241 lines
6.4 KiB
C++
241 lines
6.4 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "InputCommon/ControllerInterface/XInput/XInput.h"
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#ifndef XINPUT_GAMEPAD_GUIDE
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#define XINPUT_GAMEPAD_GUIDE 0x0400
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#endif
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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[] = {{"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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{"Guide", XINPUT_GAMEPAD_GUIDE},
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{"Thumb L", XINPUT_GAMEPAD_LEFT_THUMB},
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{"Thumb R", XINPUT_GAMEPAD_RIGHT_THUMB}};
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static const char* const named_triggers[] = {"Trigger L", "Trigger R"};
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static const char* const named_axes[] = {"Left X", "Left Y", "Right X", "Right Y"};
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static const char* const named_motors[] = {"Motor L", "Motor R"};
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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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static bool haveGuideButton = false;
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void Init()
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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 =
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(XInputGetCapabilities_t)::GetProcAddress(hXInput, "XInputGetCapabilities");
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PXInputSetState = (XInputSetState_t)::GetProcAddress(hXInput, "XInputSetState");
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// Ordinal 100 is the same as XInputGetState, except it doesn't dummy out the guide
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// button info. Try loading it and fall back if needed.
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PXInputGetState = (XInputGetState_t)::GetProcAddress(hXInput, (LPCSTR)100);
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if (PXInputGetState)
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haveGuideButton = true;
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else
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PXInputGetState = (XInputGetState_t)::GetProcAddress(hXInput, "XInputGetState");
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if (!PXInputGetCapabilities || !PXInputSetState || !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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}
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void PopulateDevices()
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{
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if (!hXInput)
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return;
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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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g_controller_interface.AddDevice(std::make_shared<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) : m_subtype(caps.SubType), m_index(index)
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{
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// XInputGetCaps can be broken on some devices, so we'll just ignore it
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// and assume all gamepad + vibration capabilities are supported
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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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// Only add guide button if we have the 100 ordinal XInputGetState
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if (!(named_buttons[i].bitmask & XINPUT_GAMEPAD_GUIDE) || haveGuideButton)
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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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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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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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// 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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AddOutput(new Motor(i, this, (&m_state_out.wLeftMotorSpeed)[i], 65535));
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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:
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return "Gamepad";
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case XINPUT_DEVSUBTYPE_WHEEL:
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return "Wheel";
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case XINPUT_DEVSUBTYPE_ARCADE_STICK:
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return "Arcade Stick";
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case XINPUT_DEVSUBTYPE_FLIGHT_STICK:
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return "Flight Stick";
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case XINPUT_DEVSUBTYPE_DANCE_PAD:
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return "Dance Pad";
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case XINPUT_DEVSUBTYPE_GUITAR:
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return "Guitar";
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case XINPUT_DEVSUBTYPE_DRUM_KIT:
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return "Drum Kit";
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default:
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return "Device";
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}
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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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void Device::UpdateInput()
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{
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PXInputGetState(m_index, &m_state_in);
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}
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void Device::UpdateMotors()
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{
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// this if statement is to make rumble work better when multiple ControllerInterfaces are using
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// 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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PXInputSetState(m_index, &m_state_out);
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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(0.0, 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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m_parent->UpdateMotors();
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}
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}
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}
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