RetroArch/input/winxinput_joypad.c

421 lines
12 KiB
C

/* 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 <http://www.gnu.org/licenses/>.
*/
// 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 <stdlib.h>
#include <stddef.h>
#include <string.h>
// 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 0;
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",
};