(Xbox 1/360) Control input refactoring

This commit is contained in:
twinaphex 2012-07-31 20:09:17 +02:00
parent 881a1458af
commit ff54bc6c0f
4 changed files with 129 additions and 104 deletions

View File

@ -30,38 +30,38 @@ static uint64_t state[MAX_PADS];
static unsigned pads_connected;
const struct platform_bind platform_keys[] = {
{ XINPUT_GAMEPAD_B, "B button" },
{ XINPUT_GAMEPAD_A, "A button" },
{ XINPUT_GAMEPAD_Y, "Y button" },
{ XINPUT_GAMEPAD_X, "X button" },
{ XINPUT_GAMEPAD_DPAD_UP, "D-Pad Up" },
{ XINPUT_GAMEPAD_DPAD_DOWN, "D-Pad Down" },
{ XINPUT_GAMEPAD_DPAD_LEFT, "D-Pad Left" },
{ XINPUT_GAMEPAD_DPAD_RIGHT, "D-Pad Right" },
{ XINPUT_GAMEPAD_BACK, "Back button" },
{ XINPUT_GAMEPAD_START, "Start button" },
{ XINPUT_GAMEPAD_LEFT_SHOULDER, "Left Shoulder" },
{ XINPUT_GAMEPAD_LEFT_TRIGGER, "Left Trigger" },
{ XINPUT_GAMEPAD_LEFT_THUMB, "Left Thumb" },
{ XINPUT_GAMEPAD_RIGHT_SHOULDER, "Right Shoulder" },
{ XINPUT_GAMEPAD_RIGHT_TRIGGER, "Right Trigger" },
{ XINPUT_GAMEPAD_RIGHT_THUMB, "Right Thumb" },
{ XINPUT_GAMEPAD_LSTICK_LEFT_MASK, "LStick Left" },
{ XINPUT_GAMEPAD_LSTICK_RIGHT_MASK, "LStick Right" },
{ XINPUT_GAMEPAD_LSTICK_UP_MASK, "LStick Up" },
{ XINPUT_GAMEPAD_LSTICK_DOWN_MASK, "LStick Down" },
{ XINPUT_GAMEPAD_DPAD_LEFT | XINPUT_GAMEPAD_LSTICK_LEFT_MASK, "LStick D-Pad Left" },
{ XINPUT_GAMEPAD_DPAD_RIGHT | XINPUT_GAMEPAD_LSTICK_RIGHT_MASK, "LStick D-Pad Right" },
{ XINPUT_GAMEPAD_DPAD_UP | XINPUT_GAMEPAD_LSTICK_UP_MASK, "LStick D-Pad Up" },
{ XINPUT_GAMEPAD_DPAD_DOWN | XINPUT_GAMEPAD_LSTICK_DOWN_MASK, "LStick D-Pad Down" },
{ XINPUT_GAMEPAD_RSTICK_LEFT_MASK, "RStick Left" },
{ XINPUT_GAMEPAD_RSTICK_RIGHT_MASK, "RStick Right" },
{ XINPUT_GAMEPAD_RSTICK_UP_MASK, "RStick Up" },
{ XINPUT_GAMEPAD_RSTICK_DOWN_MASK, "RStick Down" },
{ XINPUT_GAMEPAD_DPAD_LEFT | XINPUT_GAMEPAD_RSTICK_LEFT_MASK, "RStick D-Pad Left" },
{ XINPUT_GAMEPAD_DPAD_RIGHT | XINPUT_GAMEPAD_RSTICK_RIGHT_MASK, "RStick D-Pad Right" },
{ XINPUT_GAMEPAD_DPAD_UP | XINPUT_GAMEPAD_RSTICK_UP_MASK, "RStick D-Pad Up" },
{ XINPUT_GAMEPAD_DPAD_DOWN | XINPUT_GAMEPAD_RSTICK_DOWN_MASK, "RStick D-Pad Down" },
{ 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" },
{ XINPUT1_GAMEPAD_WHITE, "Right shoulder" },
{ XINPUT1_GAMEPAD_LEFT_TRIGGER, "Left Trigger" },
{ XINPUT1_GAMEPAD_LEFT_THUMB, "Left Thumb" },
{ XINPUT1_GAMEPAD_BLACK, "Left shoulder" },
{ 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);
@ -79,17 +79,31 @@ static void xinput_input_poll(void *data)
{
retval = XInputGetState(i, &state_tmp);
pads_connected += (retval == ERROR_DEVICE_NOT_CONNECTED) ? 0 : 1;
state[i] = state_tmp.Gamepad.wButtons;
state[i] |= ((state_tmp.Gamepad.sThumbLX < -DEADZONE)) << 16;
state[i] |= ((state_tmp.Gamepad.sThumbLX > DEADZONE)) << 17;
state[i] |= ((state_tmp.Gamepad.sThumbLY > DEADZONE)) << 18;
state[i] |= ((state_tmp.Gamepad.sThumbLY < -DEADZONE)) << 19;
state[i] |= ((state_tmp.Gamepad.sThumbRX < -DEADZONE)) << 20;
state[i] |= ((state_tmp.Gamepad.sThumbRX > DEADZONE)) << 21;
state[i] |= ((state_tmp.Gamepad.sThumbRY > DEADZONE)) << 22;
state[i] |= ((state_tmp.Gamepad.sThumbRY < -DEADZONE)) << 23;
state[i] |= ((state_tmp.Gamepad.bLeftTrigger > 128 ? 1 : 0)) << 24;
state[i] |= ((state_tmp.Gamepad.bRightTrigger > 128 ? 1 : 0)) << 25;
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);
}
}
}
@ -154,23 +168,20 @@ static bool xinput_input_key_pressed(void *data, int key)
{
(void)data;
bool retval = false;
XINPUT_STATE state;
xdk_d3d_video_t *d3d = (xdk_d3d_video_t*)driver.video_data;
XInputGetState(0, &state);
switch(key)
{
case RARCH_FAST_FORWARD_HOLD_KEY:
return ((state.Gamepad.sThumbRY < -DEADZONE) && !(state.Gamepad.bRightTrigger > 128));
return ((state[0] & XINPUT1_GAMEPAD_RSTICK_DOWN_MASK) && !(state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
case RARCH_LOAD_STATE_KEY:
return ((state.Gamepad.sThumbRY > DEADZONE) && (state.Gamepad.bRightTrigger > 128));
return ((state[0] & XINPUT1_GAMEPAD_RSTICK_UP_MASK) && (state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
case RARCH_SAVE_STATE_KEY:
return ((state.Gamepad.sThumbRY < -DEADZONE) && (state.Gamepad.bRightTrigger > 128));
return ((state[0] & XINPUT1_GAMEPAD_RSTICK_DOWN_MASK) && (state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
case RARCH_STATE_SLOT_PLUS:
return ((state.Gamepad.sThumbRX > DEADZONE) && (state.Gamepad.bRightTrigger > 128));
return ((state[0] & XINPUT1_GAMEPAD_RSTICK_RIGHT_MASK) && (state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
case RARCH_STATE_SLOT_MINUS:
return ((state.Gamepad.sThumbRX < -DEADZONE) && (state.Gamepad.bRightTrigger > 128));
return ((state[0] & XINPUT1_GAMEPAD_RSTICK_LEFT_MASK) && (state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
case RARCH_FRAMEADVANCE:
if(g_console.frame_advance_enable)
{
@ -180,12 +191,12 @@ static bool xinput_input_key_pressed(void *data, int key)
}
return false;
case RARCH_REWIND:
return ((state.Gamepad.sThumbRY > DEADZONE) && !(state.Gamepad.bRightTrigger > 128));
return ((state[0] & XINPUT1_GAMEPAD_RSTICK_UP_MASK) && !(state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
case RARCH_QUIT_KEY:
if(IS_TIMER_EXPIRED(d3d))
{
uint32_t left_thumb_pressed = (state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
uint32_t right_thumb_pressed = (state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
uint32_t left_thumb_pressed = (state[0] & XINPUT1_GAMEPAD_LEFT_THUMB);
uint32_t right_thumb_pressed = (state[0] & XINPUT1_GAMEPAD_RIGHT_THUMB);
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;
@ -198,6 +209,7 @@ static bool xinput_input_key_pressed(void *data, int key)
}
retval = g_console.ingame_menu_enable ? g_console.ingame_menu_enable : g_console.menu_enable;
}
break;
}
return retval;

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@ -18,16 +18,30 @@
#define _XDK360_XINPUT2_H
enum {
XINPUT_GAMEPAD_LSTICK_LEFT_MASK = 1 << 16,
XINPUT_GAMEPAD_LSTICK_RIGHT_MASK = 1 << 17,
XINPUT_GAMEPAD_LSTICK_UP_MASK = 1 << 18,
XINPUT_GAMEPAD_LSTICK_DOWN_MASK = 1 << 19,
XINPUT_GAMEPAD_RSTICK_LEFT_MASK = 1 << 20,
XINPUT_GAMEPAD_RSTICK_RIGHT_MASK = 1 << 21,
XINPUT_GAMEPAD_RSTICK_UP_MASK = 1 << 22,
XINPUT_GAMEPAD_RSTICK_DOWN_MASK = 1 << 23,
XINPUT_GAMEPAD_LEFT_TRIGGER = 1 << 24,
XINPUT_GAMEPAD_RIGHT_TRIGGER = 1 << 25
XINPUT1_GAMEPAD_B = 1 << 0,
XINPUT1_GAMEPAD_A = 1 << 1,
XINPUT1_GAMEPAD_Y = 1 << 2,
XINPUT1_GAMEPAD_X = 1 << 3,
XINPUT1_GAMEPAD_DPAD_UP = 1 << 4,
XINPUT1_GAMEPAD_DPAD_DOWN = 1 << 5,
XINPUT1_GAMEPAD_DPAD_LEFT = 1 << 6,
XINPUT1_GAMEPAD_DPAD_RIGHT = 1 << 7,
XINPUT1_GAMEPAD_BACK = 1 << 8,
XINPUT1_GAMEPAD_START = 1 << 9,
XINPUT1_GAMEPAD_WHITE = 1 << 10,
XINPUT1_GAMEPAD_LEFT_TRIGGER = 1 << 11,
XINPUT1_GAMEPAD_LEFT_THUMB = 1 << 12,
XINPUT1_GAMEPAD_BLACK = 1 << 13,
XINPUT1_GAMEPAD_RIGHT_TRIGGER = 1 << 14,
XINPUT1_GAMEPAD_RIGHT_THUMB = 1 << 15,
XINPUT1_GAMEPAD_LSTICK_LEFT_MASK = 1 << 16,
XINPUT1_GAMEPAD_LSTICK_RIGHT_MASK = 1 << 17,
XINPUT1_GAMEPAD_LSTICK_UP_MASK = 1 << 18,
XINPUT1_GAMEPAD_LSTICK_DOWN_MASK = 1 << 19,
XINPUT1_GAMEPAD_RSTICK_LEFT_MASK = 1 << 20,
XINPUT1_GAMEPAD_RSTICK_RIGHT_MASK = 1 << 21,
XINPUT1_GAMEPAD_RSTICK_UP_MASK = 1 << 22,
XINPUT1_GAMEPAD_RSTICK_DOWN_MASK = 1 << 23,
};
enum xdk_device_id

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@ -21,7 +21,7 @@
#define EXT_EXECUTABLES "self|SELF|bin|BIN"
#elif defined(_XBOX1)
#define EXT_EXECUTABLES "xbe|XBE"
#elif defineD(_XBOX360)
#elif defined(_XBOX360)
#define EXT_EXECUTABLES "xex|XEX"
#elif defined(GEKKO)
#define EXT_EXECUTABLES "dol|DOL"

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@ -28,7 +28,7 @@
#include "../libretro.h"
#include "xinput_xbox_input.h"
static uint64_t real_state[MAX_PADS];
static uint64_t state[MAX_PADS];
HANDLE gamepads[MAX_PADS];
DWORD dwDeviceMask;
bool bInserted[MAX_PADS];
@ -86,10 +86,9 @@ static void xinput_input_poll(void *data)
for (unsigned i = 0; i < MAX_PADS; i++)
{
XINPUT_STATE state[MAX_PADS];
XINPUT_CAPABILITIES caps[MAX_PADS];
(void)caps;
real_state[i] = 0;
state[i] = 0;
// handle removed devices
bRemoved[i] = (dwRemovals & (1<<i)) ? true : false;
@ -122,35 +121,35 @@ static void xinput_input_poll(void *data)
// if the controller is removed after XGetDeviceChanges but before
// XInputOpen, the device handle will be NULL
retval = XInputGetState(gamepads[i], &state[i]);
XINPUT_STATE state_tmp;
retval = XInputGetState(gamepads[i], &state_tmp);
if(retval == ERROR_SUCCESS)
{
pads_connected++;
real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B]) ? XINPUT1_GAMEPAD_B : 0);
real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? XINPUT1_GAMEPAD_A : 0);
real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? XINPUT1_GAMEPAD_Y : 0);
real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? XINPUT1_GAMEPAD_X : 0);
real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) ? XINPUT1_GAMEPAD_DPAD_LEFT : 0);
real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) ? XINPUT1_GAMEPAD_DPAD_RIGHT : 0);
real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) ? XINPUT1_GAMEPAD_DPAD_UP : 0);
real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) ? XINPUT1_GAMEPAD_DPAD_DOWN : 0);
real_state[i] |= ((state[i].Gamepad.sThumbLX < -DEADZONE) ? XINPUT1_GAMEPAD_LSTICK_LEFT_MASK : 0);
real_state[i] |= ((state[i].Gamepad.sThumbLX > DEADZONE) ? XINPUT1_GAMEPAD_LSTICK_RIGHT_MASK : 0);
real_state[i] |= ((state[i].Gamepad.sThumbLY > DEADZONE) ? XINPUT1_GAMEPAD_LSTICK_UP_MASK : 0);
real_state[i] |= ((state[i].Gamepad.sThumbLY < -DEADZONE) ? XINPUT1_GAMEPAD_LSTICK_DOWN_MASK : 0);
real_state[i] |= ((state[i].Gamepad.sThumbRX < -DEADZONE) ? XINPUT1_GAMEPAD_RSTICK_LEFT_MASK : 0);
real_state[i] |= ((state[i].Gamepad.sThumbRX > DEADZONE) ? XINPUT1_GAMEPAD_RSTICK_RIGHT_MASK : 0);
real_state[i] |= ((state[i].Gamepad.sThumbRY > DEADZONE) ? XINPUT1_GAMEPAD_RSTICK_UP_MASK : 0);
real_state[i] |= ((state[i].Gamepad.sThumbRY < -DEADZONE) ? XINPUT1_GAMEPAD_RSTICK_DOWN_MASK : 0);
real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_START) ? XINPUT1_GAMEPAD_START : 0);
real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? XINPUT1_GAMEPAD_BACK : 0);
real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? XINPUT1_GAMEPAD_LEFT_TRIGGER : 0);
real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? XINPUT1_GAMEPAD_RIGHT_TRIGGER : 0);
real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? XINPUT1_GAMEPAD_WHITE : 0);
real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? XINPUT1_GAMEPAD_BLACK : 0);
real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? XINPUT1_GAMEPAD_LEFT_THUMB : 0);
real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? XINPUT1_GAMEPAD_RIGHT_THUMB : 0);
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);
}
}
}
@ -164,7 +163,7 @@ static int16_t xinput_input_state(void *data, const struct retro_keybind **binds
unsigned player = port;
uint64_t button = binds[player][id].joykey;
return (real_state[player] & button) ? 1 : 0;
return (state[player] & button) ? 1 : 0;
}
static void xinput_input_free_input(void *data)
@ -268,15 +267,15 @@ static bool xinput_input_key_pressed(void *data, int key)
switch(key)
{
case RARCH_FAST_FORWARD_HOLD_KEY:
return ((real_state[0] & XINPUT1_GAMEPAD_RSTICK_DOWN_MASK) && !(real_state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
return ((state[0] & XINPUT1_GAMEPAD_RSTICK_DOWN_MASK) && !(state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
case RARCH_LOAD_STATE_KEY:
return ((real_state[0] & XINPUT1_GAMEPAD_RSTICK_UP_MASK) && (real_state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
return ((state[0] & XINPUT1_GAMEPAD_RSTICK_UP_MASK) && (state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
case RARCH_SAVE_STATE_KEY:
return ((real_state[0] & XINPUT1_GAMEPAD_RSTICK_DOWN_MASK) && (real_state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
return ((state[0] & XINPUT1_GAMEPAD_RSTICK_DOWN_MASK) && (state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
case RARCH_STATE_SLOT_PLUS:
return ((real_state[0] & XINPUT1_GAMEPAD_RSTICK_RIGHT_MASK) && (real_state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
return ((state[0] & XINPUT1_GAMEPAD_RSTICK_RIGHT_MASK) && (state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
case RARCH_STATE_SLOT_MINUS:
return ((real_state[0] & XINPUT1_GAMEPAD_RSTICK_LEFT_MASK) && (real_state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
return ((state[0] & XINPUT1_GAMEPAD_RSTICK_LEFT_MASK) && (state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
case RARCH_FRAMEADVANCE:
if(g_console.frame_advance_enable)
{
@ -286,12 +285,12 @@ static bool xinput_input_key_pressed(void *data, int key)
}
return false;
case RARCH_REWIND:
return ((real_state[0] & XINPUT1_GAMEPAD_RSTICK_UP_MASK) && !(real_state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
return ((state[0] & XINPUT1_GAMEPAD_RSTICK_UP_MASK) && !(state[0] & XINPUT1_GAMEPAD_RIGHT_TRIGGER));
case RARCH_QUIT_KEY:
if(IS_TIMER_EXPIRED(d3d))
{
uint32_t left_thumb_pressed = (real_state[0] & XINPUT1_GAMEPAD_LEFT_THUMB);
uint32_t right_thumb_pressed = (real_state[0] & XINPUT1_GAMEPAD_RIGHT_THUMB);
uint32_t left_thumb_pressed = (state[0] & XINPUT1_GAMEPAD_LEFT_THUMB);
uint32_t right_thumb_pressed = (state[0] & XINPUT1_GAMEPAD_RIGHT_THUMB);
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;