/* RetroArch - A frontend for libretro. * Copyright (C) 2013-2014 - pinumbernumber * * 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 . */ // Support 360 controllers on Windows. // Said controllers do show under DInput but they have limitations in this mode; // The triggers are combined rather than seperate and it is not possible to use // the guide button. // Some wrappers for other controllers also simulate xinput (as it is easier to implement) // so this may be useful for those also. #include "input_common.h" #include "../general.h" #include "../boolean.h" #include #include #include // Check the definitions do not already exist. // Official and mingw xinput headers have different include guards #if ((!_XINPUT_H_) && (!__WINE_XINPUT_H)) #define XINPUT_GAMEPAD_DPAD_UP 0x0001 #define XINPUT_GAMEPAD_DPAD_DOWN 0x0002 #define XINPUT_GAMEPAD_DPAD_LEFT 0x0004 #define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008 #define XINPUT_GAMEPAD_START 0x0010 #define XINPUT_GAMEPAD_BACK 0x0020 #define XINPUT_GAMEPAD_LEFT_THUMB 0x0040 #define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080 #define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100 #define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200 #define XINPUT_GAMEPAD_A 0x1000 #define XINPUT_GAMEPAD_B 0x2000 #define XINPUT_GAMEPAD_X 0x4000 #define XINPUT_GAMEPAD_Y 0x8000 typedef struct { uint16_t wButtons; uint8_t bLeftTrigger; uint8_t bRightTrigger; int16_t sThumbLX; int16_t sThumbLY; int16_t sThumbRX; int16_t sThumbRY; } XINPUT_GAMEPAD; typedef struct { uint32_t dwPacketNumber; XINPUT_GAMEPAD Gamepad; } XINPUT_STATE; typedef struct { uint16_t wLeftMotorSpeed; uint16_t wRightMotorSpeed; } XINPUT_VIBRATION; #endif // Guide constant is not officially documented #define XINPUT_GAMEPAD_GUIDE 0x0400 #ifndef ERROR_DEVICE_NOT_CONNECTED #define ERROR_DEVICE_NOT_CONNECTED 1167 #endif #ifndef HAVE_DINPUT #error Cannot compile xinput without dinput. #endif // Due to 360 pads showing up under both XI and DI, and since we are going // to have to pass through unhandled joypad numbers to DI, a slightly ugly // hack is required here. dinput_joypad_init will fill this. // For each pad index, the appropriate entry will be set to -1 if it is not // a 360 pad, or the correct XInput player number (0..3 inclusive) if it is. extern int g_xinput_pad_indexes[MAX_PLAYERS]; extern bool g_xinput_block_pads; // For xinput1_n.dll static HINSTANCE g_winxinput_dll; // Function pointer, to be assigned with GetProcAddress typedef uint32_t (__stdcall *XInputGetStateEx_t)(uint32_t, XINPUT_STATE*); static XInputGetStateEx_t g_XInputGetStateEx; typedef uint32_t (__stdcall *XInputSetState_t)(uint32_t, XINPUT_VIBRATION*); static XInputSetState_t g_XInputSetState; // Guide button may or may not be available static bool g_winxinput_guide_button_supported; typedef struct { XINPUT_STATE xstate; bool connected; } winxinput_joypad_state; static XINPUT_VIBRATION g_xinput_rumble_states[4]; static winxinput_joypad_state g_winxinput_states[4]; static inline int pad_index_to_xplayer_index(unsigned pad) { return g_xinput_pad_indexes[pad]; } // Generic "XInput" instead of "Xbox 360", because there are // some other non-xbox third party PC controllers. static const char* const XBOX_CONTROLLER_NAMES[4] = { "XInput Controller (Player 1)", "XInput Controller (Player 2)", "XInput Controller (Player 3)", "XInput Controller (Player 4)" }; const char* winxinput_joypad_name (unsigned pad) { int xplayer = pad_index_to_xplayer_index(pad); if (xplayer < 0) return dinput_joypad.name(pad); else // TODO: Different name if disconnected? return XBOX_CONTROLLER_NAMES[xplayer]; } static bool winxinput_joypad_init(void) { unsigned i, autoconf_pad; g_winxinput_dll = NULL; // Find the correct path to load the DLL from. // Usually this will be from the system directory, // but occasionally a user may wish to use a third-party // wrapper DLL (such as x360ce); support these by checking // the working directory first. // No need to check for existance as we will be checking LoadLibrary's // success anyway. const char *version = "1.4"; g_winxinput_dll = LoadLibrary("xinput1_4.dll"); // Using dylib_* complicates building joyconfig. if (!g_winxinput_dll) { g_winxinput_dll = LoadLibrary("xinput1_3.dll"); version = "1.3"; } if (!g_winxinput_dll) { RARCH_ERR("Failed to load XInput, ensure DirectX and controller drivers are up to date.\n"); return false; } RARCH_LOG("Found XInput v%s.\n", version); // If we get here then an xinput DLL is correctly loaded. // First try to load ordinal 100 (XInputGetStateEx). g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, (const char*)100); g_winxinput_guide_button_supported = true; if (!g_XInputGetStateEx) { // no ordinal 100. (Presumably a wrapper.) Load the ordinary // XInputGetState, at the cost of losing guide button support. g_winxinput_guide_button_supported = false; g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, "XInputGetState"); if (!g_XInputGetStateEx) { RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n"); FreeLibrary(g_winxinput_dll); return false; // DLL was loaded but did not contain the correct function. } RARCH_WARN("XInput: No guide button support.\n"); } g_XInputSetState = (XInputSetState_t) GetProcAddress(g_winxinput_dll, "XInputSetState"); if (!g_XInputSetState) { RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n"); FreeLibrary(g_winxinput_dll); return false; // DLL was loaded but did not contain the correct function. } // Zero out the states for (i = 0; i < 4; ++i) memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state)); // Do a dummy poll to check which controllers are connected. XINPUT_STATE dummy_state; for (i = 0; i < 4; ++i) { g_winxinput_states[i].connected = !(g_XInputGetStateEx(i, &dummy_state) == ERROR_DEVICE_NOT_CONNECTED); if (g_winxinput_states[i].connected) RARCH_LOG("Found XInput controller, player #%u\n", i); } if ((!g_winxinput_states[0].connected) && (!g_winxinput_states[1].connected) && (!g_winxinput_states[2].connected) && (!g_winxinput_states[3].connected)) return false; g_xinput_block_pads = true; // We're going to have to be buddies with dinput if we want to be able // to use XI and non-XI controllers together. if (!dinput_joypad.init()) { g_xinput_block_pads = false; return false; } for (autoconf_pad = 0; autoconf_pad < MAX_PLAYERS; autoconf_pad++) { if (pad_index_to_xplayer_index(autoconf_pad) > -1) { strlcpy(g_settings.input.device_names[autoconf_pad], winxinput_joypad_name(autoconf_pad), sizeof(g_settings.input.device_names[autoconf_pad])); input_config_autoconfigure_joypad(autoconf_pad, winxinput_joypad_name(autoconf_pad), winxinput_joypad.ident); } } return true; } static bool winxinput_joypad_query_pad(unsigned pad) { int xplayer = pad_index_to_xplayer_index(pad); if (xplayer > -1) return g_winxinput_states[xplayer].connected; else return dinput_joypad.query_pad(pad); } static void winxinput_joypad_destroy(void) { unsigned i; for (i = 0; i < 4; ++i) memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state)); FreeLibrary(g_winxinput_dll); g_winxinput_dll = NULL; g_XInputGetStateEx = NULL; g_XInputSetState = NULL; dinput_joypad.destroy(); g_xinput_block_pads = false; } // Buttons are provided by XInput as bits of a uint16. // Map from rarch button index (0..10) to a mask to bitwise-& the buttons against. // dpad is handled seperately. static const uint16_t button_index_to_bitmap_code[] = { XINPUT_GAMEPAD_A, XINPUT_GAMEPAD_B, XINPUT_GAMEPAD_X, XINPUT_GAMEPAD_Y, XINPUT_GAMEPAD_LEFT_SHOULDER, XINPUT_GAMEPAD_RIGHT_SHOULDER, XINPUT_GAMEPAD_START, XINPUT_GAMEPAD_BACK, XINPUT_GAMEPAD_LEFT_THUMB, XINPUT_GAMEPAD_RIGHT_THUMB, XINPUT_GAMEPAD_GUIDE }; static bool winxinput_joypad_button (unsigned port_num, uint16_t joykey) { if (joykey == NO_BTN) return false; int xplayer = pad_index_to_xplayer_index(port_num); if (xplayer == -1) return dinput_joypad.button(port_num, joykey); if (!(g_winxinput_states[xplayer].connected)) return false; //return false; uint16_t btn_word = g_winxinput_states[xplayer].xstate.Gamepad.wButtons; if (GET_HAT_DIR(joykey)) { switch (GET_HAT_DIR(joykey)) { case HAT_UP_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_UP; case HAT_DOWN_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_DOWN; case HAT_LEFT_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_LEFT; case HAT_RIGHT_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_RIGHT; } return false; // hat requested and no hat button down } else { // non-hat button unsigned num_buttons = g_winxinput_guide_button_supported ? 11 : 10; if (joykey < num_buttons) return btn_word & button_index_to_bitmap_code[joykey]; } return false; } static int16_t winxinput_joypad_axis (unsigned port_num, uint32_t joyaxis) { if (joyaxis == AXIS_NONE) return 0; int xplayer = pad_index_to_xplayer_index(port_num); if (xplayer == -1) return dinput_joypad.axis(port_num, joyaxis); if (!(g_winxinput_states[xplayer].connected)) return false; int16_t val = 0; int axis = -1; bool is_neg = false; bool is_pos = false; if (AXIS_NEG_GET(joyaxis) <= 3) // triggers (axes 4,5) cannot be negative { axis = AXIS_NEG_GET(joyaxis); is_neg = true; } else if (AXIS_POS_GET(joyaxis) <= 5) { axis = AXIS_POS_GET(joyaxis); is_pos = true; } XINPUT_GAMEPAD* pad = &(g_winxinput_states[xplayer].xstate.Gamepad); switch (axis) { case 0: val = pad->sThumbLX; break; case 1: val = pad->sThumbLY; break; case 2: val = pad->sThumbRX; break; case 3: val = pad->sThumbRY; break; case 4: val = pad->bLeftTrigger * 32767 / 255; break; // map 0..255 to 0..32767 case 5: val = pad->bRightTrigger * 32767 / 255; break; } if (is_neg && val > 0) val = 0; else if (is_pos && val < 0) val = 0; // Clamp to avoid overflow error if (val == -32768) val = -32767; return val; } static void winxinput_joypad_poll(void) { unsigned i; for (i = 0; i < 4; ++i) if (g_winxinput_states[i].connected) if (g_XInputGetStateEx(i, &(g_winxinput_states[i].xstate)) == ERROR_DEVICE_NOT_CONNECTED) g_winxinput_states[i].connected = false; dinput_joypad.poll(); } static bool winxinput_joypad_rumble(unsigned pad, enum retro_rumble_effect effect, uint16_t strength) { int xplayer = pad_index_to_xplayer_index(pad); if (xplayer == -1) { if (dinput_joypad.set_rumble) return dinput_joypad.set_rumble(pad, effect, strength); else return false; } // Consider the low frequency (left) motor the "strong" one. if (effect == RETRO_RUMBLE_STRONG) g_xinput_rumble_states[xplayer].wLeftMotorSpeed = strength; else if (effect == RETRO_RUMBLE_WEAK) g_xinput_rumble_states[xplayer].wRightMotorSpeed = strength; return g_XInputSetState(xplayer, &g_xinput_rumble_states[xplayer]) == ERROR_SUCCESS; } const rarch_joypad_driver_t winxinput_joypad = { winxinput_joypad_init, winxinput_joypad_query_pad, winxinput_joypad_destroy, winxinput_joypad_button, winxinput_joypad_axis, winxinput_joypad_poll, winxinput_joypad_rumble, winxinput_joypad_name, "winxinput", };