RetroArch/360/xdk360_input.cpp
2012-01-08 01:12:05 +01:00

125 lines
3.2 KiB
C++

/* SSNES - A Super Ninteno Entertainment System (SNES) Emulator frontend for libsnes.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
* Copyright (C) 2011-2012 - Daniel De Matteis
*
* Some code herein may be based on code found in BSNES.
*
* SSNES 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.
*
* SSNES 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 SSNES.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdint.h>
#include <stdlib.h>
#include <xtl.h>
#include "../driver.h"
#include "../libsnes.hpp"
static XINPUT_STATE state[5];
static void xdk360_input_poll(void *data)
{
(void)data;
ZeroMemory(&state, sizeof(XINPUT_STATE));
for (unsigned i = 0; i < 5; i++)
XInputGetState(i, &state[i]);
}
static int16_t xdk360_input_state(void *data, const struct snes_keybind **binds,
bool port, unsigned device,
unsigned index, unsigned id)
{
(void)data;
(void)binds;
(void)index;
if (device != SNES_DEVICE_JOYPAD)
return 0;
unsigned player = 0;
if (port == SNES_PORT_2 && device == SNES_DEVICE_MULTITAP)
player = index + 1;
else if (port == SNES_PORT_2)
player = 1;
// Hardcoded binds.
uint64_t button;
switch (id)
{
case SNES_DEVICE_ID_JOYPAD_A:
button = XINPUT_GAMEPAD_B;
break;
case SNES_DEVICE_ID_JOYPAD_B:
button = XINPUT_GAMEPAD_A;
break;
case SNES_DEVICE_ID_JOYPAD_X:
button = XINPUT_GAMEPAD_Y;
break;
case SNES_DEVICE_ID_JOYPAD_Y:
button = XINPUT_GAMEPAD_X;
break;
case SNES_DEVICE_ID_JOYPAD_LEFT:
button = XINPUT_GAMEPAD_DPAD_LEFT;
break;
case SNES_DEVICE_ID_JOYPAD_RIGHT:
button = XINPUT_GAMEPAD_DPAD_RIGHT;
break;
case SNES_DEVICE_ID_JOYPAD_UP:
button = XINPUT_GAMEPAD_DPAD_UP;
break;
case SNES_DEVICE_ID_JOYPAD_DOWN:
button = XINPUT_GAMEPAD_DPAD_DOWN;
break;
case SNES_DEVICE_ID_JOYPAD_START:
button = XINPUT_GAMEPAD_START;
break;
case SNES_DEVICE_ID_JOYPAD_SELECT:
button = XINPUT_GAMEPAD_BACK;
break;
case SNES_DEVICE_ID_JOYPAD_L:
button = XINPUT_GAMEPAD_LEFT_SHOULDER;
break;
case SNES_DEVICE_ID_JOYPAD_R:
button = XINPUT_GAMEPAD_RIGHT_SHOULDER;
break;
default:
button = 0;
}
return (state[player].Gamepad.wButtons & button) ? 1 : 0;
}
static void xdk360_free_input(void *data)
{
(void)data;
}
static void* xdk360_input_init(void)
{
return (void*)-1;
}
static bool xdk360_key_pressed(void *data, int key)
{
(void)data;
(void)key;
return false;
}
const input_driver_t input_xdk360 = {
xdk360_input_init,
xdk360_input_poll,
xdk360_input_state,
xdk360_key_pressed,
xdk360_free_input,
"xdk360"};