RetroArch/input/xdk_xinput_input.c

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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2014 - 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
#include "../driver.h"
#include "../general.h"
#include "../libretro.h"
#define MAX_PADS 4
typedef struct xdk_input
{
uint64_t pad_state[MAX_PADS];
int16_t analog_state[MAX_PADS][2][2];
#ifdef _XBOX1
HANDLE gamepads[MAX_PADS];
DWORD dwDeviceMask;
bool bInserted[MAX_PADS];
bool bRemoved[MAX_PADS];
#endif
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const rarch_joypad_driver_t *joypad;
} xdk_input_t;
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static void xdk_input_poll(void *data)
{
xdk_input_t *xdk = (xdk_input_t*)data;
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#if defined(_XBOX1)
unsigned int dwInsertions, dwRemovals;
XGetDeviceChanges(XDEVICE_TYPE_GAMEPAD, reinterpret_cast<PDWORD>(&dwInsertions), reinterpret_cast<PDWORD>(&dwRemovals));
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#endif
for (unsigned port = 0; port < MAX_PADS; port++)
{
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#ifdef _XBOX1
XINPUT_CAPABILITIES caps[MAX_PADS];
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(void)caps;
// handle removed devices
xdk->bRemoved[port] = (dwRemovals & (1 << port)) ? true : false;
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if(xdk->bRemoved[port])
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{
// if the controller was removed after XGetDeviceChanges but before
// XInputOpen, the device handle will be NULL
if(xdk->gamepads[port])
XInputClose(xdk->gamepads[port]);
xdk->gamepads[port] = 0;
xdk->pad_state[port] = 0;
}
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// handle inserted devices
xdk->bInserted[port] = (dwInsertions & (1 << port)) ? true : false;
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if(xdk->bInserted[port])
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{
XINPUT_POLLING_PARAMETERS m_pollingParameters;
m_pollingParameters.fAutoPoll = FALSE;
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m_pollingParameters.fInterruptOut = TRUE;
m_pollingParameters.bInputInterval = 8;
m_pollingParameters.bOutputInterval = 8;
xdk->gamepads[port] = XInputOpen(XDEVICE_TYPE_GAMEPAD, port, XDEVICE_NO_SLOT, NULL);
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}
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if (!xdk->gamepads[port])
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continue;
// if the controller is removed after XGetDeviceChanges but before
// XInputOpen, the device handle will be NULL
#endif
XINPUT_STATE state_tmp;
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#if defined(_XBOX1)
if (XInputPoll(xdk->gamepads[port]) != ERROR_SUCCESS)
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continue;
if (XInputGetState(xdk->gamepads[port], &state_tmp) != ERROR_SUCCESS)
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continue;
#elif defined(_XBOX360)
if (XInputGetState(port, &state_tmp) == ERROR_DEVICE_NOT_CONNECTED)
continue;
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#endif
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uint64_t *state_cur = &xdk->pad_state[port];
*state_cur = 0;
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_LEFT) : 0);
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0);
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_UP) : 0);
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_DOWN) : 0);
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_START) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_START) : 0);
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_SELECT) : 0);
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#if defined(_XBOX1)
*state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_A) : 0);
*state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_B) : 0);
*state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_X) : 0);
*state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_Y) : 0);
*state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_L) : 0);
*state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_R) : 0);
*state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_L2) : 0);
*state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_R2) : 0);
#elif defined(_XBOX360)
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_B) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_A) : 0);
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_A) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_B) : 0);
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_Y) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_X) : 0);
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_X) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_Y) : 0);
*state_cur |= ((state_tmp.Gamepad.bLeftTrigger > 128) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_L) : 0);
*state_cur |= ((state_tmp.Gamepad.bRightTrigger > 128) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_R) : 0);
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_L2) : 0);
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_R2) : 0);
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#endif
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_L3) : 0);
*state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_R3) : 0);
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xdk->analog_state[port][RETRO_DEVICE_INDEX_ANALOG_LEFT][RETRO_DEVICE_ID_ANALOG_X] = state_tmp.Gamepad.sThumbLX;
xdk->analog_state[port][RETRO_DEVICE_INDEX_ANALOG_LEFT][RETRO_DEVICE_ID_ANALOG_Y] = state_tmp.Gamepad.sThumbLY;
xdk->analog_state[port][RETRO_DEVICE_INDEX_ANALOG_RIGHT][RETRO_DEVICE_ID_ANALOG_X] = state_tmp.Gamepad.sThumbRX;
xdk->analog_state[port][RETRO_DEVICE_INDEX_ANALOG_RIGHT][RETRO_DEVICE_ID_ANALOG_Y] = state_tmp.Gamepad.sThumbRY;
for (int i = 0; i < 2; i++)
for (int j = 0; j < 2; j++)
if (xdk->analog_state[port][i][j] == -0x8000)
xdk->analog_state[port][i][j] = -0x7fff;
}
uint64_t *state_p1 = &xdk->pad_state[0];
uint64_t *lifecycle_state = &g_extern.lifecycle_state;
*lifecycle_state &= ~((1ULL << RARCH_MENU_TOGGLE));
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if((*state_p1 & (1ULL << RETRO_DEVICE_ID_JOYPAD_L3)) && (*state_p1 & (1ULL << RETRO_DEVICE_ID_JOYPAD_R3)))
*lifecycle_state |= (1ULL << RARCH_MENU_TOGGLE);
}
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static int16_t xdk_input_state(void *data, const struct retro_keybind **binds,
unsigned port, unsigned device,
unsigned index, unsigned id)
{
xdk_input_t *xdk = (xdk_input_t*)data;
if (port >= MAX_PADS)
return 0;
switch (device)
{
case RETRO_DEVICE_JOYPAD:
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return input_joypad_pressed(xdk->joypad, port, binds[port], id);
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case RETRO_DEVICE_ANALOG:
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return input_joypad_analog(xdk->joypad, port, index, id, binds[port]);
default:
return 0;
}
}
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static void xdk_input_free_input(void *data)
{
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xdk_input_t *xdk = (xdk_input_t*)data;
if (xdk->joypad)
xdk->joypad->destroy();
free(data);
}
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static void *xdk_input_init(void)
{
xdk_input_t *xdk = (xdk_input_t*)calloc(1, sizeof(*xdk));
if (!xdk)
return NULL;
#ifdef _XBOX1
XInitDevices(0, NULL);
xdk->dwDeviceMask = XGetDevices(XDEVICE_TYPE_GAMEPAD);
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//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
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xdk->joypad = input_joypad_init_driver(g_settings.input.joypad_driver);
return xdk;
}
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static bool xdk_input_key_pressed(void *data, int key)
{
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xdk_input_t *xdk = (xdk_input_t*)data;
return (g_extern.lifecycle_state & (1ULL << key)) || input_joypad_pressed(xdk->joypad, 0, g_settings.input.binds[0], key);
}
static uint64_t xdk_input_get_capabilities(void *data)
{
uint64_t caps = 0;
caps |= (1 << RETRO_DEVICE_JOYPAD);
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caps |= (1 << RETRO_DEVICE_ANALOG);
return caps;
}
// FIXME - are we sure about treating low frequency motor as the "strong" motor? Does it apply for Xbox too?
static bool xdk_input_set_rumble(void *data, unsigned port, enum retro_rumble_effect effect, uint16_t strength)
{
xdk_input_t *xdk = (xdk_input_t*)data;
(void)xdk;
bool val = false;
#if 0
#if defined(_XBOX360)
XINPUT_VIBRATION rumble_state;
if (effect == RETRO_RUMBLE_STRONG)
rumble_state.wLeftMotorSpeed = strength;
else if (effect == RETRO_RUMBLE_WEAK)
rumble_state.wRightMotorSpeed = strength;
val = XInputSetState(port, &rumble_state) == ERROR_SUCCESS;
#elif defined(_XBOX1)
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#if 0
XINPUT_FEEDBACK rumble_state;
if (effect == RETRO_RUMBLE_STRONG)
rumble_state.Rumble.wLeftMotorSpeed = strength;
else if (effect == RETRO_RUMBLE_WEAK)
rumble_state.Rumble.wRightMotorSpeed = strength;
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val = XInputSetState(xdk->gamepads[port], &rumble_state) == ERROR_SUCCESS;
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#endif
#endif
#endif
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return val;
}
static const rarch_joypad_driver_t *xdk_input_get_joypad_driver(void *data)
{
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xdk_input_t *xdk = (xdk_input_t*)data;
return xdk->joypad;
}
const input_driver_t input_xinput =
{
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xdk_input_init,
xdk_input_poll,
xdk_input_state,
xdk_input_key_pressed,
xdk_input_free_input,
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NULL,
NULL,
xdk_input_get_capabilities,
"xinput",
NULL,
xdk_input_set_rumble,
xdk_input_get_joypad_driver,
};