a bit
// get supported buttons
for (int i = 0; i != sizeof(named_buttons)/sizeof(*named_buttons); ++i)
{
// Guide button is never reported in caps
if ((named_buttons[i].bitmask & caps.Gamepad.wButtons) ||
((named_buttons[i].bitmask & XINPUT_GAMEPAD_GUIDE) && haveGuideButton))
AddInput(new Button(i, m_state_in.Gamepad.wButtons));
}
// get supported triggers
for (int i = 0; i != sizeof(named_triggers)/sizeof(*named_triggers); ++i)
{
//BYTE val = (&caps.Gamepad.bLeftTrigger)[i]; // should be max value / MSDN lies
if ((&caps.Gamepad.bLeftTrigger)[i])
AddInput(new Trigger(i, (&m_state_in.Gamepad.bLeftTrigger)[i], 255 ));
}
// get supported axes
for (int i = 0; i != sizeof(named_axes)/sizeof(*named_axes); ++i)
{
//SHORT val = (&caps.Gamepad.sThumbLX)[i]; // xinput doesn't give the range / MSDN is a liar
if ((&caps.Gamepad.sThumbLX)[i])
{
const SHORT& ax = (&m_state_in.Gamepad.sThumbLX)[i];
// each axis gets a negative and a positive input instance associated with it
AddInput(new Axis(i, ax, -32768));
AddInput(new Axis(i, ax, 32767));
}
}
// get supported motors
for (int i = 0; i != sizeof(named_motors)/sizeof(*named_motors); ++i)
{
//WORD val = (&caps.Vibration.wLeftMotorSpeed)[i]; // should be max value / nope, more lies
if ((&caps.Vibration.wLeftMotorSpeed)[i])
AddOutput(new Motor(i, (&m_state_out.wLeftMotorSpeed)[i], 65535));
}
ClearInputState();
}
void Device::ClearInputState()
{
ZeroMemory(&m_state_in, sizeof(m_state_in));
}
std::string Device::GetName() const
{
switch (m_subtype)
{
case XINPUT_DEVSUBTYPE_GAMEPAD: return "Gamepad"; break;
case XINPUT_DEVSUBTYPE_WHEEL: return "Wheel"; break;
case XINPUT_DEVSUBTYPE_ARCADE_STICK: return "Arcade Stick"; break;
case XINPUT_DEVSUBTYPE_FLIGHT_STICK: return "Flight Stick"; break;
case XINPUT_DEVSUBTYPE_DANCE_PAD: return "Dance Pad"; break;
case XINPUT_DEVSUBTYPE_GUITAR: return "Guitar"; break;
case XINPUT_DEVSUBTYPE_DRUM_KIT: return "Drum Kit"; break;
default: return "Device"; break;
}
}
int Device::GetId() const
{
return m_index;
}
std::string Device::GetSource() const
{
return "XInput";
}
// Update I/O
bool Device::UpdateInput()
{
return (ERROR_SUCCESS == PXInputGetState(m_index, &m_state_in));
}
bool Device::UpdateOutput()
{
// this if statement is to make rumble work better when multiple ControllerInterfaces are using the device
// only calls XInputSetState if the state changed
if (memcmp(&m_state_out, &m_current_state_out, sizeof(m_state_out)))
{
m_current_state_out = m_state_out;
return (ERROR_SUCCESS == PXInputSetState(m_index, &m_state_out));
}
else
{
return true;
}
}
// GET name/source/id
std::string Device::Button::GetName() const
{
return named_buttons[m_index].name;
}
std::string Device::Axis::GetName() const
{
return std::string(named_axes[m_index]) + (m_range<0 ? '-' : '+');
}
std::string Device::Trigger::GetName() const
{
return named_triggers[m_index];
}
std::string Device::Motor::GetName() const
{
return named_motors[m_index];
}
// GET / SET STATES
ControlState Device::Button::GetState() const
{
return (m_buttons & named_buttons[m_index].bitmask) > 0;
}
ControlState Device::Trigger::GetState() const
{
return ControlState(m_trigger) / m_range;
}
ControlState Device::Axis::GetState() const
{
return std::max( 0.0f, ControlState(m_axis) / m_range );
}
void Device::Motor::SetState(ControlState state)
{
m_motor = (WORD)(state * m_range);
}
}
}