mirror of
https://github.com/libretro/RetroArch.git
synced 2025-02-17 16:10:29 +00:00
Fix linebreak encoding in winxinput.
This commit is contained in:
parent
cb6d1ce7b8
commit
3f82743d06
@ -1,418 +1,418 @@
|
||||
/* RetroArch - A frontend for libretro.
|
||||
* Copyright (C) 2013 - pinumbernumber
|
||||
*
|
||||
* 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/>.
|
||||
*/
|
||||
|
||||
// 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.
|
||||
#include "input_common.h"
|
||||
|
||||
#include "../general.h"
|
||||
#include "../boolean.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stddef.h>
|
||||
#include <string.h>
|
||||
|
||||
// Check the definitions do not already exist.
|
||||
// Official and mingw xinput headers have different include guards
|
||||
#if ((!_XINPUT_H_) && (!__WINE_XINPUT_H))
|
||||
|
||||
#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
|
||||
#define XINPUT_GAMEPAD_GUIDE 0x0400
|
||||
|
||||
#ifndef ERROR_DEVICE_NOT_CONNECTED
|
||||
#define ERROR_DEVICE_NOT_CONNECTED 1167
|
||||
#endif
|
||||
|
||||
#ifndef HAVE_DINPUT
|
||||
#error Cannot compile xinput without dinput.
|
||||
#endif
|
||||
|
||||
// Due to 360 pads showing up under both XI and DI, and since we are going
|
||||
// to have to pass through unhandled joypad numbers to DI, 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 player number (0..3 inclusive) if it is.
|
||||
extern int g_xinput_pad_indexes[MAX_PLAYERS];
|
||||
extern bool g_xinput_block_pads;
|
||||
|
||||
// For xinput1_3.dll
|
||||
static HINSTANCE g_winxinput_dll;
|
||||
|
||||
// Function pointer, to be assigned with GetProcAddress
|
||||
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_winxinput_guide_button_supported;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
XINPUT_STATE xstate;
|
||||
bool connected;
|
||||
} winxinput_joypad_state;
|
||||
|
||||
static XINPUT_VIBRATION g_xinput_rumble_states[4];
|
||||
|
||||
static winxinput_joypad_state g_winxinput_states[4];
|
||||
|
||||
static inline int pad_index_to_xplayer_index(unsigned pad)
|
||||
{
|
||||
return g_xinput_pad_indexes[pad];
|
||||
}
|
||||
|
||||
// Generic "XInput" instead of "Xbox 360", because there are
|
||||
// some other non-xbox third party PC controllers.
|
||||
static const char* const XBOX_CONTROLLER_NAMES[4] =
|
||||
{
|
||||
"XInput Controller (Player 1)",
|
||||
"XInput Controller (Player 2)",
|
||||
"XInput Controller (Player 3)",
|
||||
"XInput Controller (Player 4)"
|
||||
};
|
||||
|
||||
const char* winxinput_joypad_name (unsigned pad)
|
||||
{
|
||||
int xplayer = pad_index_to_xplayer_index(pad);
|
||||
|
||||
if (xplayer < 0)
|
||||
return dinput_joypad.name(pad);
|
||||
else
|
||||
// TODO: Different name if disconnected?
|
||||
return XBOX_CONTROLLER_NAMES[xplayer];
|
||||
}
|
||||
|
||||
|
||||
|
||||
static bool winxinput_joypad_init(void)
|
||||
{
|
||||
g_winxinput_dll = NULL;
|
||||
|
||||
// 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 LoadLibrary's
|
||||
// success anyway.
|
||||
|
||||
const char *version = "1.4";
|
||||
g_winxinput_dll = LoadLibrary("xinput1_4.dll"); // Using dylib_* complicates building joyconfig.
|
||||
if (!g_winxinput_dll)
|
||||
{
|
||||
g_winxinput_dll = LoadLibrary("xinput1_3.dll");
|
||||
version = "1.3";
|
||||
}
|
||||
|
||||
if (!g_winxinput_dll)
|
||||
{
|
||||
RARCH_ERR("Failed to load XInput, ensure DirectX and controller drivers are up to date.\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
RARCH_LOG("Found XInput v%s.\n", version);
|
||||
|
||||
// If we get here then an xinput DLL is correctly loaded.
|
||||
// First try to load ordinal 100 (XInputGetStateEx).
|
||||
g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, (const char*)100);
|
||||
g_winxinput_guide_button_supported = true;
|
||||
|
||||
if (!g_XInputGetStateEx)
|
||||
{
|
||||
// no ordinal 100. (Presumably a wrapper.) Load the ordinary
|
||||
// XInputGetState, at the cost of losing guide button support.
|
||||
g_winxinput_guide_button_supported = false;
|
||||
g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, "XInputGetState");
|
||||
if (!g_XInputGetStateEx)
|
||||
{
|
||||
RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n");
|
||||
FreeLibrary(g_winxinput_dll);
|
||||
return false; // DLL was loaded but did not contain the correct function.
|
||||
}
|
||||
RARCH_WARN("XInput: No guide button support.\n");
|
||||
}
|
||||
|
||||
g_XInputSetState = (XInputSetState_t) GetProcAddress(g_winxinput_dll, "XInputSetState");
|
||||
if (!g_XInputSetState)
|
||||
{
|
||||
RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n");
|
||||
FreeLibrary(g_winxinput_dll);
|
||||
return false; // DLL was loaded but did not contain the correct function.
|
||||
}
|
||||
|
||||
// Zero out the states
|
||||
for (unsigned i = 0; i < 4; ++i)
|
||||
memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));
|
||||
|
||||
// Do a dummy poll to check which controllers are connected.
|
||||
XINPUT_STATE dummy_state;
|
||||
for (unsigned i = 0; i < 4; ++i)
|
||||
{
|
||||
g_winxinput_states[i].connected = !(g_XInputGetStateEx(i, &dummy_state) == ERROR_DEVICE_NOT_CONNECTED);
|
||||
if (g_winxinput_states[i].connected)
|
||||
RARCH_LOG("Found XInput controller, player #%u\n", i);
|
||||
}
|
||||
|
||||
if ((!g_winxinput_states[0].connected) &&
|
||||
(!g_winxinput_states[1].connected) &&
|
||||
(!g_winxinput_states[2].connected) &&
|
||||
(!g_winxinput_states[3].connected))
|
||||
return false;
|
||||
|
||||
g_xinput_block_pads = true;
|
||||
|
||||
// We're going to have to be buddies with dinput if we want to be able
|
||||
// to use XI and non-XI controllers together.
|
||||
if (!dinput_joypad.init())
|
||||
{
|
||||
g_xinput_block_pads = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
for (unsigned autoconf_pad = 0; autoconf_pad < MAX_PLAYERS; autoconf_pad++)
|
||||
{
|
||||
if (pad_index_to_xplayer_index(autoconf_pad) > -1)
|
||||
{
|
||||
strlcpy(g_settings.input.device_names[autoconf_pad], winxinput_joypad_name(autoconf_pad), sizeof(g_settings.input.device_names[autoconf_pad]));
|
||||
input_config_autoconfigure_joypad(autoconf_pad, winxinput_joypad_name(autoconf_pad), winxinput_joypad.ident);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
static bool winxinput_joypad_query_pad(unsigned pad)
|
||||
{
|
||||
int xplayer = pad_index_to_xplayer_index(pad);
|
||||
if (xplayer > -1)
|
||||
return g_winxinput_states[xplayer].connected;
|
||||
else
|
||||
return dinput_joypad.query_pad(pad);
|
||||
}
|
||||
|
||||
static void winxinput_joypad_destroy(void)
|
||||
{
|
||||
for (unsigned i = 0; i < 4; ++i)
|
||||
memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));
|
||||
|
||||
FreeLibrary(g_winxinput_dll);
|
||||
g_winxinput_dll = NULL;
|
||||
g_XInputGetStateEx = NULL;
|
||||
|
||||
dinput_joypad.destroy();
|
||||
g_xinput_block_pads = false;
|
||||
}
|
||||
|
||||
// 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,
|
||||
XINPUT_GAMEPAD_GUIDE
|
||||
};
|
||||
|
||||
static bool winxinput_joypad_button (unsigned port_num, uint16_t joykey)
|
||||
{
|
||||
if (joykey == NO_BTN)
|
||||
return false;
|
||||
|
||||
int xplayer = pad_index_to_xplayer_index(port_num);
|
||||
if (xplayer == -1)
|
||||
return dinput_joypad.button(port_num, joykey);
|
||||
|
||||
if (!(g_winxinput_states[xplayer].connected))
|
||||
return false;
|
||||
|
||||
//return false;
|
||||
|
||||
uint16_t btn_word = g_winxinput_states[xplayer].xstate.Gamepad.wButtons;
|
||||
|
||||
if (GET_HAT_DIR(joykey))
|
||||
{
|
||||
switch (GET_HAT_DIR(joykey))
|
||||
{
|
||||
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;
|
||||
}
|
||||
return false; // hat requested and no hat button down
|
||||
}
|
||||
else
|
||||
{
|
||||
// non-hat button
|
||||
unsigned num_buttons = g_winxinput_guide_button_supported ? 11 : 10;
|
||||
|
||||
if (joykey < num_buttons)
|
||||
return btn_word & button_index_to_bitmap_code[joykey];
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static int16_t winxinput_joypad_axis (unsigned port_num, uint32_t joyaxis)
|
||||
{
|
||||
if (joyaxis == AXIS_NONE)
|
||||
return 0;
|
||||
|
||||
int xplayer = pad_index_to_xplayer_index(port_num);
|
||||
|
||||
if (xplayer == -1)
|
||||
return dinput_joypad.axis(port_num, joyaxis);
|
||||
|
||||
if (!(g_winxinput_states[xplayer].connected))
|
||||
return false;
|
||||
|
||||
int16_t val = 0;
|
||||
int axis = -1;
|
||||
|
||||
bool is_neg = false;
|
||||
bool is_pos = false;
|
||||
|
||||
if (AXIS_NEG_GET(joyaxis) <= 3) // triggers (axes 4,5) cannot be negative
|
||||
{
|
||||
axis = AXIS_NEG_GET(joyaxis);
|
||||
is_neg = true;
|
||||
}
|
||||
else if (AXIS_POS_GET(joyaxis) <= 5)
|
||||
{
|
||||
axis = AXIS_POS_GET(joyaxis);
|
||||
is_pos = true;
|
||||
}
|
||||
|
||||
XINPUT_GAMEPAD* pad = &(g_winxinput_states[xplayer].xstate.Gamepad);
|
||||
|
||||
switch (axis)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
if (is_neg && val > 0)
|
||||
val = 0;
|
||||
else if (is_pos && val < 0)
|
||||
val = 0;
|
||||
|
||||
// Clamp to avoid overflow error
|
||||
if (val == -32768)
|
||||
val = -32767;
|
||||
|
||||
return val;
|
||||
}
|
||||
|
||||
static void winxinput_joypad_poll(void)
|
||||
{
|
||||
for (unsigned i = 0; i < 4; ++i)
|
||||
if (g_winxinput_states[i].connected)
|
||||
if (g_XInputGetStateEx(i, &(g_winxinput_states[i].xstate)) == ERROR_DEVICE_NOT_CONNECTED)
|
||||
g_winxinput_states[i].connected = false;
|
||||
|
||||
dinput_joypad.poll();
|
||||
}
|
||||
|
||||
static bool winxinput_joypad_rumble(unsigned pad, enum retro_rumble_effect effect, uint16_t strength)
|
||||
{
|
||||
int xplayer = pad_index_to_xplayer_index(pad);
|
||||
if (xplayer == -1)
|
||||
{
|
||||
if (dinput_joypad.set_rumble)
|
||||
return dinput_joypad.set_rumble(pad, effect, strength);
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Consider the low frequency (left) motor the "strong" one.
|
||||
if (effect == RETRO_RUMBLE_STRONG)
|
||||
g_xinput_rumble_states[xplayer].wLeftMotorSpeed = strength;
|
||||
else if (effect == RETRO_RUMBLE_WEAK)
|
||||
g_xinput_rumble_states[xplayer].wRightMotorSpeed = strength;
|
||||
|
||||
return g_XInputSetState(xplayer, &g_xinput_rumble_states[xplayer]) == ERROR_SUCCESS;
|
||||
}
|
||||
|
||||
const rarch_joypad_driver_t winxinput_joypad = {
|
||||
winxinput_joypad_init,
|
||||
winxinput_joypad_query_pad,
|
||||
winxinput_joypad_destroy,
|
||||
winxinput_joypad_button,
|
||||
winxinput_joypad_axis,
|
||||
winxinput_joypad_poll,
|
||||
winxinput_joypad_rumble,
|
||||
winxinput_joypad_name,
|
||||
"winxinput",
|
||||
};
|
||||
/* RetroArch - A frontend for libretro.
|
||||
* Copyright (C) 2013 - pinumbernumber
|
||||
*
|
||||
* 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/>.
|
||||
*/
|
||||
|
||||
// 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.
|
||||
#include "input_common.h"
|
||||
|
||||
#include "../general.h"
|
||||
#include "../boolean.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stddef.h>
|
||||
#include <string.h>
|
||||
|
||||
// Check the definitions do not already exist.
|
||||
// Official and mingw xinput headers have different include guards
|
||||
#if ((!_XINPUT_H_) && (!__WINE_XINPUT_H))
|
||||
|
||||
#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
|
||||
#define XINPUT_GAMEPAD_GUIDE 0x0400
|
||||
|
||||
#ifndef ERROR_DEVICE_NOT_CONNECTED
|
||||
#define ERROR_DEVICE_NOT_CONNECTED 1167
|
||||
#endif
|
||||
|
||||
#ifndef HAVE_DINPUT
|
||||
#error Cannot compile xinput without dinput.
|
||||
#endif
|
||||
|
||||
// Due to 360 pads showing up under both XI and DI, and since we are going
|
||||
// to have to pass through unhandled joypad numbers to DI, 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 player number (0..3 inclusive) if it is.
|
||||
extern int g_xinput_pad_indexes[MAX_PLAYERS];
|
||||
extern bool g_xinput_block_pads;
|
||||
|
||||
// For xinput1_3.dll
|
||||
static HINSTANCE g_winxinput_dll;
|
||||
|
||||
// Function pointer, to be assigned with GetProcAddress
|
||||
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_winxinput_guide_button_supported;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
XINPUT_STATE xstate;
|
||||
bool connected;
|
||||
} winxinput_joypad_state;
|
||||
|
||||
static XINPUT_VIBRATION g_xinput_rumble_states[4];
|
||||
|
||||
static winxinput_joypad_state g_winxinput_states[4];
|
||||
|
||||
static inline int pad_index_to_xplayer_index(unsigned pad)
|
||||
{
|
||||
return g_xinput_pad_indexes[pad];
|
||||
}
|
||||
|
||||
// Generic "XInput" instead of "Xbox 360", because there are
|
||||
// some other non-xbox third party PC controllers.
|
||||
static const char* const XBOX_CONTROLLER_NAMES[4] =
|
||||
{
|
||||
"XInput Controller (Player 1)",
|
||||
"XInput Controller (Player 2)",
|
||||
"XInput Controller (Player 3)",
|
||||
"XInput Controller (Player 4)"
|
||||
};
|
||||
|
||||
const char* winxinput_joypad_name (unsigned pad)
|
||||
{
|
||||
int xplayer = pad_index_to_xplayer_index(pad);
|
||||
|
||||
if (xplayer < 0)
|
||||
return dinput_joypad.name(pad);
|
||||
else
|
||||
// TODO: Different name if disconnected?
|
||||
return XBOX_CONTROLLER_NAMES[xplayer];
|
||||
}
|
||||
|
||||
|
||||
|
||||
static bool winxinput_joypad_init(void)
|
||||
{
|
||||
g_winxinput_dll = NULL;
|
||||
|
||||
// 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 LoadLibrary's
|
||||
// success anyway.
|
||||
|
||||
const char *version = "1.4";
|
||||
g_winxinput_dll = LoadLibrary("xinput1_4.dll"); // Using dylib_* complicates building joyconfig.
|
||||
if (!g_winxinput_dll)
|
||||
{
|
||||
g_winxinput_dll = LoadLibrary("xinput1_3.dll");
|
||||
version = "1.3";
|
||||
}
|
||||
|
||||
if (!g_winxinput_dll)
|
||||
{
|
||||
RARCH_ERR("Failed to load XInput, ensure DirectX and controller drivers are up to date.\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
RARCH_LOG("Found XInput v%s.\n", version);
|
||||
|
||||
// If we get here then an xinput DLL is correctly loaded.
|
||||
// First try to load ordinal 100 (XInputGetStateEx).
|
||||
g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, (const char*)100);
|
||||
g_winxinput_guide_button_supported = true;
|
||||
|
||||
if (!g_XInputGetStateEx)
|
||||
{
|
||||
// no ordinal 100. (Presumably a wrapper.) Load the ordinary
|
||||
// XInputGetState, at the cost of losing guide button support.
|
||||
g_winxinput_guide_button_supported = false;
|
||||
g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, "XInputGetState");
|
||||
if (!g_XInputGetStateEx)
|
||||
{
|
||||
RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n");
|
||||
FreeLibrary(g_winxinput_dll);
|
||||
return false; // DLL was loaded but did not contain the correct function.
|
||||
}
|
||||
RARCH_WARN("XInput: No guide button support.\n");
|
||||
}
|
||||
|
||||
g_XInputSetState = (XInputSetState_t) GetProcAddress(g_winxinput_dll, "XInputSetState");
|
||||
if (!g_XInputSetState)
|
||||
{
|
||||
RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n");
|
||||
FreeLibrary(g_winxinput_dll);
|
||||
return false; // DLL was loaded but did not contain the correct function.
|
||||
}
|
||||
|
||||
// Zero out the states
|
||||
for (unsigned i = 0; i < 4; ++i)
|
||||
memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));
|
||||
|
||||
// Do a dummy poll to check which controllers are connected.
|
||||
XINPUT_STATE dummy_state;
|
||||
for (unsigned i = 0; i < 4; ++i)
|
||||
{
|
||||
g_winxinput_states[i].connected = !(g_XInputGetStateEx(i, &dummy_state) == ERROR_DEVICE_NOT_CONNECTED);
|
||||
if (g_winxinput_states[i].connected)
|
||||
RARCH_LOG("Found XInput controller, player #%u\n", i);
|
||||
}
|
||||
|
||||
if ((!g_winxinput_states[0].connected) &&
|
||||
(!g_winxinput_states[1].connected) &&
|
||||
(!g_winxinput_states[2].connected) &&
|
||||
(!g_winxinput_states[3].connected))
|
||||
return false;
|
||||
|
||||
g_xinput_block_pads = true;
|
||||
|
||||
// We're going to have to be buddies with dinput if we want to be able
|
||||
// to use XI and non-XI controllers together.
|
||||
if (!dinput_joypad.init())
|
||||
{
|
||||
g_xinput_block_pads = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
for (unsigned autoconf_pad = 0; autoconf_pad < MAX_PLAYERS; autoconf_pad++)
|
||||
{
|
||||
if (pad_index_to_xplayer_index(autoconf_pad) > -1)
|
||||
{
|
||||
strlcpy(g_settings.input.device_names[autoconf_pad], winxinput_joypad_name(autoconf_pad), sizeof(g_settings.input.device_names[autoconf_pad]));
|
||||
input_config_autoconfigure_joypad(autoconf_pad, winxinput_joypad_name(autoconf_pad), winxinput_joypad.ident);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
static bool winxinput_joypad_query_pad(unsigned pad)
|
||||
{
|
||||
int xplayer = pad_index_to_xplayer_index(pad);
|
||||
if (xplayer > -1)
|
||||
return g_winxinput_states[xplayer].connected;
|
||||
else
|
||||
return dinput_joypad.query_pad(pad);
|
||||
}
|
||||
|
||||
static void winxinput_joypad_destroy(void)
|
||||
{
|
||||
for (unsigned i = 0; i < 4; ++i)
|
||||
memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));
|
||||
|
||||
FreeLibrary(g_winxinput_dll);
|
||||
g_winxinput_dll = NULL;
|
||||
g_XInputGetStateEx = NULL;
|
||||
|
||||
dinput_joypad.destroy();
|
||||
g_xinput_block_pads = false;
|
||||
}
|
||||
|
||||
// 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,
|
||||
XINPUT_GAMEPAD_GUIDE
|
||||
};
|
||||
|
||||
static bool winxinput_joypad_button (unsigned port_num, uint16_t joykey)
|
||||
{
|
||||
if (joykey == NO_BTN)
|
||||
return false;
|
||||
|
||||
int xplayer = pad_index_to_xplayer_index(port_num);
|
||||
if (xplayer == -1)
|
||||
return dinput_joypad.button(port_num, joykey);
|
||||
|
||||
if (!(g_winxinput_states[xplayer].connected))
|
||||
return false;
|
||||
|
||||
//return false;
|
||||
|
||||
uint16_t btn_word = g_winxinput_states[xplayer].xstate.Gamepad.wButtons;
|
||||
|
||||
if (GET_HAT_DIR(joykey))
|
||||
{
|
||||
switch (GET_HAT_DIR(joykey))
|
||||
{
|
||||
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;
|
||||
}
|
||||
return false; // hat requested and no hat button down
|
||||
}
|
||||
else
|
||||
{
|
||||
// non-hat button
|
||||
unsigned num_buttons = g_winxinput_guide_button_supported ? 11 : 10;
|
||||
|
||||
if (joykey < num_buttons)
|
||||
return btn_word & button_index_to_bitmap_code[joykey];
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
static int16_t winxinput_joypad_axis (unsigned port_num, uint32_t joyaxis)
|
||||
{
|
||||
if (joyaxis == AXIS_NONE)
|
||||
return 0;
|
||||
|
||||
int xplayer = pad_index_to_xplayer_index(port_num);
|
||||
|
||||
if (xplayer == -1)
|
||||
return dinput_joypad.axis(port_num, joyaxis);
|
||||
|
||||
if (!(g_winxinput_states[xplayer].connected))
|
||||
return false;
|
||||
|
||||
int16_t val = 0;
|
||||
int axis = -1;
|
||||
|
||||
bool is_neg = false;
|
||||
bool is_pos = false;
|
||||
|
||||
if (AXIS_NEG_GET(joyaxis) <= 3) // triggers (axes 4,5) cannot be negative
|
||||
{
|
||||
axis = AXIS_NEG_GET(joyaxis);
|
||||
is_neg = true;
|
||||
}
|
||||
else if (AXIS_POS_GET(joyaxis) <= 5)
|
||||
{
|
||||
axis = AXIS_POS_GET(joyaxis);
|
||||
is_pos = true;
|
||||
}
|
||||
|
||||
XINPUT_GAMEPAD* pad = &(g_winxinput_states[xplayer].xstate.Gamepad);
|
||||
|
||||
switch (axis)
|
||||
{
|
||||
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;
|
||||
}
|
||||
|
||||
if (is_neg && val > 0)
|
||||
val = 0;
|
||||
else if (is_pos && val < 0)
|
||||
val = 0;
|
||||
|
||||
// Clamp to avoid overflow error
|
||||
if (val == -32768)
|
||||
val = -32767;
|
||||
|
||||
return val;
|
||||
}
|
||||
|
||||
static void winxinput_joypad_poll(void)
|
||||
{
|
||||
for (unsigned i = 0; i < 4; ++i)
|
||||
if (g_winxinput_states[i].connected)
|
||||
if (g_XInputGetStateEx(i, &(g_winxinput_states[i].xstate)) == ERROR_DEVICE_NOT_CONNECTED)
|
||||
g_winxinput_states[i].connected = false;
|
||||
|
||||
dinput_joypad.poll();
|
||||
}
|
||||
|
||||
static bool winxinput_joypad_rumble(unsigned pad, enum retro_rumble_effect effect, uint16_t strength)
|
||||
{
|
||||
int xplayer = pad_index_to_xplayer_index(pad);
|
||||
if (xplayer == -1)
|
||||
{
|
||||
if (dinput_joypad.set_rumble)
|
||||
return dinput_joypad.set_rumble(pad, effect, strength);
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// Consider the low frequency (left) motor the "strong" one.
|
||||
if (effect == RETRO_RUMBLE_STRONG)
|
||||
g_xinput_rumble_states[xplayer].wLeftMotorSpeed = strength;
|
||||
else if (effect == RETRO_RUMBLE_WEAK)
|
||||
g_xinput_rumble_states[xplayer].wRightMotorSpeed = strength;
|
||||
|
||||
return g_XInputSetState(xplayer, &g_xinput_rumble_states[xplayer]) == ERROR_SUCCESS;
|
||||
}
|
||||
|
||||
const rarch_joypad_driver_t winxinput_joypad = {
|
||||
winxinput_joypad_init,
|
||||
winxinput_joypad_query_pad,
|
||||
winxinput_joypad_destroy,
|
||||
winxinput_joypad_button,
|
||||
winxinput_joypad_axis,
|
||||
winxinput_joypad_poll,
|
||||
winxinput_joypad_rumble,
|
||||
winxinput_joypad_name,
|
||||
"winxinput",
|
||||
};
|
||||
|
Loading…
x
Reference in New Issue
Block a user