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