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) 2011-2017 - 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>
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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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#ifdef HAVE_DINPUT
#include "dinput_joypad.h"
#endif
#if defined(__WINRT__)
#include <Xinput.h>
#endif
/* Check if the definitions do not already exist.
* Official and mingw xinput headers have different include guards.
* Windows 10 API version doesn't have an include guard at all and just uses #pragma once instead
*/
#if ((!_XINPUT_H_) && (!__WINE_XINPUT_H)) && !defined(__WINRT__)
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#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. */
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#define XINPUT_GAMEPAD_GUIDE 0x0400
#ifndef ERROR_DEVICE_NOT_CONNECTED
#define ERROR_DEVICE_NOT_CONNECTED 1167
#endif
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#ifdef HAVE_DINPUT
/* Due to 360 pads showing up under both XInput and DirectInput,
* and since we are going to have to pass through unhandled
* joypad numbers to DirectInput, 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 user number (0..3 inclusive) if it is.
*/
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extern int g_xinput_pad_indexes[MAX_USERS];
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extern bool g_xinput_block_pads;
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#endif
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#ifdef HAVE_DYNAMIC
/* For xinput1_n.dll */
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static dylib_t g_xinput_dll = NULL;
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#endif
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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*);
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_xinput_guide_button_supported = false;
static unsigned g_xinput_num_buttons = 0;
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typedef struct
{
XINPUT_STATE xstate;
bool connected;
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} xinput_joypad_state;
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static XINPUT_VIBRATION g_xinput_rumble_states[4];
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static xinput_joypad_state g_xinput_states[4];
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static INLINE int pad_index_to_xuser_index(unsigned pad)
{
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#ifdef HAVE_DINPUT
return g_xinput_pad_indexes[pad];
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#else
return pad < DEFAULT_MAX_PADS
&& g_xinput_states[pad].connected ? pad : -1;
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#endif
}
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/* Generic "XInput" instead of "Xbox 360", because there are
* some other non-xbox third party PC controllers.
*/
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static const char* const XBOX_CONTROLLER_NAMES[4] =
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{
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"XInput Controller (User 1)",
"XInput Controller (User 2)",
"XInput Controller (User 3)",
"XInput Controller (User 4)"
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};
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static const char* const XBOX_ONE_CONTROLLER_NAMES[4] =
{
"XBOX One Controller (User 1)",
"XBOX One Controller (User 2)",
"XBOX One Controller (User 3)",
"XBOX One Controller (User 4)"
};
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const char *xinput_joypad_name(unsigned pad)
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{
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int xuser = pad_index_to_xuser_index(pad);
#ifdef HAVE_DINPUT
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/* Use the real controller name for XBOX One controllers since
they are slightly different */
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if (xuser < 0)
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return dinput_joypad.name(pad);
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if (strstr(dinput_joypad.name(pad), "Xbox One For Windows"))
return XBOX_ONE_CONTROLLER_NAMES[xuser];
#endif
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if (xuser < 0)
return NULL;
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return XBOX_CONTROLLER_NAMES[xuser];
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}
#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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static bool load_xinput_dll(void)
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{
const char *version = "1.4";
/* 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 dylib_load's
* success anyway.
*/
g_xinput_dll = dylib_load("xinput1_4.dll");
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if (!g_xinput_dll)
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{
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g_xinput_dll = dylib_load("xinput1_3.dll");
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version = "1.3";
}
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if (!g_xinput_dll)
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{
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RARCH_ERR("[XInput]: Failed to load XInput, ensure DirectX and controller drivers are up to date.\n");
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return false;
}
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RARCH_LOG("[XInput]: Found XInput v%s.\n", version);
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return true;
}
#endif
static bool xinput_joypad_init(void *data)
{
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
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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memset(&g_xinput_states[i], 0, sizeof(xinput_joypad_state));
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/* Do a dummy poll to check which controllers are connected. */
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for (i = 0; i < 4; ++i)
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{
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g_xinput_states[i].connected = !(g_XInputGetStateEx(i, &dummy_state) == ERROR_DEVICE_NOT_CONNECTED);
if (g_xinput_states[i].connected)
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RARCH_LOG("[XInput]: Found controller, user #%u\n", i);
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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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RARCH_LOG("[XInput]: Pads connected: %d\n",
g_xinput_states[0].connected +
g_xinput_states[1].connected +
g_xinput_states[2].connected +
g_xinput_states[3].connected);
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#ifdef HAVE_DINPUT
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g_xinput_block_pads = true;
/* We're going to have to be buddies with dinput if we want to be able
* to use XInput and non-XInput controllers together. */
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if (!dinput_joypad.init(data))
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{
g_xinput_block_pads = false;
goto error;
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}
#endif
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for (j = 0; j < MAX_USERS; j++)
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{
if (xinput_joypad_name(j))
RARCH_LOG("[XInput]: Attempting autoconf for \"%s\", user #%u\n", xinput_joypad_name(j), j);
else
RARCH_LOG("[XInput]: Attempting autoconf for user #%u\n", j);
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if (pad_index_to_xuser_index(j) > -1)
{
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int32_t vid = 0;
int32_t pid = 0;
#ifdef HAVE_DINPUT
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int32_t dinput_index = 0;
bool success = dinput_joypad_get_vidpid_from_xinput_index((int32_t)pad_index_to_xuser_index(j), (int32_t*)&vid, (int32_t*)&pid,
(int32_t*)&dinput_index);
if (success)
RARCH_LOG("[XInput]: Found VID/PID (%04X/%04X) from DINPUT index %d for \"%s\", user #%u\n",
vid, pid, dinput_index, xinput_joypad_name(j), j);
#endif
input_autoconfigure_connect(
xinput_joypad_name(j),
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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;
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return true;
error:
/* non-hat button. */
g_xinput_num_buttons = g_xinput_guide_button_supported ? 11 : 10;
return false;
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}
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static bool xinput_joypad_query_pad(unsigned pad)
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{
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int xuser = pad_index_to_xuser_index(pad);
if (xuser > -1)
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return g_xinput_states[xuser].connected;
#ifdef HAVE_DINPUT
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return dinput_joypad.query_pad(pad);
#else
return false;
#endif
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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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memset(&g_xinput_states[i], 0, sizeof(xinput_joypad_state));
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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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#ifdef HAVE_DINPUT
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dinput_joypad.destroy();
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g_xinput_block_pads = false;
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#endif
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}
/* Buttons are provided by XInput as bits of a uint16.
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* Map from rarch button index (0..10) to a mask to
* bitwise-& the buttons against.
* dpad is handled seperately. */
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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
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};
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static bool xinput_joypad_button(unsigned port_num, uint16_t joykey)
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{
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uint16_t btn_word = 0;
unsigned hat_dir = 0;
int xuser = pad_index_to_xuser_index(port_num);
#ifdef HAVE_DINPUT
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if (xuser == -1)
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return dinput_joypad.button(port_num, joykey);
#endif
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if (!(g_xinput_states[xuser].connected))
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return false;
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btn_word = g_xinput_states[xuser].xstate.Gamepad.wButtons;
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hat_dir = GET_HAT_DIR(joykey);
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if (hat_dir)
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{
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switch (hat_dir)
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{
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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;
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}
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return false; /* hat requested and no hat button down. */
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}
if (joykey < g_xinput_num_buttons)
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return btn_word & button_index_to_bitmap_code[joykey];
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return false;
}
static int16_t xinput_joypad_axis (unsigned port_num, uint32_t joyaxis)
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{
int xuser;
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int16_t val = 0;
int axis = -1;
bool is_neg = false;
bool is_pos = false;
XINPUT_GAMEPAD* pad = NULL;
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if (joyaxis == AXIS_NONE)
return 0;
xuser = pad_index_to_xuser_index(port_num);
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#ifdef HAVE_DINPUT
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if (xuser == -1)
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return dinput_joypad.axis(port_num, joyaxis);
#endif
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if (!(g_xinput_states[xuser].connected))
return 0;
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/* triggers (axes 4,5) cannot be negative */
if (AXIS_NEG_GET(joyaxis) <= 3)
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{
axis = AXIS_NEG_GET(joyaxis);
is_neg = true;
}
else if (AXIS_POS_GET(joyaxis) <= 5)
{
axis = AXIS_POS_GET(joyaxis);
is_pos = true;
}
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pad = &(g_xinput_states[xuser].xstate.Gamepad);
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switch (axis)
{
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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;
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}
if (is_neg && val > 0)
val = 0;
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else if (is_pos && val < 0)
val = 0;
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/* Clamp to avoid overflow error. */
if (val == -32768)
val = -32767;
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return val;
}
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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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{
#ifdef HAVE_DINPUT
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if (g_xinput_states[i].connected)
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{
if (g_XInputGetStateEx && g_XInputGetStateEx(i,
&(g_xinput_states[i].xstate))
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== ERROR_DEVICE_NOT_CONNECTED)
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g_xinput_states[i].connected = false;
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}
#else
/* 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 */
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/* TODO: This may be bad for performance? */
bool new_connected = g_XInputGetStateEx && g_XInputGetStateEx(i, &(g_xinput_states[i].xstate)) != ERROR_DEVICE_NOT_CONNECTED;
if (new_connected != g_xinput_states[i].connected)
{
if (new_connected)
{
/* This is kinda ugly, but it's the same thing that dinput does */
xinput_joypad_destroy();
xinput_joypad_init(NULL);
return;
}
else
{
g_xinput_states[i].connected = new_connected;
}
}
#endif
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}
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#ifdef HAVE_DINPUT
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dinput_joypad.poll();
#endif
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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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{
#ifdef HAVE_DINPUT
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if (dinput_joypad.set_rumble)
return dinput_joypad.set_rumble(pad, effect, strength);
#endif
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return false;
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}
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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,
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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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};