mirror of
https://github.com/CTCaer/RetroArch.git
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111 lines
3.2 KiB
C
111 lines
3.2 KiB
C
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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2012 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stdint.h>
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#include <stdlib.h>
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#ifdef _XBOX
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#include <xtl.h>
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#endif
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#include "../driver.h"
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#include "../general.h"
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#include "../libretro.h"
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#include "../input/rarch_xinput2.h"
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static uint64_t state[4];
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HANDLE gamepads[4];
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static unsigned pads_connected;
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static void xinput_input_poll(void *data)
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{
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(void)data;
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pads_connected = 0;
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for (unsigned i = 0; i < 4; i++)
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{
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XINPUT_STATE state_tmp;
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unsigned long retval;
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gamepads[i] = XInputOpen(XDEVICE_TYPE_GAMEPAD, i, XDEVICE_NO_SLOT, NULL);
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if(gamepads[i] != NULL)
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{
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retval = XInputGetState(gamepads[i], &state_tmp);
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pads_connected += (retval != ERROR_SUCCESS) ? 0 : 1;
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state[i] = state_tmp.Gamepad.wButtons;
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state[i] |= ((state_tmp.Gamepad.sThumbLX < -DEADZONE)) << 16;
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state[i] |= ((state_tmp.Gamepad.sThumbLX > DEADZONE)) << 17;
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state[i] |= ((state_tmp.Gamepad.sThumbLY > DEADZONE)) << 18;
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state[i] |= ((state_tmp.Gamepad.sThumbLY < -DEADZONE)) << 19;
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state[i] |= ((state_tmp.Gamepad.sThumbRX < -DEADZONE)) << 20;
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state[i] |= ((state_tmp.Gamepad.sThumbRX > DEADZONE)) << 21;
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state[i] |= ((state_tmp.Gamepad.sThumbRY > DEADZONE)) << 22;
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state[i] |= ((state_tmp.Gamepad.sThumbRY < -DEADZONE)) << 23;
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state[i] |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER] > 128 ? 1 : 0)) << 24;
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state[i] |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] > 128 ? 1 : 0)) << 25;
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}
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}
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}
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static int16_t xinput_input_state(void *data, const struct retro_keybind **binds,
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unsigned port, unsigned device,
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unsigned index, unsigned id)
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{
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(void)data;
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unsigned player = port;
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uint64_t button = binds[player][id].joykey;
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return (state[player] & button) ? 1 : 0;
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}
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static void xinput_input_free_input(void *data)
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{
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(void)data;
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}
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static void* xinput_input_init(void)
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{
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XDEVICE_PREALLOC_TYPE types[] =
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{
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{XDEVICE_TYPE_GAMEPAD, 4},
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{XDEVICE_TYPE_MEMORY_UNIT, 2}
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};
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XInitDevices(sizeof(types) / sizeof(XDEVICE_PREALLOC_TYPE),
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types );
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return (void*)-1;
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}
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static bool xinput_input_key_pressed(void *data, int key)
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{
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(void)data;
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bool retval = false;
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return retval;
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}
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const input_driver_t input_xinput =
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{
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xinput_input_init,
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xinput_input_poll,
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xinput_input_state,
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xinput_input_key_pressed,
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xinput_input_free_input,
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"xinput"
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};
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