RetroArch/xdk/xdk_xinput_input.c

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/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
* Copyright (C) 2011-2012 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdint.h>
#include <stdlib.h>
#ifdef _XBOX
#include <xtl.h>
#endif
#define MAX_PADS 4
#include "../driver.h"
#include "../general.h"
#include "../libretro.h"
#include "xdk_xinput_input.h"
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static uint64_t state[MAX_PADS];
unsigned pads_connected;
#ifdef _XBOX1
HANDLE gamepads[MAX_PADS];
DWORD dwDeviceMask;
bool bInserted[MAX_PADS];
bool bRemoved[MAX_PADS];
#endif
const struct platform_bind platform_keys[] = {
{ XINPUT1_GAMEPAD_B, "B button" },
{ XINPUT1_GAMEPAD_A, "A button" },
{ XINPUT1_GAMEPAD_Y, "Y button" },
{ XINPUT1_GAMEPAD_X, "X button" },
{ XINPUT1_GAMEPAD_DPAD_UP, "D-Pad Up" },
{ XINPUT1_GAMEPAD_DPAD_DOWN, "D-Pad Down" },
{ XINPUT1_GAMEPAD_DPAD_LEFT, "D-Pad Left" },
{ XINPUT1_GAMEPAD_DPAD_RIGHT, "D-Pad Right" },
{ XINPUT1_GAMEPAD_BACK, "Back button" },
{ XINPUT1_GAMEPAD_START, "Start button" },
#if defined(_XBOX1)
{ XINPUT1_GAMEPAD_WHITE, "White button" },
#elif defined(_XBOX360)
{ XINPUT1_GAMEPAD_WHITE, "Right shoulder" },
#endif
{ XINPUT1_GAMEPAD_LEFT_TRIGGER, "Left Trigger" },
{ XINPUT1_GAMEPAD_LEFT_THUMB, "Left Thumb" },
#if defined(_XBOX1)
{ XINPUT1_GAMEPAD_BLACK, "Black button" },
#elif defined(_XBOX360)
{ XINPUT1_GAMEPAD_BLACK, "Left shoulder" },
#endif
{ XINPUT1_GAMEPAD_RIGHT_TRIGGER, "Right Trigger" },
{ XINPUT1_GAMEPAD_RIGHT_THUMB, "Right Thumb" },
{ XINPUT1_GAMEPAD_LSTICK_LEFT_MASK, "LStick Left" },
{ XINPUT1_GAMEPAD_LSTICK_RIGHT_MASK, "LStick Right" },
{ XINPUT1_GAMEPAD_LSTICK_UP_MASK, "LStick Up" },
{ XINPUT1_GAMEPAD_LSTICK_DOWN_MASK, "LStick Down" },
{ XINPUT1_GAMEPAD_DPAD_LEFT | XINPUT1_GAMEPAD_LSTICK_LEFT_MASK, "LStick D-Pad Left" },
{ XINPUT1_GAMEPAD_DPAD_RIGHT | XINPUT1_GAMEPAD_LSTICK_RIGHT_MASK, "LStick D-Pad Right" },
{ XINPUT1_GAMEPAD_DPAD_UP | XINPUT1_GAMEPAD_LSTICK_UP_MASK, "LStick D-Pad Up" },
{ XINPUT1_GAMEPAD_DPAD_DOWN | XINPUT1_GAMEPAD_LSTICK_DOWN_MASK, "LStick D-Pad Down" },
{ XINPUT1_GAMEPAD_RSTICK_LEFT_MASK, "RStick Left" },
{ XINPUT1_GAMEPAD_RSTICK_RIGHT_MASK, "RStick Right" },
{ XINPUT1_GAMEPAD_RSTICK_UP_MASK, "RStick Up" },
{ XINPUT1_GAMEPAD_RSTICK_DOWN_MASK, "RStick Down" },
{ XINPUT1_GAMEPAD_DPAD_LEFT | XINPUT1_GAMEPAD_RSTICK_LEFT_MASK, "RStick D-Pad Left" },
{ XINPUT1_GAMEPAD_DPAD_RIGHT | XINPUT1_GAMEPAD_RSTICK_RIGHT_MASK, "RStick D-Pad Right" },
{ XINPUT1_GAMEPAD_DPAD_UP | XINPUT1_GAMEPAD_RSTICK_UP_MASK, "RStick D-Pad Up" },
{ XINPUT1_GAMEPAD_DPAD_DOWN | XINPUT1_GAMEPAD_RSTICK_DOWN_MASK, "RStick D-Pad Down" },
};
const unsigned int platform_keys_size = sizeof(platform_keys);
static void xinput_input_poll(void *data)
{
(void)data;
pads_connected = 0;
#if defined(_XBOX1)
unsigned int dwInsertions, dwRemovals;
XGetDeviceChanges(XDEVICE_TYPE_GAMEPAD, reinterpret_cast<PDWORD>(&dwInsertions), reinterpret_cast<PDWORD>(&dwRemovals));
for (unsigned i = 0; i < MAX_PADS; i++)
{
XINPUT_CAPABILITIES caps[MAX_PADS];
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(void)caps;
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state[i] = 0;
// handle removed devices
bRemoved[i] = (dwRemovals & (1<<i)) ? true : false;
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if(bRemoved[i])
{
// if the controller was removed after XGetDeviceChanges but before
// XInputOpen, the device handle will be NULL
if(gamepads[i])
XInputClose(gamepads[i]);
gamepads[i] = NULL;
}
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// handle inserted devices
bInserted[i] = (dwInsertions & (1<<i)) ? true : false;
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if(bInserted[i])
{
XINPUT_POLLING_PARAMETERS m_pollingParameters;
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m_pollingParameters.fAutoPoll = TRUE;
m_pollingParameters.fInterruptOut = TRUE;
m_pollingParameters.bInputInterval = 8;
m_pollingParameters.bOutputInterval = 8;
gamepads[i] = XInputOpen(XDEVICE_TYPE_GAMEPAD, i, XDEVICE_NO_SLOT, NULL);
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}
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if (gamepads[i])
{
unsigned long retval;
// if the controller is removed after XGetDeviceChanges but before
// XInputOpen, the device handle will be NULL
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XINPUT_STATE state_tmp;
retval = XInputGetState(gamepads[i], &state_tmp);
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if(retval == ERROR_SUCCESS)
{
pads_connected++;
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state[i] |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B]) ? XINPUT1_GAMEPAD_B : 0);
state[i] |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? XINPUT1_GAMEPAD_A : 0);
state[i] |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? XINPUT1_GAMEPAD_Y : 0);
state[i] |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? XINPUT1_GAMEPAD_X : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) ? XINPUT1_GAMEPAD_DPAD_LEFT : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) ? XINPUT1_GAMEPAD_DPAD_RIGHT : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) ? XINPUT1_GAMEPAD_DPAD_UP : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) ? XINPUT1_GAMEPAD_DPAD_DOWN : 0);
state[i] |= ((state_tmp.Gamepad.sThumbLX < -DEADZONE) ? XINPUT1_GAMEPAD_LSTICK_LEFT_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbLX > DEADZONE) ? XINPUT1_GAMEPAD_LSTICK_RIGHT_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbLY > DEADZONE) ? XINPUT1_GAMEPAD_LSTICK_UP_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbLY < -DEADZONE) ? XINPUT1_GAMEPAD_LSTICK_DOWN_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbRX < -DEADZONE) ? XINPUT1_GAMEPAD_RSTICK_LEFT_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbRX > DEADZONE) ? XINPUT1_GAMEPAD_RSTICK_RIGHT_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbRY > DEADZONE) ? XINPUT1_GAMEPAD_RSTICK_UP_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbRY < -DEADZONE) ? XINPUT1_GAMEPAD_RSTICK_DOWN_MASK : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_START) ? XINPUT1_GAMEPAD_START : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? XINPUT1_GAMEPAD_BACK : 0);
state[i] |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? XINPUT1_GAMEPAD_LEFT_TRIGGER : 0);
state[i] |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? XINPUT1_GAMEPAD_RIGHT_TRIGGER : 0);
state[i] |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? XINPUT1_GAMEPAD_WHITE : 0);
state[i] |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? XINPUT1_GAMEPAD_BLACK : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? XINPUT1_GAMEPAD_LEFT_THUMB : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? XINPUT1_GAMEPAD_RIGHT_THUMB : 0);
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}
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}
}
#elif defined(_XBOX360)
for (unsigned i = 0; i < MAX_PADS; i++)
{
XINPUT_STATE state_tmp;
unsigned long retval;
{
retval = XInputGetState(i, &state_tmp);
pads_connected += (retval == ERROR_DEVICE_NOT_CONNECTED) ? 0 : 1;
state[i] = 0;
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_B) ? XINPUT1_GAMEPAD_B : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_A) ? XINPUT1_GAMEPAD_A : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_Y) ? XINPUT1_GAMEPAD_Y : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_X) ? XINPUT1_GAMEPAD_X : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) ? XINPUT1_GAMEPAD_DPAD_LEFT : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) ? XINPUT1_GAMEPAD_DPAD_RIGHT : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) ? XINPUT1_GAMEPAD_DPAD_UP : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) ? XINPUT1_GAMEPAD_DPAD_DOWN : 0);
state[i] |= ((state_tmp.Gamepad.sThumbLX < -DEADZONE) ? XINPUT1_GAMEPAD_LSTICK_LEFT_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbLX > DEADZONE) ? XINPUT1_GAMEPAD_LSTICK_RIGHT_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbLY > DEADZONE) ? XINPUT1_GAMEPAD_LSTICK_UP_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbLY < -DEADZONE) ? XINPUT1_GAMEPAD_LSTICK_DOWN_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbRX < -DEADZONE) ? XINPUT1_GAMEPAD_RSTICK_LEFT_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbRX > DEADZONE) ? XINPUT1_GAMEPAD_RSTICK_RIGHT_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbRY > DEADZONE) ? XINPUT1_GAMEPAD_RSTICK_UP_MASK : 0);
state[i] |= ((state_tmp.Gamepad.sThumbRY < -DEADZONE) ? XINPUT1_GAMEPAD_RSTICK_DOWN_MASK : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_START) ? XINPUT1_GAMEPAD_START : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? XINPUT1_GAMEPAD_BACK : 0);
state[i] |= ((state_tmp.Gamepad.bLeftTrigger > 128) ? XINPUT1_GAMEPAD_LEFT_TRIGGER : 0);
state[i] |= ((state_tmp.Gamepad.bRightTrigger > 128) ? XINPUT1_GAMEPAD_RIGHT_TRIGGER : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) ? XINPUT1_GAMEPAD_WHITE : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) ? XINPUT1_GAMEPAD_BLACK : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? XINPUT1_GAMEPAD_LEFT_THUMB : 0);
state[i] |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? XINPUT1_GAMEPAD_RIGHT_THUMB : 0);
}
}
#endif
}
static int16_t xinput_input_state(void *data, const struct retro_keybind **binds,
unsigned port, unsigned device,
unsigned index, unsigned id)
{
(void)data;
unsigned player = port;
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uint64_t button = binds[player][id].joykey;
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return (state[player] & button) ? 1 : 0;
}
static void xinput_input_free_input(void *data)
{
(void)data;
}
static void xinput_set_default_keybind_lut(unsigned device, unsigned port)
{
(void)device;
(void)port;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_B] = platform_keys[XDK_DEVICE_ID_JOYPAD_A].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_Y] = platform_keys[XDK_DEVICE_ID_JOYPAD_X].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_SELECT] = platform_keys[XDK_DEVICE_ID_JOYPAD_BACK].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_START] = platform_keys[XDK_DEVICE_ID_JOYPAD_START].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_UP] = platform_keys[XDK_DEVICE_ID_JOYPAD_UP].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_DOWN] = platform_keys[XDK_DEVICE_ID_JOYPAD_DOWN].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_LEFT] = platform_keys[XDK_DEVICE_ID_JOYPAD_LEFT].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_RIGHT] = platform_keys[XDK_DEVICE_ID_JOYPAD_RIGHT].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_A] = platform_keys[XDK_DEVICE_ID_JOYPAD_B].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_X] = platform_keys[XDK_DEVICE_ID_JOYPAD_Y].joykey;
#if defined(_XBOX1)
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_L] = platform_keys[XDK_DEVICE_ID_JOYPAD_LEFT_TRIGGER].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_R] = platform_keys[XDK_DEVICE_ID_JOYPAD_RIGHT_TRIGGER].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_L2] = platform_keys[XDK_DEVICE_ID_JOYPAD_LB].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_R2] = platform_keys[XDK_DEVICE_ID_JOYPAD_RB].joykey;
#elif defined(_XBOX360)
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_L] = platform_keys[XDK_DEVICE_ID_JOYPAD_LB].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_R] = platform_keys[XDK_DEVICE_ID_JOYPAD_RB].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_L2] = platform_keys[XDK_DEVICE_ID_JOYPAD_LEFT_TRIGGER].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_R2] = platform_keys[XDK_DEVICE_ID_JOYPAD_RIGHT_TRIGGER].joykey;
#endif
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_L3] = platform_keys[XDK_DEVICE_ID_LSTICK_THUMB].joykey;
rarch_default_keybind_lut[RETRO_DEVICE_ID_JOYPAD_R3] = platform_keys[XDK_DEVICE_ID_RSTICK_THUMB].joykey;
}
static void xinput_input_set_analog_dpad_mapping(unsigned device, unsigned map_dpad_enum, unsigned controller_id)
{
(void)device;
switch(map_dpad_enum)
{
case DPAD_EMULATION_NONE:
g_settings.input.binds[controller_id][RETRO_DEVICE_ID_JOYPAD_UP].joykey = platform_keys[XDK_DEVICE_ID_JOYPAD_UP].joykey;
g_settings.input.binds[controller_id][RETRO_DEVICE_ID_JOYPAD_DOWN].joykey = platform_keys[XDK_DEVICE_ID_JOYPAD_DOWN].joykey;
g_settings.input.binds[controller_id][RETRO_DEVICE_ID_JOYPAD_LEFT].joykey = platform_keys[XDK_DEVICE_ID_JOYPAD_LEFT].joykey;
g_settings.input.binds[controller_id][RETRO_DEVICE_ID_JOYPAD_RIGHT].joykey = platform_keys[XDK_DEVICE_ID_JOYPAD_RIGHT].joykey;
break;
case DPAD_EMULATION_LSTICK:
g_settings.input.binds[controller_id][RETRO_DEVICE_ID_JOYPAD_UP].joykey = platform_keys[XDK_DEVICE_ID_LSTICK_UP_DPAD].joykey;
g_settings.input.binds[controller_id][RETRO_DEVICE_ID_JOYPAD_DOWN].joykey = platform_keys[XDK_DEVICE_ID_LSTICK_DOWN_DPAD].joykey;
g_settings.input.binds[controller_id][RETRO_DEVICE_ID_JOYPAD_LEFT].joykey = platform_keys[XDK_DEVICE_ID_LSTICK_LEFT_DPAD].joykey;
g_settings.input.binds[controller_id][RETRO_DEVICE_ID_JOYPAD_RIGHT].joykey = platform_keys[XDK_DEVICE_ID_LSTICK_RIGHT_DPAD].joykey;
break;
case DPAD_EMULATION_RSTICK:
g_settings.input.binds[controller_id][RETRO_DEVICE_ID_JOYPAD_UP].joykey = platform_keys[XDK_DEVICE_ID_RSTICK_UP_DPAD].joykey;
g_settings.input.binds[controller_id][RETRO_DEVICE_ID_JOYPAD_DOWN].joykey = platform_keys[XDK_DEVICE_ID_RSTICK_DOWN_DPAD].joykey;
g_settings.input.binds[controller_id][RETRO_DEVICE_ID_JOYPAD_LEFT].joykey = platform_keys[XDK_DEVICE_ID_RSTICK_LEFT_DPAD].joykey;
g_settings.input.binds[controller_id][RETRO_DEVICE_ID_JOYPAD_RIGHT].joykey = platform_keys[XDK_DEVICE_ID_RSTICK_RIGHT_DPAD].joykey;
break;
}
}
static void* xinput_input_init(void)
{
#ifdef _XBOX1
XInitDevices(0, NULL);
dwDeviceMask = XGetDevices(XDEVICE_TYPE_GAMEPAD);
//Check the device status
switch(XGetDeviceEnumerationStatus())
{
case XDEVICE_ENUMERATION_IDLE:
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RARCH_LOG("Input state status: XDEVICE_ENUMERATION_IDLE\n");
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break;
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case XDEVICE_ENUMERATION_BUSY:
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RARCH_LOG("Input state status: XDEVICE_ENUMERATION_BUSY\n");
break;
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}
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while(XGetDeviceEnumerationStatus() == XDEVICE_ENUMERATION_BUSY) {}
#endif
return (void*)-1;
}
#define STUB_DEVICE 0
static void xinput_input_post_init(void)
{
for(unsigned i = 0; i < MAX_PADS; i++)
xinput_input_set_analog_dpad_mapping(STUB_DEVICE, g_settings.input.dpad_emulation[i], i);
}
static bool xinput_input_key_pressed(void *data, int key)
{
(void)data;
bool retval = false;
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xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
switch(key)
{
case RARCH_FAST_FORWARD_HOLD_KEY:
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return ((state[0] & XINPUT1_GAMEPAD_RSTICK_DOWN_MASK) && !(state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
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case RARCH_LOAD_STATE_KEY:
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return ((state[0] & XINPUT1_GAMEPAD_RSTICK_UP_MASK) && (state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
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case RARCH_SAVE_STATE_KEY:
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return ((state[0] & XINPUT1_GAMEPAD_RSTICK_DOWN_MASK) && (state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
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case RARCH_STATE_SLOT_PLUS:
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return ((state[0] & XINPUT1_GAMEPAD_RSTICK_RIGHT_MASK) && (state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
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case RARCH_STATE_SLOT_MINUS:
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return ((state[0] & XINPUT1_GAMEPAD_RSTICK_LEFT_MASK) && (state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
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case RARCH_FRAMEADVANCE:
if(g_console.frame_advance_enable)
{
g_console.menu_enable = true;
g_console.ingame_menu_enable = true;
g_console.mode_switch = MODE_MENU;
}
return false;
case RARCH_REWIND:
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return ((state[0] & XINPUT1_GAMEPAD_RSTICK_UP_MASK) && !(state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
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case RARCH_QUIT_KEY:
if(IS_TIMER_EXPIRED(d3d))
{
uint32_t left_thumb_pressed = (state[0] & (1 << RETRO_DEVICE_ID_JOYPAD_L3));
uint32_t right_thumb_pressed = (state[0] & (1 << RETRO_DEVICE_ID_JOYPAD_R3));
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g_console.menu_enable = right_thumb_pressed && left_thumb_pressed && IS_TIMER_EXPIRED(d3d);
g_console.ingame_menu_enable = right_thumb_pressed && !left_thumb_pressed;
if(g_console.menu_enable || (g_console.ingame_menu_enable && !g_console.menu_enable))
{
g_console.mode_switch = MODE_MENU;
SET_TIMER_EXPIRATION(d3d, 30);
retval = g_console.menu_enable;
}
retval = g_console.ingame_menu_enable ? g_console.ingame_menu_enable : g_console.menu_enable;
}
}
return retval;
}
const input_driver_t input_xinput =
{
xinput_input_init,
xinput_input_poll,
xinput_input_state,
xinput_input_key_pressed,
xinput_input_free_input,
xinput_set_default_keybind_lut,
xinput_input_set_analog_dpad_mapping,
xinput_input_post_init,
MAX_PADS,
"xinput"
};