mirror of
https://github.com/libretro/RetroArch.git
synced 2024-11-30 19:50:24 +00:00
63153620a7
but still have dylib support
401 lines
12 KiB
C
401 lines
12 KiB
C
/* 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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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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/* Support 360 controllers on Windows.
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* Said controllers do show under DInput but they have limitations in this mode;
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* The triggers are combined rather than seperate and it is not possible to use
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* the guide button.
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*
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* Some wrappers for other controllers also simulate xinput (as it is easier to implement)
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* so this may be useful for those also.
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**/
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#include <stdlib.h>
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#include <stddef.h>
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#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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#include <string/stdstring.h>
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#ifdef HAVE_CONFIG_H
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#include "../../config.h"
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#endif
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#include "../../config.def.h"
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#include "../../tasks/tasks_internal.h"
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#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
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{
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XINPUT_STATE xstate;
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bool connected;
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} 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*);
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typedef uint32_t (__stdcall *XInputSetState_t)(uint32_t, XINPUT_VIBRATION*);
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/* TODO/FIXME - static globals */
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#if defined(HAVE_DYLIB) && !defined(__WINRT__)
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/* For xinput1_n.dll */
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static dylib_t g_xinput_dll = NULL;
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#endif
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/* Guide button may or may not be available */
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static bool g_xinput_guide_button_supported = false;
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static unsigned g_xinput_num_buttons = 0;
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static XInputSetState_t g_XInputSetState;
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static XInputGetStateEx_t g_XInputGetStateEx;
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#ifdef _XBOX1
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static XINPUT_FEEDBACK g_xinput_rumble_states[4];
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#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.
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* Map from rarch button index (0..10) to a mask to
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* bitwise-& the buttons against.
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* dpad is handled seperately. */
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static const uint16_t button_index_to_bitmap_code[] = {
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XINPUT_GAMEPAD_A,
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XINPUT_GAMEPAD_B,
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XINPUT_GAMEPAD_X,
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XINPUT_GAMEPAD_Y,
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XINPUT_GAMEPAD_LEFT_SHOULDER,
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XINPUT_GAMEPAD_RIGHT_SHOULDER,
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XINPUT_GAMEPAD_START,
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XINPUT_GAMEPAD_BACK,
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XINPUT_GAMEPAD_LEFT_THUMB,
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XINPUT_GAMEPAD_RIGHT_THUMB
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#ifndef _XBOX
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,
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XINPUT_GAMEPAD_GUIDE
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#endif
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};
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#include "xinput_joypad_inl.h"
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static INLINE int pad_index_to_xuser_index(unsigned pad)
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{
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return pad < DEFAULT_MAX_PADS
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&& g_xinput_states[pad].connected ? pad : -1;
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}
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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
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* there are some other non-Xbox third party PC
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* controllers */
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static const char XBOX_CONTROLLER_NAME[] = "XInput Controller";
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if (pad_index_to_xuser_index(pad) < 0)
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return NULL;
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/* On platforms without dinput support, no
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* device-specific name is available
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* > Have to use generic names instead */
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return XBOX_CONTROLLER_NAME;
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}
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static void *xinput_joypad_init(void *data)
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{
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unsigned i, j;
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XINPUT_STATE dummy_state;
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#if defined(HAVE_DYLIB) && !defined(__WINRT__)
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if (!g_xinput_dll)
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if (!load_xinput_dll())
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goto error;
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/* If we get here then an xinput DLL is correctly loaded.
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* First try to load ordinal 100 (XInputGetStateEx).
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*/
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g_XInputGetStateEx = (XInputGetStateEx_t)dylib_proc(
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g_xinput_dll, (const char*)100);
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#elif defined(__WINRT__)
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/* XInputGetStateEx is not available on WinRT */
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g_XInputGetStateEx = NULL;
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#else
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g_XInputGetStateEx = (XInputGetStateEx_t)XInputGetStateEx;
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#endif
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g_xinput_guide_button_supported = true;
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if (!g_XInputGetStateEx)
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{
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/* no ordinal 100. (Presumably a wrapper.) Load the ordinary
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* XInputGetState, at the cost of losing guide button support.
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*/
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g_xinput_guide_button_supported = false;
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#if defined(HAVE_DYLIB) && !defined(__WINRT__)
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g_XInputGetStateEx = (XInputGetStateEx_t)dylib_proc(
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g_xinput_dll, "XInputGetState");
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#else
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g_XInputGetStateEx = (XInputGetStateEx_t)XInputGetState;
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#endif
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if (!g_XInputGetStateEx)
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{
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RARCH_ERR("[XInput]: Failed to init: DLL is invalid or corrupt.\n");
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#if defined(HAVE_DYLIB) && !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. */
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goto error;
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}
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RARCH_WARN("[XInput]: No guide button support.\n");
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}
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#if defined(HAVE_DYLIB) && !defined(__WINRT__)
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g_XInputSetState = (XInputSetState_t)dylib_proc(
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g_xinput_dll, "XInputSetState");
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#else
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g_XInputSetState = (XInputSetState_t)XInputSetState;
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#endif
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if (!g_XInputSetState)
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{
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RARCH_ERR("[XInput]: Failed to init: DLL is invalid or corrupt.\n");
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#if defined(HAVE_DYLIB) && !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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}
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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;
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g_xinput_states[i].xstate.Gamepad.wButtons = 0;
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g_xinput_states[i].xstate.Gamepad.bLeftTrigger = 0;
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g_xinput_states[i].xstate.Gamepad.bRightTrigger = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbLX = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbLY = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbRX = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbRY = 0;
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g_xinput_states[i].connected =
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!(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) &&
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(!g_xinput_states[2].connected) &&
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(!g_xinput_states[3].connected))
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#ifdef __WINRT__
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goto succeeded;
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#else
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goto error;
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#endif
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for (j = 0; j < MAX_USERS; j++)
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{
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const char *name = xinput_joypad_name(j);
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if (pad_index_to_xuser_index(j) > -1)
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{
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/* TODO/FIXME - fill in VID/PID? */
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int32_t vid = 0;
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int32_t pid = 0;
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input_autoconfigure_connect(
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name,
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NULL,
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xinput_joypad.ident,
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j,
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vid,
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pid);
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}
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}
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#ifdef __WINRT__
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succeeded:
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#endif
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/* non-hat button. */
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g_xinput_num_buttons = g_xinput_guide_button_supported ? 11 : 10;
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return (void*)-1;
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error:
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/* non-hat button. */
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g_xinput_num_buttons = g_xinput_guide_button_supported ? 11 : 10;
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return NULL;
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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);
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if (xuser > -1)
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return g_xinput_states[xuser].connected;
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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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{
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g_xinput_states[i].xstate.dwPacketNumber = 0;
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g_xinput_states[i].xstate.Gamepad.wButtons = 0;
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g_xinput_states[i].xstate.Gamepad.bLeftTrigger = 0;
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g_xinput_states[i].xstate.Gamepad.bRightTrigger = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbLX = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbLY = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbRX = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbRY = 0;
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g_xinput_states[i].connected = false;
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}
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#if defined(HAVE_DYLIB) && !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;
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g_XInputSetState = NULL;
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}
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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);
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uint16_t btn_word = 0;
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xinput_joypad_state *state = &g_xinput_states[xuser];
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if (!state->connected)
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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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}
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static int16_t xinput_joypad_axis(unsigned port, uint32_t joyaxis)
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{
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int xuser = pad_index_to_xuser_index(port);
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xinput_joypad_state *state = &g_xinput_states[xuser];
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XINPUT_GAMEPAD *pad = &(state->xstate.Gamepad);
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if (!state->connected)
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return 0;
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return xinput_joypad_axis_state(pad, port, joyaxis);
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}
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static int16_t xinput_joypad_state_func(
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rarch_joypad_info_t *joypad_info,
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const struct retro_keybind *binds,
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unsigned port)
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{
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unsigned i;
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uint16_t btn_word;
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int16_t ret = 0;
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uint16_t port_idx = joypad_info->joy_idx;
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int xuser = pad_index_to_xuser_index(port_idx);
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xinput_joypad_state *state = &g_xinput_states[xuser];
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XINPUT_GAMEPAD *pad = &state->xstate.Gamepad;
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if (!state->connected)
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return 0;
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btn_word = state->xstate.Gamepad.wButtons;
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for (i = 0; i < RARCH_FIRST_CUSTOM_BIND; i++)
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{
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/* Auto-binds are per joypad, not per user. */
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const uint64_t joykey = (binds[i].joykey != NO_BTN)
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? binds[i].joykey : joypad_info->auto_binds[i].joykey;
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const uint32_t joyaxis = (binds[i].joyaxis != AXIS_NONE)
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? binds[i].joyaxis : joypad_info->auto_binds[i].joyaxis;
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if (
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(uint16_t)joykey != NO_BTN
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&& xinput_joypad_button_state(
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xuser, btn_word, port_idx, (uint16_t)joykey))
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ret |= ( 1 << i);
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else if (joyaxis != AXIS_NONE &&
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((float)abs(xinput_joypad_axis_state(pad, port_idx, joyaxis))
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/ 0x8000) > joypad_info->axis_threshold)
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ret |= (1 << i);
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}
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return ret;
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}
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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
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*state = &g_xinput_states[i];
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DWORD status = g_XInputGetStateEx(i, &state->xstate);
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bool success = status == ERROR_SUCCESS;
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bool new_connected = status != ERROR_DEVICE_NOT_CONNECTED;
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if (new_connected != state->connected)
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{
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/* Normally, dinput handles device insertion/removal for us, but
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* since dinput is not available on UWP we have to do it ourselves */
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/* Also note that on UWP, the controllers are not available on startup
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* and are instead 'plugged in' a moment later because Microsoft reasons */
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/* TODO: This may be bad for performance? */
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if (new_connected)
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{
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/* This is kinda ugly, but it's the same thing that dinput does */
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xinput_joypad_destroy();
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xinput_joypad_init(NULL);
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return;
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}
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state->connected = new_connected;
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if (!success)
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input_autoconfigure_disconnect(i, xinput_joypad_name(i));
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}
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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)
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return false;
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return (g_XInputSetState(xuser, &g_xinput_rumble_states[xuser])
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== 0);
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}
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input_device_driver_t xinput_joypad = {
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xinput_joypad_init,
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xinput_joypad_query_pad,
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xinput_joypad_destroy,
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xinput_joypad_button,
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xinput_joypad_state_func,
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NULL,
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xinput_joypad_axis,
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xinput_joypad_poll,
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xinput_joypad_rumble,
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NULL,
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xinput_joypad_name,
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"xinput",
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};
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