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