Mesen/Windows/XInputManager.cpp

78 lines
2.5 KiB
C++

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