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78 lines
2.5 KiB
C++
78 lines
2.5 KiB
C++
#include "stdafx.h"
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#include "XInputManager.h"
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#include "../Core/Console.h"
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#include "../Core/EmulationSettings.h"
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XInputManager::XInputManager(shared_ptr<Console> console)
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{
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_console = console;
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for(int i = 0; i < XUSER_MAX_COUNT; i++) {
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_gamePadStates.push_back(shared_ptr<XINPUT_STATE>(new XINPUT_STATE()));
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_gamePadConnected.push_back(true);
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}
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}
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void XInputManager::RefreshState()
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{
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XINPUT_STATE state;
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for(DWORD i = 0; i < XUSER_MAX_COUNT; i++) {
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if(_gamePadConnected[i]) {
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if(XInputGetState(i, &state) != ERROR_SUCCESS) {
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//XInputGetState is incredibly slow when no controller is plugged in
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ZeroMemory(_gamePadStates[i].get(), sizeof(XINPUT_STATE));
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_gamePadConnected[i] = false;
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} else {
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*_gamePadStates[i] = state;
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}
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}
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}
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}
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bool XInputManager::NeedToUpdate()
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{
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for(int i = 0; i < XUSER_MAX_COUNT; i++) {
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if(!_gamePadConnected[i]) {
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XINPUT_STATE state;
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if(XInputGetState(i, &state) == ERROR_SUCCESS) {
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return true;
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}
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}
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}
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return false;
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}
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void XInputManager::UpdateDeviceList()
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{
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//Periodically detect if a controller has been plugged in to allow controllers to be plugged in after the emu is started
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for(int i = 0; i < XUSER_MAX_COUNT; i++) {
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_gamePadConnected[i] = true;
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}
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}
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bool XInputManager::IsPressed(uint8_t gamepadPort, uint8_t button)
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{
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if(_gamePadConnected[gamepadPort]) {
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XINPUT_GAMEPAD &gamepad = _gamePadStates[gamepadPort]->Gamepad;
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if(button <= 16) {
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WORD xinputButton = 1 << (button - 1);
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return (_gamePadStates[gamepadPort]->Gamepad.wButtons & xinputButton) != 0;
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} else {
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double ratio = _console->GetSettings()->GetControllerDeadzoneRatio() * 2;
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switch(button) {
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case 17: return gamepad.bLeftTrigger > (XINPUT_GAMEPAD_TRIGGER_THRESHOLD * ratio);
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case 18: return gamepad.bRightTrigger > (XINPUT_GAMEPAD_TRIGGER_THRESHOLD * ratio);
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case 19: return gamepad.sThumbRY > (XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE * ratio);
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case 20: return gamepad.sThumbRY < -(XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE * ratio);
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case 21: return gamepad.sThumbRX < -(XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE * ratio);
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case 22: return gamepad.sThumbRX > (XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE * ratio);
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case 23: return gamepad.sThumbLY > (XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE * ratio);
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case 24: return gamepad.sThumbLY < -(XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE * ratio);
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case 25: return gamepad.sThumbLX < -(XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE * ratio);
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case 26: return gamepad.sThumbLX > (XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE * ratio);
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}
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}
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}
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return false;
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}
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