flycast/core/windows/xinput_gamepad.h

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#include "input/gamepad_device.h"
#include "rend/gui.h"
#include <windows.h>
#include <xinput.h>
class XInputMapping : public InputMapping
{
public:
XInputMapping()
{
name = "XInput";
set_button(DC_BTN_A, XINPUT_GAMEPAD_A);
set_button(DC_BTN_B, XINPUT_GAMEPAD_B);
set_button(DC_BTN_X, XINPUT_GAMEPAD_X);
set_button(DC_BTN_Y, XINPUT_GAMEPAD_Y);
set_button(DC_DPAD_UP, XINPUT_GAMEPAD_DPAD_UP);
set_button(DC_DPAD_DOWN, XINPUT_GAMEPAD_DPAD_DOWN);
set_button(DC_DPAD_LEFT, XINPUT_GAMEPAD_DPAD_LEFT);
set_button(DC_DPAD_RIGHT, XINPUT_GAMEPAD_DPAD_RIGHT);
set_button(DC_BTN_START, XINPUT_GAMEPAD_START);
set_button(EMU_BTN_TRIGGER_LEFT, XINPUT_GAMEPAD_LEFT_SHOULDER);
set_button(EMU_BTN_TRIGGER_RIGHT, XINPUT_GAMEPAD_RIGHT_SHOULDER);
set_button(EMU_BTN_MENU, XINPUT_GAMEPAD_BACK);
set_axis(DC_AXIS_LT, 0, false);
set_axis(DC_AXIS_RT, 1, false);
set_axis(DC_AXIS_X, 2, false);
set_axis(DC_AXIS_Y, 3, true);
set_axis(DC_AXIS_X2, 4, false);
set_axis(DC_AXIS_Y2, 5, true);
dirty = false;
}
};
class XInputGamepadDevice : public GamepadDevice
{
public:
XInputGamepadDevice(int maple_port, int xinput_port)
: GamepadDevice(maple_port, "xinput"), _xinput_port(xinput_port)
{
char buf[32];
sprintf(buf, "xinput-%d", xinput_port + 1);
_unique_id = buf;
}
virtual std::shared_ptr<InputMapping> getDefaultMapping() override {
return std::make_shared<XInputMapping>();
}
void ReadInput()
{
update_rumble();
XINPUT_STATE state;
if (XInputGetState(_xinput_port, &state) == 0)
{
if (!input_mapper)
Open();
u32 xbutton = state.Gamepad.wButtons;
u32 changes = xbutton ^ last_buttons_state;
for (int i = 0; i < 16; i++)
if ((changes & (1 << i)) != 0)
gamepad_btn_input(1 << i, (xbutton & (1 << i)) != 0);
last_buttons_state = xbutton;
if (state.Gamepad.bLeftTrigger != last_left_trigger)
{
gamepad_axis_input(0, state.Gamepad.bLeftTrigger);
last_left_trigger = state.Gamepad.bLeftTrigger;
}
if (state.Gamepad.bRightTrigger != last_right_trigger)
{
gamepad_axis_input(1, state.Gamepad.bRightTrigger);
last_right_trigger = state.Gamepad.bRightTrigger;
}
if (state.Gamepad.sThumbLX != last_left_thumb_x)
{
gamepad_axis_input(2, state.Gamepad.sThumbLX);
last_left_thumb_x = state.Gamepad.sThumbLX;
}
if (state.Gamepad.sThumbLY != last_left_thumb_y)
{
gamepad_axis_input(3, state.Gamepad.sThumbLY);
last_left_thumb_y = state.Gamepad.sThumbLY;
}
if (state.Gamepad.sThumbRX != last_right_thumb_x)
{
gamepad_axis_input(4, state.Gamepad.sThumbRX);
last_right_thumb_x = state.Gamepad.sThumbRX;
}
if (state.Gamepad.sThumbRY != last_right_thumb_y)
{
gamepad_axis_input(5, state.Gamepad.sThumbRY);
last_right_thumb_y = state.Gamepad.sThumbRY;
}
}
else if (input_mapper)
{
INFO_LOG(INPUT, "xinput: Controller '%s' on port %d disconnected", _name.c_str(), _xinput_port);
GamepadDevice::Unregister(xinput_gamepads[_xinput_port]);
input_mapper.reset();
last_buttons_state = 0;
last_left_trigger = 0;
last_right_trigger = 0;
last_left_thumb_x = 0;
last_left_thumb_y = 0;
last_right_thumb_x = 0;
last_right_thumb_y = 0;
}
}
void rumble(float power, float inclination, u32 duration_ms) override
{
vib_inclination = inclination * power;
vib_stop_time = os_GetSeconds() + duration_ms / 1000.0;
do_rumble(power);
}
void update_rumble() override
{
if (vib_stop_time > 0)
{
int rem_time = (int)((vib_stop_time - os_GetSeconds()) * 1000.0);
if (rem_time <= 0)
{
vib_stop_time = 0;
do_rumble(0);
}
else if (vib_inclination > 0)
do_rumble(vib_inclination * rem_time);
}
}
void Open()
{
JOYCAPS joycaps;
int rc = joyGetDevCaps(_xinput_port, &joycaps, sizeof(joycaps));
if (rc != 0)
_name = "xinput" + std::to_string(_xinput_port);
else
_name = joycaps.szPname;
INFO_LOG(INPUT, "xinput: Opened controller '%s' on port %d", _name.c_str(), _xinput_port);
loadMapping();
GamepadDevice::Register(xinput_gamepads[_xinput_port]);
}
static void CreateDevices()
{
for (int port = 0; port < XUSER_MAX_COUNT; port++)
xinput_gamepads[port] = std::make_shared<XInputGamepadDevice>(port, port);
}
static void CloseDevices()
{
for (int port = 0; port < XUSER_MAX_COUNT; port++)
GamepadDevice::Unregister(xinput_gamepads[port]);
}
static std::shared_ptr<XInputGamepadDevice> GetXInputDevice(int port)
{
return xinput_gamepads[port];
}
protected:
void load_axis_min_max(u32 axis) override
{
if (axis == 0 || axis == 1)
{
axis_ranges[axis] = 255;
axis_min_values[axis] = 0;
}
else
{
axis_ranges[axis] = 65535;
axis_min_values[axis] = -32768;
}
}
private:
void do_rumble(float power)
{
XINPUT_VIBRATION vib;
vib.wLeftMotorSpeed = (u16)(65535 * power);
vib.wRightMotorSpeed = (u16)(65535 * power);
XInputSetState(_xinput_port, &vib);
}
const int _xinput_port;
u32 last_buttons_state = 0;
u8 last_left_trigger = 0;
u8 last_right_trigger = 0;
s16 last_left_thumb_x = 0;
s16 last_left_thumb_y = 0;
s16 last_right_thumb_x = 0;
s16 last_right_thumb_y = 0;
double vib_stop_time;
float vib_inclination;
static std::vector<std::shared_ptr<XInputGamepadDevice>> xinput_gamepads;
};
std::vector<std::shared_ptr<XInputGamepadDevice>> XInputGamepadDevice::xinput_gamepads(XUSER_MAX_COUNT);
class WinMouse : public Mouse
{
public:
WinMouse() : Mouse("win32")
{
_unique_id = "win_mouse";
loadMapping();
}
};