mirror of
https://github.com/libretro/RetroArch.git
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632 lines
18 KiB
C
632 lines
18 KiB
C
/* 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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*
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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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#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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#ifdef HAVE_DINPUT
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#include "dinput_joypad.h"
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#endif
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#if defined(__WINRT__)
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#include <Xinput.h>
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#endif
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/* Check if the definitions do not already exist.
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* Official and mingw xinput headers have different include guards.
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* Windows 10 API version doesn't have an include guard at all and just uses #pragma once instead
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*/
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#if ((!_XINPUT_H_) && (!__WINE_XINPUT_H)) && !defined(__WINRT__)
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#define XINPUT_GAMEPAD_DPAD_UP 0x0001
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#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
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#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
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#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
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#define XINPUT_GAMEPAD_START 0x0010
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#define XINPUT_GAMEPAD_BACK 0x0020
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#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
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#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
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#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
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#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
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#define XINPUT_GAMEPAD_A 0x1000
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#define XINPUT_GAMEPAD_B 0x2000
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#define XINPUT_GAMEPAD_X 0x4000
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#define XINPUT_GAMEPAD_Y 0x8000
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typedef struct
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{
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uint16_t wButtons;
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uint8_t bLeftTrigger;
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uint8_t bRightTrigger;
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int16_t sThumbLX;
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int16_t sThumbLY;
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int16_t sThumbRX;
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int16_t sThumbRY;
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} XINPUT_GAMEPAD;
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typedef struct
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{
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uint32_t dwPacketNumber;
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XINPUT_GAMEPAD Gamepad;
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} XINPUT_STATE;
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typedef struct
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{
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uint16_t wLeftMotorSpeed;
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uint16_t wRightMotorSpeed;
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} XINPUT_VIBRATION;
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#endif
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/* Guide constant is not officially documented. */
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#define XINPUT_GAMEPAD_GUIDE 0x0400
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#ifndef ERROR_DEVICE_NOT_CONNECTED
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#define ERROR_DEVICE_NOT_CONNECTED 1167
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#endif
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#ifdef HAVE_DINPUT
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/* Due to 360 pads showing up under both XInput and DirectInput,
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* and since we are going to have to pass through unhandled
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* joypad numbers to DirectInput, a slightly ugly
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* hack is required here. dinput_joypad_init will fill this.
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*
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* For each pad index, the appropriate entry will be set to -1 if it is not
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* a 360 pad, or the correct XInput user number (0..3 inclusive) if it is.
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*/
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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
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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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/* 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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static XInputGetStateEx_t g_XInputGetStateEx;
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typedef uint32_t (__stdcall *XInputSetState_t)(uint32_t, XINPUT_VIBRATION*);
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static XInputSetState_t g_XInputSetState;
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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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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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/* TODO/FIXME - static globals */
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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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/* 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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XINPUT_GAMEPAD_GUIDE
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};
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static INLINE int pad_index_to_xuser_index(unsigned pad)
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{
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#ifdef HAVE_DINPUT
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return g_xinput_pad_indexes[pad];
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#else
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return pad < DEFAULT_MAX_PADS
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&& g_xinput_states[pad].connected ? pad : -1;
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#endif
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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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static const char *xinput_joypad_name(unsigned pad)
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{
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#ifdef HAVE_DINPUT
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/* On platforms with dinput support, we are able
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* to get a name from the device itself */
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return dinput_joypad.name(pad);
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#else
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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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#endif
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}
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#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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static bool load_xinput_dll(void)
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{
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const char *version = "1.4";
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/* Find the correct path to load the DLL from.
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* Usually this will be from the system directory,
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* but occasionally a user may wish to use a third-party
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* wrapper DLL (such as x360ce); support these by checking
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* the working directory first.
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*
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* No need to check for existance as we will be checking dylib_load's
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* success anyway.
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*/
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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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}
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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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}
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RARCH_LOG("[XInput]: Found XInput v%s.\n", version);
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return true;
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}
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#endif
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static bool 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_DYNAMIC) && !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_DYNAMIC) && !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_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. */
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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_DYNAMIC) && !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_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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}
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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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#ifdef HAVE_DINPUT
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g_xinput_block_pads = true;
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/* We're going to have to be buddies with dinput if we want to be able
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* to use XInput and non-XInput controllers together. */
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if (!dinput_joypad.init(data))
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{
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g_xinput_block_pads = false;
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goto error;
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}
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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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int32_t vid = 0;
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int32_t pid = 0;
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#ifdef HAVE_DINPUT
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int32_t dinput_index = 0;
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bool success = dinput_joypad_get_vidpid_from_xinput_index((int32_t)pad_index_to_xuser_index(j), (int32_t*)&vid, (int32_t*)&pid,
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(int32_t*)&dinput_index);
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/* On success, found VID/PID from dinput index */
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#endif
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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 true;
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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 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);
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if (xuser > -1)
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return g_xinput_states[xuser].connected;
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#ifdef HAVE_DINPUT
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return dinput_joypad.query_pad(pad);
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#else
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return false;
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#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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{
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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_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;
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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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}
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static int16_t xinput_joypad_button_state(
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unsigned xuser, uint16_t btn_word,
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unsigned port, uint16_t joykey)
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{
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unsigned 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:
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return (btn_word & XINPUT_GAMEPAD_DPAD_UP);
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case HAT_DOWN_MASK:
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return (btn_word & XINPUT_GAMEPAD_DPAD_DOWN);
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case HAT_LEFT_MASK:
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return (btn_word & XINPUT_GAMEPAD_DPAD_LEFT);
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case HAT_RIGHT_MASK:
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return (btn_word & XINPUT_GAMEPAD_DPAD_RIGHT);
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default:
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break;
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}
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/* hat requested and no hat button down */
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}
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else if (joykey < g_xinput_num_buttons)
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return (btn_word & button_index_to_bitmap_code[joykey]);
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return 0;
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}
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static int16_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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#ifdef HAVE_DINPUT
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if (xuser == -1)
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return dinput_joypad.button(port, joykey);
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#endif
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if (!(g_xinput_states[xuser].connected))
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return 0;
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btn_word = g_xinput_states[xuser].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_state(
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XINPUT_GAMEPAD *pad,
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unsigned port, uint32_t joyaxis)
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{
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int16_t val = 0;
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int axis = -1;
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bool is_neg = false;
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bool is_pos = false;
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/* triggers (axes 4,5) cannot be negative */
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if (AXIS_NEG_GET(joyaxis) <= 3)
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{
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axis = AXIS_NEG_GET(joyaxis);
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is_neg = true;
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}
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else if (AXIS_POS_GET(joyaxis) <= 5)
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{
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axis = AXIS_POS_GET(joyaxis);
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is_pos = true;
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}
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else
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return 0;
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switch (axis)
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{
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case 0:
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val = pad->sThumbLX;
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break;
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case 1:
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val = pad->sThumbLY;
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break;
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case 2:
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val = pad->sThumbRX;
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break;
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case 3:
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val = pad->sThumbRY;
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break;
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case 4:
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val = pad->bLeftTrigger * 32767 / 255;
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break; /* map 0..255 to 0..32767 */
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case 5:
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val = pad->bRightTrigger * 32767 / 255;
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break;
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}
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if (is_neg && val > 0)
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return 0;
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else if (is_pos && val < 0)
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return 0;
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/* Clamp to avoid overflow error. */
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|
else if (val == -32768)
|
|
return -32767;
|
|
return val;
|
|
}
|
|
|
|
static int16_t xinput_joypad_axis(unsigned port, uint32_t joyaxis)
|
|
{
|
|
int xuser = pad_index_to_xuser_index(port);
|
|
XINPUT_GAMEPAD *pad = &(g_xinput_states[xuser].xstate.Gamepad);
|
|
#ifdef HAVE_DINPUT
|
|
if (xuser == -1)
|
|
return dinput_joypad.axis(port, joyaxis);
|
|
#endif
|
|
if (!(g_xinput_states[xuser].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;
|
|
uint16_t btn_word;
|
|
int16_t ret = 0;
|
|
int xuser = pad_index_to_xuser_index(port);
|
|
XINPUT_GAMEPAD *pad = &(g_xinput_states[xuser].xstate.Gamepad);
|
|
#ifdef HAVE_DINPUT
|
|
if (xuser == -1)
|
|
return dinput_joypad.state(joypad_info, binds, port);
|
|
#endif
|
|
if (!(g_xinput_states[xuser].connected))
|
|
return 0;
|
|
btn_word = g_xinput_states[xuser].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(
|
|
xuser, btn_word, port, (uint16_t)joykey))
|
|
ret |= ( 1 << i);
|
|
else if (joyaxis != AXIS_NONE &&
|
|
((float)abs(xinput_joypad_axis_state(pad, port, joyaxis))
|
|
/ 0x8000) > joypad_info->axis_threshold)
|
|
ret |= (1 << i);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void xinput_joypad_poll(void)
|
|
{
|
|
unsigned i;
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
bool new_connected = g_XInputGetStateEx(i, &(g_xinput_states[i].xstate)) != ERROR_DEVICE_NOT_CONNECTED;
|
|
if (new_connected != g_xinput_states[i].connected)
|
|
{
|
|
#ifndef HAVE_DINPUT
|
|
/* 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;
|
|
}
|
|
#endif
|
|
g_xinput_states[i].connected = new_connected;
|
|
if (!g_xinput_states[i].connected)
|
|
input_autoconfigure_disconnect(i, xinput_joypad_name(i));
|
|
}
|
|
}
|
|
|
|
#ifdef HAVE_DINPUT
|
|
dinput_joypad.poll();
|
|
#endif
|
|
}
|
|
|
|
static bool xinput_joypad_rumble(unsigned pad,
|
|
enum retro_rumble_effect effect, uint16_t strength)
|
|
{
|
|
int xuser = pad_index_to_xuser_index(pad);
|
|
|
|
if (xuser == -1)
|
|
{
|
|
#ifdef HAVE_DINPUT
|
|
if (dinput_joypad.set_rumble)
|
|
return dinput_joypad.set_rumble(pad, effect, strength);
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
/* Consider the low frequency (left) motor the "strong" one. */
|
|
if (effect == RETRO_RUMBLE_STRONG)
|
|
g_xinput_rumble_states[xuser].wLeftMotorSpeed = strength;
|
|
else if (effect == RETRO_RUMBLE_WEAK)
|
|
g_xinput_rumble_states[xuser].wRightMotorSpeed = strength;
|
|
|
|
if (!g_XInputSetState)
|
|
return false;
|
|
|
|
return (g_XInputSetState(xuser, &g_xinput_rumble_states[xuser])
|
|
== 0);
|
|
}
|
|
|
|
input_device_driver_t xinput_joypad = {
|
|
xinput_joypad_init,
|
|
xinput_joypad_query_pad,
|
|
xinput_joypad_destroy,
|
|
xinput_joypad_button,
|
|
xinput_joypad_state_func,
|
|
NULL,
|
|
xinput_joypad_axis,
|
|
xinput_joypad_poll,
|
|
xinput_joypad_rumble,
|
|
xinput_joypad_name,
|
|
"xinput",
|
|
};
|