124 lines
2.9 KiB
C++
124 lines
2.9 KiB
C++
|
|
//
|
|
// Licensetype: GNU General Public License (GPL)
|
|
//
|
|
// This program 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 Foundation, version 2.0.
|
|
//
|
|
// This program 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 2.0 for more details.
|
|
//
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
//
|
|
// Official SVN repository and contact information can be found at
|
|
// http://code.google.com/p/dolphin-emu/
|
|
//
|
|
|
|
|
|
|
|
|
|
// File description
|
|
/* -------------------
|
|
Function: This file will get the status of the analog triggers of any connected XInput device.
|
|
This code was made with the help of SimpleController.cpp in the June 2008 Microsoft DirectX SDK
|
|
Samples.
|
|
|
|
///////////////////////////////////////////////////// */
|
|
|
|
#ifdef _WIN32
|
|
|
|
|
|
// Includes
|
|
// -------------------
|
|
#include <windows.h>
|
|
#include <XInput.h> // XInput API
|
|
#include "InputCommon.h"
|
|
|
|
namespace XInput
|
|
{
|
|
|
|
// Declarations
|
|
// -------------------
|
|
|
|
#define MAX_CONTROLLERS 4 // XInput handles up to 4 controllers
|
|
|
|
struct CONTROLER_STATE
|
|
{
|
|
XINPUT_STATE state;
|
|
bool bConnected;
|
|
};
|
|
|
|
CONTROLER_STATE g_Controllers[MAX_CONTROLLERS];
|
|
|
|
|
|
// Init
|
|
// -------------------
|
|
/* Function: Calculate the number of connected XInput devices
|
|
Todo: Implement this to figure out if there are multiple XInput controllers connected,
|
|
we currently only try to connect to XInput device 0 */
|
|
void Init()
|
|
{
|
|
// Init state
|
|
//ZeroMemory( g_Controllers, sizeof( CONTROLER_STATE ) * MAX_CONTROLLERS );
|
|
|
|
// Declaration
|
|
DWORD dwResult;
|
|
|
|
// Calculate the number of connected XInput devices
|
|
for( DWORD i = 0; i < MAX_CONTROLLERS; i++ )
|
|
{
|
|
// Simply get the state of the controller from XInput.
|
|
dwResult = XInputGetState( i, &g_Controllers[i].state );
|
|
|
|
if( dwResult == ERROR_SUCCESS )
|
|
g_Controllers[i].bConnected = true;
|
|
else
|
|
g_Controllers[i].bConnected = false;
|
|
}
|
|
|
|
}
|
|
|
|
// Get the trigger status
|
|
// -------------------
|
|
int GetXI(int Controller, int Button)
|
|
{
|
|
// Update the internal status
|
|
DWORD dwResult;
|
|
dwResult = XInputGetState(Controller, &g_Controllers[Controller].state);
|
|
|
|
if (dwResult != ERROR_SUCCESS) return -1;
|
|
|
|
switch (Button)
|
|
{
|
|
case InputCommon::XI_TRIGGER_L:
|
|
return g_Controllers[Controller].state.Gamepad.bLeftTrigger;
|
|
|
|
case InputCommon::XI_TRIGGER_R:
|
|
return g_Controllers[Controller].state.Gamepad.bRightTrigger;
|
|
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// Check if a certain controller is connected
|
|
// -------------------
|
|
bool IsConnected(int Controller)
|
|
{
|
|
DWORD dwResult = XInputGetState( Controller, &g_Controllers[Controller].state );
|
|
|
|
// Update the connected status
|
|
if( dwResult == ERROR_SUCCESS )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
} // XInput
|
|
|
|
#endif
|