744 lines
23 KiB
C++
744 lines
23 KiB
C++
// Copyright 2020 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "InputCommon/ControllerInterface/WGInput/WGInput.h"
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#include <array>
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#include <map>
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#include <string_view>
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// For CoGetApartmentType
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#include <objbase.h>
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#pragma comment(lib, "ole32")
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// NOTE: winrt translates com failures to c++ exceptions, so we must use try/catch in this file to
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// prevent possible errors from escaping and terminating Dolphin.
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#include <winrt/base.h>
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#include <winrt/windows.devices.haptics.h>
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#include <winrt/windows.devices.power.h>
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#include <winrt/windows.foundation.collections.h>
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#include <winrt/windows.gaming.input.h>
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#include <winrt/windows.system.power.h>
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#pragma comment(lib, "windowsapp")
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#include <fmt/format.h>
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#include "Common/HRWrap.h"
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#include "Common/Logging/Log.h"
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#include "Common/StringUtil.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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namespace WGI = winrt::Windows::Gaming::Input;
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namespace Haptics = winrt::Windows::Devices::Haptics;
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using winrt::Windows::Foundation::Collections::IVectorView;
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namespace ciface::WGInput
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{
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static constexpr std::string_view SOURCE_NAME = "WGInput";
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// These names correspond to the values of the GameControllerButtonLabel enum.
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// "None" is not used.
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// There are some overlapping names assuming no device exposes both
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// GameControllerButtonLabel::XboxLeftBumper and GameControllerButtonLabel::LeftBumper.
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// If needed we can prepend "Xbox" to relevant input names on conflict in the future.
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static constexpr std::array wgi_button_names = {
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"None", "Back", "Start", "Menu", "View", "Pad N",
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"Pad S", "Pad W", "Pad E", "Button A", "Button B", "Button X",
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"Button Y", "Bumper L", "Trigger L", "Thumb L", "Bumper R", "Trigger R",
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"Thumb R", "Paddle 1", "Paddle 2", "Paddle 3", "Paddle 4", "Mode",
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"Select", "Menu", "View", "Back", "Start", "Options",
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"Share", "Pad N", "Pad S", "Pad W", "Pad E", "Letter A",
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"Letter B", "Letter C", "Letter L", "Letter R", "Letter X", "Letter Y",
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"Letter Z", "Cross", "Circle", "Square", "Triangle", "Bumper L",
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"Trigger L", "Thumb L", "Left 1", "Left 2", "Left 3", "Bumper R",
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"Trigger R", "Thumb R", "Right 1", "Right 2", "Right 3", "Paddle 1",
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"Paddle 2", "Paddle 3", "Paddle 4", "Plus", "Minus", "Down Left Arrow",
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"Dial L", "Dial R", "Suspension",
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};
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template <typename T, typename M>
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struct MemberName
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{
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M T::*ptr;
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const char* name;
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};
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static constexpr MemberName<WGI::GamepadReading, double> gamepad_trigger_names[] = {
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{&WGI::GamepadReading::LeftTrigger, "Trigger L"},
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{&WGI::GamepadReading::RightTrigger, "Trigger R"}};
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static constexpr MemberName<WGI::GamepadReading, double> gamepad_axis_names[] = {
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{&WGI::GamepadReading::LeftThumbstickX, "Left X"},
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{&WGI::GamepadReading::LeftThumbstickY, "Left Y"},
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{&WGI::GamepadReading::RightThumbstickX, "Right X"},
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{&WGI::GamepadReading::RightThumbstickY, "Right Y"}};
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static constexpr MemberName<WGI::GamepadVibration, double> gamepad_motor_names[] = {
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{&WGI::GamepadVibration::LeftMotor, "Motor L"},
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{&WGI::GamepadVibration::RightMotor, "Motor R"},
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{&WGI::GamepadVibration::LeftTrigger, "Trigger L"},
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{&WGI::GamepadVibration::RightTrigger, "Trigger R"}};
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class Device : public Core::Device
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{
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public:
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Device(std::string name, WGI::RawGameController raw_controller, WGI::Gamepad gamepad)
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: m_name(std::move(name)), m_raw_controller(raw_controller), m_gamepad(gamepad)
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{
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// Buttons:
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PopulateButtons();
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// Add inputs for IGamepad interface if available.
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if (m_gamepad)
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{
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// Axes:
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for (auto& axis : gamepad_axis_names)
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{
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AddInput(new NamedAxis(&(m_gamepad_reading.*axis.ptr), 0.0, -1.0, axis.name));
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AddInput(new NamedAxis(&(m_gamepad_reading.*axis.ptr), 0.0, +1.0, axis.name));
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}
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// Triggers:
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for (auto& trigger : gamepad_trigger_names)
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AddInput(new NamedTrigger(&(m_gamepad_reading.*trigger.ptr), trigger.name));
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// Motors:
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for (auto& motor : gamepad_motor_names)
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AddOutput(new NamedMotor(&(m_state_out.*motor.ptr), motor.name, this));
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}
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// Add IRawGameController's axes if IGamepad is not available.
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// This may need to change if some devices expose additional axes.
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// Maybe we can determine which additional axes are not in IGamepad's collection.
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const bool use_raw_controller_axes = !m_gamepad;
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if (use_raw_controller_axes)
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{
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try
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{
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// Axes:
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m_axes.resize(m_raw_controller.AxisCount());
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u32 i = 0;
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for (auto& axis : m_axes)
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{
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// AddAnalogInputs adds additional "FullAnalogSurface" Inputs.
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AddAnalogInputs(new IndexedAxis(&axis, 0.5, +0.5, i),
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new IndexedAxis(&axis, 0.5, -0.5, i));
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++i;
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}
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}
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catch (winrt::hresult_error)
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{
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// If AxisCount failed, m_axes will remain zero-sized; nothing to do.
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Error populating axes");
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}
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}
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// Apparently some devices (e.g. DS4) provide the IGameController interface
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// but expose the dpad only on a switch (IRawGameController interface).
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// We'll need to add switches regardless of available interfaces.
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constexpr bool use_raw_controller_switches = true;
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// Switches (Hats):
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if (use_raw_controller_switches)
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{
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try
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{
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m_switches.resize(m_raw_controller.SwitchCount());
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// Accumulate switch kinds first, to ensure no inputs are added if there is any error.
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std::vector<WGI::GameControllerSwitchKind> switch_kinds;
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for (u32 i = 0; i < m_switches.size(); i++)
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switch_kinds.push_back(m_raw_controller.GetSwitchKind(i));
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u32 i = 0;
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for (auto& swtch : m_switches)
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{
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using gcsp = WGI::GameControllerSwitchPosition;
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AddInput(new IndexedSwitch(&swtch, i, gcsp::Up));
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AddInput(new IndexedSwitch(&swtch, i, gcsp::Down));
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if (switch_kinds[i] != WGI::GameControllerSwitchKind::TwoWay)
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{
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// If it's not a "two-way" switch (up/down only) then add the left/right inputs.
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AddInput(new IndexedSwitch(&swtch, i, gcsp::Left));
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AddInput(new IndexedSwitch(&swtch, i, gcsp::Right));
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}
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++i;
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}
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}
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catch (winrt::hresult_error)
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{
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// Safe as no inputs will have been added.
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m_switches.clear();
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Error populating switches");
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}
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}
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// Haptics:
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PopulateHaptics();
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// Battery:
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if (UpdateBatteryLevel())
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AddInput(new Battery(&m_battery_level));
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}
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int GetSortPriority() const override { return -1; }
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const WGI::RawGameController GetRawGameController() const { return m_raw_controller; }
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private:
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using ButtonValueType = u8;
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class Button : public Input
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{
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public:
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explicit Button(const ButtonValueType* button) : m_button(*button) {}
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ControlState GetState() const override { return ControlState(m_button != 0); }
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private:
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const ButtonValueType& m_button;
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};
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// A button with one of the "labels" that WGI provides.
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class NamedButton final : public Button
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{
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public:
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NamedButton(const ButtonValueType* button, std::string_view name) : Button(button), m_name(name)
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{
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}
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std::string GetName() const override { return std::string(m_name); }
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private:
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const std::string_view m_name;
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};
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// A button with no label so we name it by its index.
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class IndexedButton final : public Button
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{
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public:
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IndexedButton(const ButtonValueType* button, u32 index) : Button(button), m_index(index) {}
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std::string GetName() const override { return fmt::format("Button {}", m_index); }
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private:
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u32 m_index;
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};
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class Axis : public Input
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{
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public:
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Axis(const double* axis, double base, double range)
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: m_base(base), m_range(range), m_axis(*axis)
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{
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}
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ControlState GetState() const override { return ControlState(m_axis - m_base) / m_range; }
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protected:
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const double m_base;
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const double m_range;
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private:
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const double& m_axis;
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};
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class NamedAxis final : public Axis
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{
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public:
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NamedAxis(const double* axis, double base, double range, std::string_view name)
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: Axis(axis, base, range), m_name(name)
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{
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}
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std::string GetName() const override
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{
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return fmt::format("{}{}", m_name, m_range < 0 ? '-' : '+');
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}
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private:
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const std::string_view m_name;
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};
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class NamedTrigger final : public Axis
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{
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public:
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NamedTrigger(const double* axis, std::string_view name) : Axis(axis, 0.0, 1.0), m_name(name) {}
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std::string GetName() const override { return std::string(m_name); }
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private:
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const std::string_view m_name;
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};
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class NamedMotor final : public Output
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{
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public:
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NamedMotor(double* motor, std::string_view name, Device* parent)
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: m_motor(*motor), m_name(name), m_parent(*parent)
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{
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}
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std::string GetName() const override { return std::string(m_name); }
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void SetState(ControlState state) override
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{
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if (m_motor == state)
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return;
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m_motor = state;
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m_parent.UpdateMotors();
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}
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private:
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double& m_motor;
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const std::string_view m_name;
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Device& m_parent;
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};
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class IndexedAxis final : public Axis
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{
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public:
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IndexedAxis(const double* axis, double base, double range, u32 index)
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: Axis(axis, base, range), m_index(index)
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{
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}
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std::string GetName() const override
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{
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return fmt::format("Axis {}{}", m_index, m_range < 0 ? '-' : '+');
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}
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private:
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const u32 m_index;
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};
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class IndexedSwitch final : public Input
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{
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public:
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IndexedSwitch(const WGI::GameControllerSwitchPosition* swtch, u32 index,
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WGI::GameControllerSwitchPosition direction)
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: m_switch(*swtch), m_index(index), m_direction(static_cast<int32_t>(direction))
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{
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}
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std::string GetName() const override
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{
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return fmt::format("Switch {} {}", m_index, "NESW"[m_direction / 2]);
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}
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ControlState GetState() const override
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{
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if (m_switch == WGI::GameControllerSwitchPosition::Center)
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return 0.0;
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// All of the "inbetween" states (e.g. Up-Right) are one-off from the four cardinal
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// directions. This tests that the current switch state value is within 1 of the desired
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// state.
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const auto direction_diff = std::abs(static_cast<int32_t>(m_switch) - m_direction);
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return ControlState(direction_diff <= 1 || direction_diff == 7);
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}
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private:
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const WGI::GameControllerSwitchPosition& m_switch;
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const u32 m_index;
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const int32_t m_direction;
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};
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class Battery : public Input
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{
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public:
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Battery(const double* level) : m_level(*level) {}
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bool IsDetectable() const override { return false; }
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ControlState GetState() const override { return m_level; }
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std::string GetName() const override { return "Battery"; }
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private:
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const double& m_level;
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};
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class SimpleHaptics : public Output
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{
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public:
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SimpleHaptics(Haptics::SimpleHapticsController haptics,
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Haptics::SimpleHapticsControllerFeedback feedback, u32 haptics_index)
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: m_haptics(haptics), m_feedback(feedback), m_haptics_index(haptics_index)
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{
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}
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void SetState(ControlState state) override
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{
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if (m_current_state == state)
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return;
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m_current_state = state;
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try
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{
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if (state)
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m_haptics.SendHapticFeedback(m_feedback, state);
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else
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m_haptics.StopFeedback();
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}
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catch (winrt::hresult_error)
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{
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// Ignore
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}
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}
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protected:
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u32 GetHapticsIndex() const { return m_haptics_index; }
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private:
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Haptics::SimpleHapticsController m_haptics;
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Haptics::SimpleHapticsControllerFeedback m_feedback;
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const u32 m_haptics_index;
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ControlState m_current_state = 0;
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};
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class NamedFeedback final : public SimpleHaptics
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{
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public:
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NamedFeedback(Haptics::SimpleHapticsController haptics,
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Haptics::SimpleHapticsControllerFeedback feedback, u32 haptics_index,
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std::string_view feedback_name)
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: SimpleHaptics(haptics, feedback, haptics_index), m_feedback_name(feedback_name)
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{
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}
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std::string GetName() const override
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{
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return fmt::format("{} {}", m_feedback_name, GetHapticsIndex());
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}
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private:
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const std::string_view m_feedback_name;
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};
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void PopulateButtons()
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{
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try
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{
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// Using RawGameController for buttons because it gives us a nice array instead of a bitmask.
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m_buttons.resize(m_raw_controller.ButtonCount());
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u32 i = 0;
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for (const auto& button : m_buttons)
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{
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WGI::GameControllerButtonLabel lbl{WGI::GameControllerButtonLabel::None};
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try
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{
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lbl = m_raw_controller.GetButtonLabel(i);
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}
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catch (winrt::hresult_error)
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{
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lbl = WGI::GameControllerButtonLabel::None;
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}
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const int32_t button_name_idx = static_cast<int32_t>(lbl);
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if (lbl != WGI::GameControllerButtonLabel::None &&
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button_name_idx < wgi_button_names.size())
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AddInput(new NamedButton(&button, wgi_button_names[button_name_idx]));
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else
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AddInput(new IndexedButton(&button, i));
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++i;
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}
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}
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catch (winrt::hresult_error)
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{
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// If ButtonCount failed, m_buttons will be zero-sized.
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Error populating buttons");
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}
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}
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void PopulateHaptics()
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{
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static const std::map<uint16_t, std::string> waveform_name_map{
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{Haptics::KnownSimpleHapticsControllerWaveforms::Click(), "Click"},
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{Haptics::KnownSimpleHapticsControllerWaveforms::BuzzContinuous(), "Buzz"},
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{Haptics::KnownSimpleHapticsControllerWaveforms::RumbleContinuous(), "Rumble"},
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};
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try
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{
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// SimpleHapticsControllers is available from Windows 1709.
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u32 haptics_index = 0;
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for (auto haptics_controller : m_raw_controller.SimpleHapticsControllers())
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{
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for (Haptics::SimpleHapticsControllerFeedback feedback :
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haptics_controller.SupportedFeedback())
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{
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const uint16_t waveform = feedback.Waveform();
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auto waveform_name_it = waveform_name_map.find(waveform);
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if (waveform_name_it == waveform_name_map.end())
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{
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WARN_LOG_FMT(CONTROLLERINTERFACE,
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"WGInput: Unhandled haptics feedback waveform: 0x{:04x}.", waveform);
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continue;
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}
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AddOutput(new NamedFeedback(haptics_controller, feedback, haptics_index,
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waveform_name_it->second));
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}
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++haptics_index;
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}
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}
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catch (winrt::hresult_error)
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{
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// Don't need to cleanup any state. It's OK if some outputs were added.
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Error populating haptics");
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}
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}
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std::string GetName() const override { return m_name; }
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std::string GetSource() const override { return std::string(SOURCE_NAME); }
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void UpdateInput() override
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{
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// IRawGameController:
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static_assert(sizeof(bool) == sizeof(ButtonValueType));
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// This cludge is needed to workaround GetCurrentReading wanting array_view<bool>, while
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// using std::vector<bool> would create a bit-packed array, which isn't wanted. So, we keep
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// vector<u8> and view it as array<bool>.
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auto buttons =
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winrt::array_view<bool>(reinterpret_cast<winrt::array_view<bool>::pointer>(&m_buttons[0]),
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static_cast<winrt::array_view<bool>::size_type>(m_buttons.size()));
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try
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{
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m_raw_controller.GetCurrentReading(buttons, m_switches, m_axes);
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}
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catch (winrt::hresult_error error)
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE,
|
|
"WGInput: IRawGameController::GetCurrentReading failed: {}", error.code());
|
|
}
|
|
|
|
// IGamepad:
|
|
if (m_gamepad)
|
|
{
|
|
try
|
|
{
|
|
m_gamepad_reading = m_gamepad.GetCurrentReading();
|
|
}
|
|
catch (winrt::hresult_error error)
|
|
{
|
|
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: IGamepad::GetCurrentReading failed: {}",
|
|
error.code());
|
|
}
|
|
}
|
|
|
|
// IGameControllerBatteryInfo:
|
|
if (!UpdateBatteryLevel())
|
|
DEBUG_LOG_FMT(CONTROLLERINTERFACE, "WGInput: UpdateBatteryLevel failed.");
|
|
}
|
|
|
|
void UpdateMotors()
|
|
{
|
|
try
|
|
{
|
|
m_gamepad.Vibration(m_state_out);
|
|
}
|
|
catch (winrt::hresult_error)
|
|
{
|
|
// Ignore
|
|
}
|
|
}
|
|
|
|
bool UpdateBatteryLevel()
|
|
{
|
|
try
|
|
{
|
|
// Workaround for Steam. If Steam's GameOverlayRenderer64.dll is loaded, battery_info is null.
|
|
auto battery_info = m_raw_controller.try_as<WGI::IGameControllerBatteryInfo>();
|
|
if (!battery_info)
|
|
return false;
|
|
const winrt::Windows::Devices::Power::BatteryReport report =
|
|
battery_info.TryGetBatteryReport();
|
|
if (!report)
|
|
return false;
|
|
|
|
// TryGetBatteryReport causes a memleak of 0x58 bytes each time it is called, up to at
|
|
// least Windows 21H2. A hack to fix the memleak is recorded here for posterity.
|
|
// auto report_ = *(uintptr_t***)&report;
|
|
// auto rc = &report_[0x40 / 8][0x30 / 8];
|
|
// if (*rc == 2)
|
|
// (*rc)--;
|
|
|
|
using winrt::Windows::System::Power::BatteryStatus;
|
|
const BatteryStatus status = report.Status();
|
|
switch (status)
|
|
{
|
|
case BatteryStatus::NotPresent:
|
|
m_battery_level = 0;
|
|
return true;
|
|
|
|
case BatteryStatus::Idle:
|
|
case BatteryStatus::Charging:
|
|
m_battery_level = BATTERY_INPUT_MAX_VALUE;
|
|
return true;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
const int32_t full_value = report.FullChargeCapacityInMilliwattHours().GetInt32();
|
|
const int32_t remaining_value = report.RemainingCapacityInMilliwattHours().GetInt32();
|
|
m_battery_level = BATTERY_INPUT_MAX_VALUE * remaining_value / full_value;
|
|
return true;
|
|
}
|
|
catch (winrt::hresult_error)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
const std::string m_name;
|
|
|
|
const WGI::RawGameController m_raw_controller;
|
|
std::vector<ButtonValueType> m_buttons;
|
|
std::vector<WGI::GameControllerSwitchPosition> m_switches;
|
|
std::vector<double> m_axes;
|
|
|
|
WGI::Gamepad m_gamepad = nullptr;
|
|
WGI::GamepadReading m_gamepad_reading{};
|
|
WGI::GamepadVibration m_state_out{};
|
|
|
|
ControlState m_battery_level = 0;
|
|
};
|
|
|
|
static thread_local bool s_initialized_winrt;
|
|
static winrt::event_token s_event_added, s_event_removed;
|
|
|
|
static bool COMIsInitialized()
|
|
{
|
|
APTTYPE apt_type{};
|
|
APTTYPEQUALIFIER apt_qualifier{};
|
|
return CoGetApartmentType(&apt_type, &apt_qualifier) == S_OK;
|
|
}
|
|
|
|
static void AddDevice(const WGI::RawGameController& raw_game_controller)
|
|
{
|
|
// Get user-facing device name if available. Otherwise generate a name from vid/pid.
|
|
std::string device_name;
|
|
try
|
|
{
|
|
device_name = StripWhitespace(WStringToUTF8(raw_game_controller.DisplayName().c_str()));
|
|
if (device_name.empty())
|
|
{
|
|
const u16 vid = raw_game_controller.HardwareVendorId();
|
|
const u16 pid = raw_game_controller.HardwareProductId();
|
|
device_name = fmt::format("Device_{:04x}:{:04x}", vid, pid);
|
|
INFO_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Empty device name, using {}", device_name);
|
|
}
|
|
}
|
|
catch (winrt::hresult_error)
|
|
{
|
|
device_name = "Device";
|
|
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Failed to get device name, using {}", device_name);
|
|
}
|
|
|
|
try
|
|
{
|
|
WGI::Gamepad gamepad = WGI::Gamepad::FromGameController(raw_game_controller);
|
|
// Note that gamepad may be nullptr here. The Device class will deal with this.
|
|
auto dev = std::make_shared<Device>(std::move(device_name), raw_game_controller, gamepad);
|
|
|
|
// Only add if it has some inputs/outputs.
|
|
if (dev->Inputs().size() || dev->Outputs().size())
|
|
g_controller_interface.AddDevice(std::move(dev));
|
|
}
|
|
catch (winrt::hresult_error)
|
|
{
|
|
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Failed to add device {}", device_name);
|
|
}
|
|
}
|
|
|
|
static void RemoveDevice(const WGI::RawGameController& raw_game_controller)
|
|
{
|
|
g_controller_interface.RemoveDevice([&](const auto* dev) {
|
|
if (dev->GetSource() != SOURCE_NAME)
|
|
return false;
|
|
return static_cast<const Device*>(dev)->GetRawGameController() == raw_game_controller;
|
|
});
|
|
}
|
|
|
|
#pragma warning(push)
|
|
// 'winrt::impl::implements_delegate<winrt::Windows::Foundation::EventHandler<winrt::Windows::Gaming::Input::RawGameController>,H>':
|
|
// class has virtual functions, but its non-trivial destructor is not virtual; instances of this
|
|
// class may not be destructed correctly
|
|
// (H is the lambda)
|
|
#pragma warning(disable : 4265)
|
|
|
|
void Init()
|
|
{
|
|
if (!COMIsInitialized())
|
|
{
|
|
// NOTE: Devices in g_controller_interface should only be accessed by threads that have had
|
|
// winrt (com) initialized.
|
|
winrt::init_apartment();
|
|
s_initialized_winrt = true;
|
|
}
|
|
|
|
try
|
|
{
|
|
// These events will be invoked from WGI-managed threadpool.
|
|
s_event_added = WGI::RawGameController::RawGameControllerAdded(
|
|
[](auto&&, const WGI::RawGameController raw_game_controller) {
|
|
RemoveDevice(raw_game_controller);
|
|
AddDevice(raw_game_controller);
|
|
});
|
|
|
|
s_event_removed = WGI::RawGameController::RawGameControllerRemoved(
|
|
[](auto&&, const WGI::RawGameController raw_game_controller) {
|
|
RemoveDevice(raw_game_controller);
|
|
});
|
|
}
|
|
catch (winrt::hresult_error)
|
|
{
|
|
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: Failed to register event handlers");
|
|
}
|
|
}
|
|
|
|
#pragma warning(pop)
|
|
|
|
void DeInit()
|
|
{
|
|
WGI::RawGameController::RawGameControllerAdded(s_event_added);
|
|
WGI::RawGameController::RawGameControllerRemoved(s_event_removed);
|
|
|
|
if (s_initialized_winrt)
|
|
{
|
|
winrt::uninit_apartment();
|
|
s_initialized_winrt = false;
|
|
}
|
|
}
|
|
|
|
void PopulateDevices()
|
|
{
|
|
// WGI Interfaces to potentially use:
|
|
// Gamepad: Buttons, 2x Sticks and 2x Triggers, 4x Vibration Motors
|
|
// RawGameController: Buttons, Switches (Hats), Axes, Haptics
|
|
// The following are not implemented:
|
|
// ArcadeStick: Buttons (probably no need to specialize, literally just buttons)
|
|
// FlightStick: Buttons, HatSwitch, Pitch, Roll, Throttle, Yaw
|
|
// RacingWheel: Buttons, Clutch, Handbrake, PatternShifterGear, Throttle, Wheel, WheelMotor
|
|
// UINavigationController: Directions, Scrolling, etc.
|
|
|
|
// RawGameController available from Windows 15063.
|
|
// properties added in 1709: DisplayName, NonRoamableId, SimpleHapticsControllers
|
|
|
|
try
|
|
{
|
|
for (const WGI::RawGameController& raw_game_controller :
|
|
WGI::RawGameController::RawGameControllers())
|
|
{
|
|
RemoveDevice(raw_game_controller);
|
|
AddDevice(raw_game_controller);
|
|
}
|
|
}
|
|
catch (winrt::hresult_error)
|
|
{
|
|
// Only reach here if RawGameControllers() failed
|
|
ERROR_LOG_FMT(CONTROLLERINTERFACE, "WGInput: PopulateDevices failed");
|
|
}
|
|
}
|
|
|
|
} // namespace ciface::WGInput
|