xenia-canary/src/xenia/hid/xinput/xinput_input_driver.cc

123 lines
4.6 KiB
C++

/**
******************************************************************************
* 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 <xinput.h> // 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