299 lines
7.7 KiB
C++
299 lines
7.7 KiB
C++
#include "input/gamepad_device.h"
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#include "rend/gui.h"
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#include <windows.h>
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#include <xinput.h>
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class XInputMapping : public InputMapping
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{
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public:
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XInputMapping()
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{
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name = "XInput";
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set_button(DC_BTN_A, XINPUT_GAMEPAD_A);
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set_button(DC_BTN_B, XINPUT_GAMEPAD_B);
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set_button(DC_BTN_X, XINPUT_GAMEPAD_X);
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set_button(DC_BTN_Y, XINPUT_GAMEPAD_Y);
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set_button(DC_DPAD_UP, XINPUT_GAMEPAD_DPAD_UP);
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set_button(DC_DPAD_DOWN, XINPUT_GAMEPAD_DPAD_DOWN);
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set_button(DC_DPAD_LEFT, XINPUT_GAMEPAD_DPAD_LEFT);
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set_button(DC_DPAD_RIGHT, XINPUT_GAMEPAD_DPAD_RIGHT);
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set_button(DC_BTN_START, XINPUT_GAMEPAD_START);
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set_button(EMU_BTN_TRIGGER_LEFT, XINPUT_GAMEPAD_LEFT_SHOULDER);
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set_button(EMU_BTN_TRIGGER_RIGHT, XINPUT_GAMEPAD_RIGHT_SHOULDER);
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set_button(EMU_BTN_MENU, XINPUT_GAMEPAD_BACK);
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set_axis(DC_AXIS_LT, 0, false);
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set_axis(DC_AXIS_RT, 1, false);
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set_axis(DC_AXIS_X, 2, false);
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set_axis(DC_AXIS_Y, 3, true);
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set_axis(DC_AXIS_X2, 4, false);
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set_axis(DC_AXIS_Y2, 5, true);
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dirty = false;
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}
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};
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class XInputGamepadDevice : public GamepadDevice
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{
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public:
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XInputGamepadDevice(int maple_port, int xinput_port)
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: GamepadDevice(maple_port, "xinput"), _xinput_port(xinput_port)
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{
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char buf[32];
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sprintf(buf, "xinput-%d", xinput_port + 1);
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_unique_id = buf;
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}
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void ReadInput()
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{
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update_rumble();
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XINPUT_STATE state;
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if (XInputGetState(_xinput_port, &state) == 0)
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{
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if (!input_mapper)
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Open();
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u32 xbutton = state.Gamepad.wButtons;
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u32 changes = xbutton ^ last_buttons_state;
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for (int i = 0; i < 16; i++)
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if ((changes & (1 << i)) != 0)
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gamepad_btn_input(1 << i, (xbutton & (1 << i)) != 0);
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last_buttons_state = xbutton;
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if (state.Gamepad.bLeftTrigger != last_left_trigger)
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{
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gamepad_axis_input(0, state.Gamepad.bLeftTrigger);
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last_left_trigger = state.Gamepad.bLeftTrigger;
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}
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if (state.Gamepad.bRightTrigger != last_right_trigger)
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{
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gamepad_axis_input(1, state.Gamepad.bRightTrigger);
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last_right_trigger = state.Gamepad.bRightTrigger;
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}
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if (state.Gamepad.sThumbLX != last_left_thumb_x)
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{
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gamepad_axis_input(2, state.Gamepad.sThumbLX);
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last_left_thumb_x = state.Gamepad.sThumbLX;
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}
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if (state.Gamepad.sThumbLY != last_left_thumb_y)
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{
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gamepad_axis_input(3, state.Gamepad.sThumbLY);
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last_left_thumb_y = state.Gamepad.sThumbLY;
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}
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if (state.Gamepad.sThumbRX != last_right_thumb_x)
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{
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gamepad_axis_input(4, state.Gamepad.sThumbRX);
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last_right_thumb_x = state.Gamepad.sThumbRX;
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}
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if (state.Gamepad.sThumbRY != last_right_thumb_y)
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{
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gamepad_axis_input(5, state.Gamepad.sThumbRY);
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last_right_thumb_y = state.Gamepad.sThumbRY;
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}
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}
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else if (input_mapper)
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{
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INFO_LOG(INPUT, "xinput: Controller '%s' on port %d disconnected", _name.c_str(), _xinput_port);
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GamepadDevice::Unregister(xinput_gamepads[_xinput_port]);
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input_mapper.reset();
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last_buttons_state = 0;
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last_left_trigger = 0;
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last_right_trigger = 0;
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last_left_thumb_x = 0;
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last_left_thumb_y = 0;
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last_right_thumb_x = 0;
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last_right_thumb_y = 0;
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}
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}
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virtual void rumble(float power, float inclination, u32 duration_ms) override
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{
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vib_inclination = inclination * power;
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vib_stop_time = os_GetSeconds() + duration_ms / 1000.0;
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do_rumble(power);
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}
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virtual void update_rumble() override
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{
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if (vib_stop_time > 0)
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{
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int rem_time = (vib_stop_time - os_GetSeconds()) * 1000;
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if (rem_time <= 0)
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{
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vib_stop_time = 0;
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do_rumble(0);
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}
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else if (vib_inclination > 0)
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do_rumble(vib_inclination * rem_time);
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}
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}
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void Open()
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{
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JOYCAPS joycaps;
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int rc = joyGetDevCaps(_xinput_port, &joycaps, sizeof(joycaps));
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if (rc != 0)
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_name = "xinput" + std::to_string(_xinput_port);
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else
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_name = joycaps.szPname;
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INFO_LOG(INPUT, "xinput: Opened controller '%s' on port %d", _name.c_str(), _xinput_port);
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if (!find_mapping())
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{
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input_mapper = std::make_shared<XInputMapping>();
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input_mapper->name = _name + " mapping";
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save_mapping();
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INFO_LOG(INPUT, "using default mapping");
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}
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else
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INFO_LOG(INPUT, "using custom mapping '%s'n", input_mapper->name.c_str());
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GamepadDevice::Register(xinput_gamepads[_xinput_port]);
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}
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static void CreateDevices()
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{
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for (int port = 0; port < XUSER_MAX_COUNT; port++)
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xinput_gamepads[port] = std::make_shared<XInputGamepadDevice>(port, port);
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}
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static void CloseDevices()
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{
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for (int port = 0; port < XUSER_MAX_COUNT; port++)
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GamepadDevice::Unregister(xinput_gamepads[port]);
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}
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static std::shared_ptr<XInputGamepadDevice> GetXInputDevice(int port)
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{
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return xinput_gamepads[port];
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}
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protected:
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virtual void load_axis_min_max(u32 axis) override
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{
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if (axis == 0 || axis == 1)
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{
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axis_ranges[axis] = 255;
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axis_min_values[axis] = 0;
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}
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else
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{
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axis_ranges[axis] = 65535;
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axis_min_values[axis] = -32768;
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}
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}
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private:
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void do_rumble(float power)
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{
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XINPUT_VIBRATION vib;
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vib.wLeftMotorSpeed = (u16)(65535 * power);
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vib.wRightMotorSpeed = (u16)(65535 * power);
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XInputSetState(_xinput_port, &vib);
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}
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const int _xinput_port;
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u32 last_buttons_state = 0;
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u8 last_left_trigger = 0;
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u8 last_right_trigger = 0;
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s16 last_left_thumb_x = 0;
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s16 last_left_thumb_y = 0;
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s16 last_right_thumb_x = 0;
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s16 last_right_thumb_y = 0;
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double vib_stop_time;
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float vib_inclination;
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static std::vector<std::shared_ptr<XInputGamepadDevice>> xinput_gamepads;
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};
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std::vector<std::shared_ptr<XInputGamepadDevice>> XInputGamepadDevice::xinput_gamepads(XUSER_MAX_COUNT);
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class KbInputMapping : public InputMapping
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{
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public:
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KbInputMapping()
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{
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name = "Windows Keyboard";
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set_button(DC_BTN_A, 'X');
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set_button(DC_BTN_B, 'C');
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set_button(DC_BTN_X, 'S');
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set_button(DC_BTN_Y, 'D');
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set_button(DC_DPAD_UP, VK_UP);
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set_button(DC_DPAD_DOWN, VK_DOWN);
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set_button(DC_DPAD_LEFT, VK_LEFT);
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set_button(DC_DPAD_RIGHT, VK_RIGHT);
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set_button(DC_BTN_START, VK_RETURN);
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set_button(EMU_BTN_TRIGGER_LEFT, 'F');
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set_button(EMU_BTN_TRIGGER_RIGHT, 'V');
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set_button(EMU_BTN_MENU, VK_TAB);
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set_button(EMU_BTN_FFORWARD, VK_SPACE);
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dirty = false;
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}
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};
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class WinKbGamepadDevice : public GamepadDevice
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{
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public:
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WinKbGamepadDevice(int maple_port) : GamepadDevice(maple_port, "win32")
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{
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_name = "Keyboard";
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_unique_id = "win_keyboard";
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if (!find_mapping())
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input_mapper = std::make_shared<KbInputMapping>();
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}
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virtual ~WinKbGamepadDevice() {}
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};
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class MouseInputMapping : public InputMapping
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{
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public:
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MouseInputMapping()
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{
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name = "Mouse";
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set_button(DC_BTN_A, 0); // Left
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set_button(DC_BTN_B, 2); // Right
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set_button(DC_BTN_START, 1);// Middle
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dirty = false;
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}
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};
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class WinMouseGamepadDevice : public GamepadDevice
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{
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public:
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WinMouseGamepadDevice(int maple_port) : GamepadDevice(maple_port, "win32")
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{
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_name = "Mouse";
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_unique_id = "win_mouse";
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if (!find_mapping())
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input_mapper = std::make_shared<MouseInputMapping>();
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}
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virtual ~WinMouseGamepadDevice() {}
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bool gamepad_btn_input(u32 code, bool pressed) override
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{
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if (gui_is_open() && !is_detecting_input())
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// Don't register mouse clicks as gamepad presses when gui is open
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// This makes the gamepad presses to be handled first and the mouse position to be ignored
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// TODO Make this generic
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return false;
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else
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return GamepadDevice::gamepad_btn_input(code, pressed);
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}
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virtual const char *get_button_name(u32 code) override
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{
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switch (code)
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{
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case 0:
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return "Left Button";
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case 2:
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return "Right Button";
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case 1:
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return "Middle Button";
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default:
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return nullptr;
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}
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}
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};
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