/** ****************************************************************************** * Xenia : Xbox 360 Emulator Research Project * ****************************************************************************** * Copyright 2013 Ben Vanik. All rights reserved. * * Released under the BSD license - see LICENSE in the root for more details. * ****************************************************************************** */ #include "xenia/hid/xinput/xinput_input_driver.h" // Must be included before xinput.h to avoid windows.h conflicts: #include "xenia/base/platform_win.h" #include // NOLINT(build/include_order) #include "xenia/hid/hid_flags.h" namespace xe { namespace hid { namespace xinput { XInputInputDriver::XInputInputDriver(xe::ui::Window* window) : InputDriver(window) { XInputEnable(TRUE); } XInputInputDriver::~XInputInputDriver() { XInputEnable(FALSE); } X_STATUS XInputInputDriver::Setup() { return X_STATUS_SUCCESS; } X_RESULT XInputInputDriver::GetCapabilities(uint32_t user_index, uint32_t flags, X_INPUT_CAPABILITIES* out_caps) { XINPUT_CAPABILITIES native_caps; DWORD result = XInputGetCapabilities(user_index, flags, &native_caps); if (result) { return result; } out_caps->type = native_caps.Type; out_caps->sub_type = native_caps.SubType; out_caps->flags = native_caps.Flags; out_caps->gamepad.buttons = native_caps.Gamepad.wButtons; out_caps->gamepad.left_trigger = native_caps.Gamepad.bLeftTrigger; out_caps->gamepad.right_trigger = native_caps.Gamepad.bRightTrigger; out_caps->gamepad.thumb_lx = native_caps.Gamepad.sThumbLX; out_caps->gamepad.thumb_ly = native_caps.Gamepad.sThumbLY; out_caps->gamepad.thumb_rx = native_caps.Gamepad.sThumbRX; out_caps->gamepad.thumb_ry = native_caps.Gamepad.sThumbRY; out_caps->vibration.left_motor_speed = native_caps.Vibration.wLeftMotorSpeed; out_caps->vibration.right_motor_speed = native_caps.Vibration.wRightMotorSpeed; return result; } X_RESULT XInputInputDriver::GetState(uint32_t user_index, X_INPUT_STATE* out_state) { XINPUT_STATE native_state; DWORD result = XInputGetState(user_index, &native_state); if (result) { return result; } out_state->packet_number = native_state.dwPacketNumber; out_state->gamepad.buttons = native_state.Gamepad.wButtons; out_state->gamepad.left_trigger = native_state.Gamepad.bLeftTrigger; out_state->gamepad.right_trigger = native_state.Gamepad.bRightTrigger; out_state->gamepad.thumb_lx = native_state.Gamepad.sThumbLX; out_state->gamepad.thumb_ly = native_state.Gamepad.sThumbLY; out_state->gamepad.thumb_rx = native_state.Gamepad.sThumbRX; out_state->gamepad.thumb_ry = native_state.Gamepad.sThumbRY; return result; } X_RESULT XInputInputDriver::SetState(uint32_t user_index, X_INPUT_VIBRATION* vibration) { XINPUT_VIBRATION native_vibration; native_vibration.wLeftMotorSpeed = vibration->left_motor_speed; native_vibration.wRightMotorSpeed = vibration->right_motor_speed; DWORD result = XInputSetState(user_index, &native_vibration); return result; } X_RESULT XInputInputDriver::GetKeystroke(uint32_t user_index, uint32_t flags, X_INPUT_KEYSTROKE* out_keystroke) { // We may want to filter flags/user_index before sending to native. // flags is reserved on desktop. DWORD result; // XInputGetKeystroke on Windows has a bug where it will return // ERROR_SUCCESS (0) even if the device is not connected: // http://stackoverflow.com/questions/23669238/xinputgetkeystroke-returning-error-success-while-controller-is-unplugged // // So we first check if the device is connected via XInputGetCapabilities, so // we are not passing back an uninitialized X_INPUT_KEYSTROKE structure: XINPUT_CAPABILITIES caps; result = XInputGetCapabilities(user_index, 0, &caps); if (result) { return result; } XINPUT_KEYSTROKE native_keystroke; result = XInputGetKeystroke(user_index, 0, &native_keystroke); if (result) { return result; } out_keystroke->virtual_key = native_keystroke.VirtualKey; out_keystroke->unicode = native_keystroke.Unicode; out_keystroke->flags = native_keystroke.Flags; out_keystroke->user_index = native_keystroke.UserIndex; out_keystroke->hid_code = native_keystroke.HidCode; // X_ERROR_EMPTY if no new keys // X_ERROR_DEVICE_NOT_CONNECTED if no device // X_ERROR_SUCCESS if key return result; } } // namespace xinput } // namespace hid } // namespace xe