136 lines
3.0 KiB
C++
136 lines
3.0 KiB
C++
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//
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// Licensetype: GNU General Public License (GPL)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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//
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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//
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//
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// File description
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/* -------------------
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Function: This file will get the status of the analog triggers of any connected XInput device.
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This code was made with the help of SimpleController.cpp in the June 2008 Microsoft DirectX SDK
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Samples.
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///////////////////////////////////////////////////// */
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#ifdef _WIN32
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// Includes
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// -------------------
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#include <windows.h>
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#include <XInput.h> // XInput API
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#include "SDL.h" // Local
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namespace XInput
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{
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// Declarations
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// -------------------
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#define MAX_CONTROLLERS 4 // XInput handles up to 4 controllers
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struct CONTROLER_STATE
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{
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XINPUT_STATE state;
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bool bConnected;
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};
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CONTROLER_STATE g_Controllers[MAX_CONTROLLERS];
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// Init
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// -------------------
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/* Function: Calculate the number of connected XInput devices
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Todo: Implement this to figure out if there are multiple XInput controllers connected,
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we currently only try to connect to XInput device 0 */
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void Init()
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{
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// Init state
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//ZeroMemory( g_Controllers, sizeof( CONTROLER_STATE ) * MAX_CONTROLLERS );
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// Declaration
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DWORD dwResult;
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// Calculate the number of connected XInput devices
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for( DWORD i = 0; i < MAX_CONTROLLERS; i++ )
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{
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// Simply get the state of the controller from XInput.
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dwResult = XInputGetState( i, &g_Controllers[i].state );
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if( dwResult == ERROR_SUCCESS )
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g_Controllers[i].bConnected = true;
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else
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g_Controllers[i].bConnected = false;
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}
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}
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// Get the trigger status
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// -------------------
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int GetXI(int Controller, int Button)
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{
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// Update the internal status
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DWORD dwResult;
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dwResult = XInputGetState( Controller, &g_Controllers[Controller].state );
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if( dwResult != ERROR_SUCCESS ) return -1;
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switch(Button)
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{
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case InputCommon::XI_TRIGGER_L:
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return g_Controllers[0].state.Gamepad.bLeftTrigger;
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case InputCommon::XI_TRIGGER_R:
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return g_Controllers[0].state.Gamepad.bRightTrigger;
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default:
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return 0;
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}
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}
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// Check if a certain controller is connected
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// -------------------
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bool IsConnected(int Controller)
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{
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DWORD dwResult = XInputGetState( Controller, &g_Controllers[Controller].state );
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// Update the connected status
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if( dwResult == ERROR_SUCCESS )
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return true;
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else
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return false;
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}
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} // XInput
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#endif |