RetroArch/input/drivers_joypad/xinput_joypad.c

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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2013-2015 - pinumbernumber
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* Copyright (C) 2011-2020 - Daniel De Matteis
*
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* 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/>.
*/
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/* 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.
**/
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#include <stdlib.h>
#include <stddef.h>
#include <string.h>
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#include <boolean.h>
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#include <retro_inline.h>
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#include <compat/strl.h>
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#include <dynamic/dylib.h>
#include <string/stdstring.h>
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#ifdef HAVE_CONFIG_H
#include "../../config.h"
#endif
#include "../../config.def.h"
#include "../../tasks/tasks_internal.h"
#include "../input_driver.h"
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#include "../../verbosity.h"
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#include "xinput_joypad.h"
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typedef struct
{
XINPUT_STATE xstate;
bool connected;
} xinput_joypad_state;
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/* Function pointer, to be assigned with dylib_proc */
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typedef uint32_t (__stdcall *XInputGetStateEx_t)(uint32_t, XINPUT_STATE*);
typedef uint32_t (__stdcall *XInputSetState_t)(uint32_t, XINPUT_VIBRATION*);
/* TODO/FIXME - static globals */
#ifdef HAVE_DYNAMIC
/* For xinput1_n.dll */
static dylib_t g_xinput_dll = NULL;
#endif
/* Guide button may or may not be available */
static bool g_xinput_guide_button_supported = false;
static unsigned g_xinput_num_buttons = 0;
static XInputSetState_t g_XInputSetState;
static XInputGetStateEx_t g_XInputGetStateEx;
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#ifdef _XBOX1
static XINPUT_FEEDBACK g_xinput_rumble_states[4];
#else
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static XINPUT_VIBRATION g_xinput_rumble_states[4];
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#endif
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static xinput_joypad_state g_xinput_states[4];
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/* 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
#ifndef _XBOX
,
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XINPUT_GAMEPAD_GUIDE
#endif
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};
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#include "xinput_joypad_inl.h"
static INLINE int pad_index_to_xuser_index(unsigned pad)
{
return pad < DEFAULT_MAX_PADS
&& g_xinput_states[pad].connected ? pad : -1;
}
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static const char *xinput_joypad_name(unsigned pad)
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{
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/* Generic 'XInput' instead of 'Xbox 360', because
* there are some other non-Xbox third party PC
* controllers */
static const char XBOX_CONTROLLER_NAME[] = "XInput Controller";
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if (pad_index_to_xuser_index(pad) < 0)
return NULL;
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/* On platforms without dinput support, no
* device-specific name is available
* > Have to use generic names instead */
return XBOX_CONTROLLER_NAME;
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}
static void *xinput_joypad_init(void *data)
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{
unsigned i, j;
XINPUT_STATE dummy_state;
#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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if (!g_xinput_dll)
if (!load_xinput_dll())
goto error;
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/* If we get here then an xinput DLL is correctly loaded.
* First try to load ordinal 100 (XInputGetStateEx).
*/
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g_XInputGetStateEx = (XInputGetStateEx_t)dylib_proc(
g_xinput_dll, (const char*)100);
#elif defined(__WINRT__)
/* XInputGetStateEx is not available on WinRT */
g_XInputGetStateEx = NULL;
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#else
g_XInputGetStateEx = (XInputGetStateEx_t)XInputGetStateEx;
#endif
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g_xinput_guide_button_supported = true;
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if (!g_XInputGetStateEx)
{
/* no ordinal 100. (Presumably a wrapper.) Load the ordinary
* XInputGetState, at the cost of losing guide button support.
*/
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g_xinput_guide_button_supported = false;
#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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g_XInputGetStateEx = (XInputGetStateEx_t)dylib_proc(
g_xinput_dll, "XInputGetState");
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#else
g_XInputGetStateEx = (XInputGetStateEx_t)XInputGetState;
#endif
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if (!g_XInputGetStateEx)
{
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RARCH_ERR("[XInput]: Failed to init: DLL is invalid or corrupt.\n");
#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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dylib_close(g_xinput_dll);
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#endif
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/* DLL was loaded but did not contain the correct function. */
goto error;
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}
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RARCH_WARN("[XInput]: No guide button support.\n");
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}
#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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g_XInputSetState = (XInputSetState_t)dylib_proc(
g_xinput_dll, "XInputSetState");
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#else
g_XInputSetState = (XInputSetState_t)XInputSetState;
#endif
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if (!g_XInputSetState)
{
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RARCH_ERR("[XInput]: Failed to init: DLL is invalid or corrupt.\n");
#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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dylib_close(g_xinput_dll);
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#endif
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goto error; /* DLL was loaded but did not contain the correct function. */
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}
/* Zero out the states. */
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for (i = 0; i < 4; ++i)
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{
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g_xinput_states[i].xstate.dwPacketNumber = 0;
g_xinput_states[i].xstate.Gamepad.wButtons = 0;
g_xinput_states[i].xstate.Gamepad.bLeftTrigger = 0;
g_xinput_states[i].xstate.Gamepad.bRightTrigger = 0;
g_xinput_states[i].xstate.Gamepad.sThumbLX = 0;
g_xinput_states[i].xstate.Gamepad.sThumbLY = 0;
g_xinput_states[i].xstate.Gamepad.sThumbRX = 0;
g_xinput_states[i].xstate.Gamepad.sThumbRY = 0;
g_xinput_states[i].connected =
!(g_XInputGetStateEx(i, &dummy_state) == ERROR_DEVICE_NOT_CONNECTED);
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}
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if ( (!g_xinput_states[0].connected) &&
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(!g_xinput_states[1].connected) &&
(!g_xinput_states[2].connected) &&
(!g_xinput_states[3].connected))
#ifdef __WINRT__
goto succeeded;
#else
goto error;
#endif
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for (j = 0; j < MAX_USERS; j++)
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{
const char *name = xinput_joypad_name(j);
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if (pad_index_to_xuser_index(j) > -1)
{
/* TODO/FIXME - fill in VID/PID? */
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int32_t vid = 0;
int32_t pid = 0;
input_autoconfigure_connect(
name,
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NULL,
xinput_joypad.ident,
j,
vid,
pid);
}
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}
#ifdef __WINRT__
succeeded:
#endif
/* non-hat button. */
g_xinput_num_buttons = g_xinput_guide_button_supported ? 11 : 10;
return (void*)-1;
error:
/* non-hat button. */
g_xinput_num_buttons = g_xinput_guide_button_supported ? 11 : 10;
return NULL;
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}
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static bool xinput_joypad_query_pad(unsigned pad)
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{
int xuser = pad_index_to_xuser_index(pad);
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if (xuser > -1)
return g_xinput_states[xuser].connected;
return false;
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}
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static void xinput_joypad_destroy(void)
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{
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unsigned i;
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for (i = 0; i < 4; ++i)
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{
g_xinput_states[i].xstate.dwPacketNumber = 0;
g_xinput_states[i].xstate.Gamepad.wButtons = 0;
g_xinput_states[i].xstate.Gamepad.bLeftTrigger = 0;
g_xinput_states[i].xstate.Gamepad.bRightTrigger = 0;
g_xinput_states[i].xstate.Gamepad.sThumbLX = 0;
g_xinput_states[i].xstate.Gamepad.sThumbLY = 0;
g_xinput_states[i].xstate.Gamepad.sThumbRX = 0;
g_xinput_states[i].xstate.Gamepad.sThumbRY = 0;
g_xinput_states[i].connected = false;
}
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#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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dylib_close(g_xinput_dll);
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g_xinput_dll = NULL;
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#endif
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g_XInputGetStateEx = NULL;
g_XInputSetState = NULL;
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}
static int32_t xinput_joypad_button(unsigned port, uint16_t joykey)
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{
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int xuser = pad_index_to_xuser_index(port);
uint16_t btn_word = 0;
xinput_joypad_state *state = &g_xinput_states[xuser];
if (!state->connected)
return 0;
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btn_word = state->xstate.Gamepad.wButtons;
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return xinput_joypad_button_state(xuser, btn_word, port, joykey);
}
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static int16_t xinput_joypad_axis(unsigned port, uint32_t joyaxis)
{
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int xuser = pad_index_to_xuser_index(port);
xinput_joypad_state *state = &g_xinput_states[xuser];
XINPUT_GAMEPAD *pad = &(state->xstate.Gamepad);
if (!state->connected)
return 0;
return xinput_joypad_axis_state(pad, port, joyaxis);
}
static int16_t xinput_joypad_state_func(
rarch_joypad_info_t *joypad_info,
const struct retro_keybind *binds,
unsigned port)
{
unsigned i;
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uint16_t btn_word;
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int16_t ret = 0;
uint16_t port_idx = joypad_info->joy_idx;
int xuser = pad_index_to_xuser_index(port_idx);
xinput_joypad_state *state = &g_xinput_states[xuser];
XINPUT_GAMEPAD *pad = &state->xstate.Gamepad;
if (!state->connected)
return 0;
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btn_word = state->xstate.Gamepad.wButtons;
for (i = 0; i < RARCH_FIRST_CUSTOM_BIND; i++)
{
/* Auto-binds are per joypad, not per user. */
const uint64_t joykey = (binds[i].joykey != NO_BTN)
? binds[i].joykey : joypad_info->auto_binds[i].joykey;
const uint32_t joyaxis = (binds[i].joyaxis != AXIS_NONE)
? binds[i].joyaxis : joypad_info->auto_binds[i].joyaxis;
if (
(uint16_t)joykey != NO_BTN
&& xinput_joypad_button_state(
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xuser, btn_word, port_idx, (uint16_t)joykey))
ret |= ( 1 << i);
else if (joyaxis != AXIS_NONE &&
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((float)abs(xinput_joypad_axis_state(pad, port_idx, joyaxis))
/ 0x8000) > joypad_info->axis_threshold)
ret |= (1 << i);
}
return ret;
}
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static void xinput_joypad_poll(void)
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{
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unsigned i;
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for (i = 0; i < 4; ++i)
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{
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xinput_joypad_state
*state = &g_xinput_states[i];
DWORD status = g_XInputGetStateEx(i, &state->xstate);
bool success = status == ERROR_SUCCESS;
bool new_connected = status != ERROR_DEVICE_NOT_CONNECTED;
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if (new_connected != state->connected)
{
/* Normally, dinput handles device insertion/removal for us, but
* since dinput is not available on UWP we have to do it ourselves */
/* Also note that on UWP, the controllers are not available on startup
* and are instead 'plugged in' a moment later because Microsoft reasons */
/* TODO: This may be bad for performance? */
if (new_connected)
{
/* This is kinda ugly, but it's the same thing that dinput does */
xinput_joypad_destroy();
xinput_joypad_init(NULL);
return;
}
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state->connected = new_connected;
if (!success)
input_autoconfigure_disconnect(i, xinput_joypad_name(i));
}
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}
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}
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static bool xinput_joypad_rumble(unsigned pad,
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enum retro_rumble_effect effect, uint16_t strength)
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{
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int xuser = pad_index_to_xuser_index(pad);
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if (xuser == -1)
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return false;
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/* Consider the low frequency (left) motor the "strong" one. */
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if (effect == RETRO_RUMBLE_STRONG)
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g_xinput_rumble_states[xuser].wLeftMotorSpeed = strength;
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else if (effect == RETRO_RUMBLE_WEAK)
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g_xinput_rumble_states[xuser].wRightMotorSpeed = strength;
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if (!g_XInputSetState)
return false;
return (g_XInputSetState(xuser, &g_xinput_rumble_states[xuser])
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== 0);
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}
input_device_driver_t xinput_joypad = {
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xinput_joypad_init,
xinput_joypad_query_pad,
xinput_joypad_destroy,
xinput_joypad_button,
xinput_joypad_state_func,
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NULL,
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xinput_joypad_axis,
xinput_joypad_poll,
xinput_joypad_rumble,
xinput_joypad_name,
"xinput",
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};