mirror of
https://github.com/libretro/RetroArch.git
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423 lines
12 KiB
C
423 lines
12 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2013 - pinumbernumber
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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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// 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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#include "input_common.h"
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#include "../general.h"
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#include "../boolean.h"
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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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// Check the definitions do not already exist.
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// Official and mingw xinput headers have different include guards
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#if ((!_XINPUT_H_) && (!__WINE_XINPUT_H))
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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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#ifndef HAVE_DINPUT
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#error Cannot compile xinput without dinput.
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#endif
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// Due to 360 pads showing up under both XI and DI, and since we are going
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// to have to pass through unhandled joypad numbers to DI, a slightly ugly
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// hack is required here. dinput_joypad_init will fill this.
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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 player number (0..3 inclusive) if it is.
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extern int g_xinput_pad_indexes[MAX_PLAYERS];
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extern bool g_xinput_block_pads;
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// For xinput1_3.dll
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static HINSTANCE g_winxinput_dll;
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// Function pointer, to be assigned with GetProcAddress
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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_winxinput_guide_button_supported;
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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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} winxinput_joypad_state;
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static XINPUT_VIBRATION g_xinput_rumble_states[4];
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static winxinput_joypad_state g_winxinput_states[4];
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static inline int pad_index_to_xplayer_index(unsigned pad)
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{
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return g_xinput_pad_indexes[pad];
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}
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// Generic "XInput" instead of "Xbox 360", because there are
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// some other non-xbox third party PC controllers.
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static const char* const XBOX_CONTROLLER_NAMES[4] =
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{
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"XInput Controller (Player 1)",
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"XInput Controller (Player 2)",
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"XInput Controller (Player 3)",
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"XInput Controller (Player 4)"
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};
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const char* winxinput_joypad_name (unsigned pad)
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{
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int xplayer = pad_index_to_xplayer_index(pad);
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if (xplayer < 0)
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return dinput_joypad.name(pad);
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else
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// TODO: Different name if disconnected?
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return XBOX_CONTROLLER_NAMES[xplayer];
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}
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static bool winxinput_joypad_init(void)
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{
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unsigned i, autoconf_pad;
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g_winxinput_dll = NULL;
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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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// No need to check for existance as we will be checking LoadLibrary's
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// success anyway.
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const char *version = "1.4";
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g_winxinput_dll = LoadLibrary("xinput1_4.dll"); // Using dylib_* complicates building joyconfig.
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if (!g_winxinput_dll)
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{
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g_winxinput_dll = LoadLibrary("xinput1_3.dll");
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version = "1.3";
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}
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if (!g_winxinput_dll)
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{
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RARCH_ERR("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("Found XInput v%s.\n", version);
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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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g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, (const char*)100);
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g_winxinput_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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g_winxinput_guide_button_supported = false;
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g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, "XInputGetState");
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if (!g_XInputGetStateEx)
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{
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RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n");
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FreeLibrary(g_winxinput_dll);
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return false; // DLL was loaded but did not contain the correct function.
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}
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RARCH_WARN("XInput: No guide button support.\n");
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}
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g_XInputSetState = (XInputSetState_t) GetProcAddress(g_winxinput_dll, "XInputSetState");
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if (!g_XInputSetState)
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{
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RARCH_ERR("Failed to init XInput: DLL is invalid or corrupt.\n");
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FreeLibrary(g_winxinput_dll);
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return false; // 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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memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));
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// Do a dummy poll to check which controllers are connected.
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XINPUT_STATE dummy_state;
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for (i = 0; i < 4; ++i)
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{
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g_winxinput_states[i].connected = !(g_XInputGetStateEx(i, &dummy_state) == ERROR_DEVICE_NOT_CONNECTED);
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if (g_winxinput_states[i].connected)
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RARCH_LOG("Found XInput controller, player #%u\n", i);
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}
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if ((!g_winxinput_states[0].connected) &&
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(!g_winxinput_states[1].connected) &&
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(!g_winxinput_states[2].connected) &&
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(!g_winxinput_states[3].connected))
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return false;
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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 XI and non-XI controllers together.
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if (!dinput_joypad.init())
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{
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g_xinput_block_pads = false;
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return false;
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}
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for (autoconf_pad = 0; autoconf_pad < MAX_PLAYERS; autoconf_pad++)
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{
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if (pad_index_to_xplayer_index(autoconf_pad) > -1)
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{
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strlcpy(g_settings.input.device_names[autoconf_pad], winxinput_joypad_name(autoconf_pad), sizeof(g_settings.input.device_names[autoconf_pad]));
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input_config_autoconfigure_joypad(autoconf_pad, winxinput_joypad_name(autoconf_pad), winxinput_joypad.ident);
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}
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}
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return true;
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}
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static bool winxinput_joypad_query_pad(unsigned pad)
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{
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int xplayer = pad_index_to_xplayer_index(pad);
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if (xplayer > -1)
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return g_winxinput_states[xplayer].connected;
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else
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return dinput_joypad.query_pad(pad);
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}
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static void winxinput_joypad_destroy(void)
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{
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unsigned i;
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for (i = 0; i < 4; ++i)
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memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));
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FreeLibrary(g_winxinput_dll);
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g_winxinput_dll = NULL;
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g_XInputGetStateEx = NULL;
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dinput_joypad.destroy();
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g_xinput_block_pads = false;
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}
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// Buttons are provided by XInput as bits of a uint16.
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// Map from rarch button index (0..10) to a mask to bitwise-& the buttons against.
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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 bool winxinput_joypad_button (unsigned port_num, uint16_t joykey)
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{
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if (joykey == NO_BTN)
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return false;
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int xplayer = pad_index_to_xplayer_index(port_num);
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if (xplayer == -1)
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return dinput_joypad.button(port_num, joykey);
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if (!(g_winxinput_states[xplayer].connected))
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return false;
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//return false;
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uint16_t btn_word = g_winxinput_states[xplayer].xstate.Gamepad.wButtons;
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if (GET_HAT_DIR(joykey))
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{
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switch (GET_HAT_DIR(joykey))
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{
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case HAT_UP_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_UP;
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case HAT_DOWN_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_DOWN;
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case HAT_LEFT_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_LEFT;
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case HAT_RIGHT_MASK: return btn_word & XINPUT_GAMEPAD_DPAD_RIGHT;
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}
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return false; // hat requested and no hat button down
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}
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else
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{
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// non-hat button
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unsigned num_buttons = g_winxinput_guide_button_supported ? 11 : 10;
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if (joykey < num_buttons)
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return btn_word & button_index_to_bitmap_code[joykey];
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}
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return false;
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}
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static int16_t winxinput_joypad_axis (unsigned port_num, uint32_t joyaxis)
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{
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if (joyaxis == AXIS_NONE)
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return 0;
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int xplayer = pad_index_to_xplayer_index(port_num);
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if (xplayer == -1)
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return dinput_joypad.axis(port_num, joyaxis);
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if (!(g_winxinput_states[xplayer].connected))
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return false;
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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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if (AXIS_NEG_GET(joyaxis) <= 3) // triggers (axes 4,5) cannot be negative
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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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XINPUT_GAMEPAD* pad = &(g_winxinput_states[xplayer].xstate.Gamepad);
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switch (axis)
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{
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case 0: val = pad->sThumbLX; break;
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case 1: val = pad->sThumbLY; break;
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case 2: val = pad->sThumbRX; break;
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case 3: val = pad->sThumbRY; break;
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case 4: val = pad->bLeftTrigger * 32767 / 255; break; // map 0..255 to 0..32767
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case 5: val = pad->bRightTrigger * 32767 / 255; break;
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}
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if (is_neg && val > 0)
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val = 0;
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else if (is_pos && val < 0)
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val = 0;
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// Clamp to avoid overflow error
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if (val == -32768)
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val = -32767;
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return val;
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}
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static void winxinput_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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if (g_winxinput_states[i].connected)
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if (g_XInputGetStateEx(i, &(g_winxinput_states[i].xstate)) == ERROR_DEVICE_NOT_CONNECTED)
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g_winxinput_states[i].connected = false;
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dinput_joypad.poll();
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}
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static bool winxinput_joypad_rumble(unsigned pad, enum retro_rumble_effect effect, uint16_t strength)
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{
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int xplayer = pad_index_to_xplayer_index(pad);
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if (xplayer == -1)
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{
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if (dinput_joypad.set_rumble)
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return dinput_joypad.set_rumble(pad, effect, strength);
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else
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return false;
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}
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// Consider the low frequency (left) motor the "strong" one.
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if (effect == RETRO_RUMBLE_STRONG)
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g_xinput_rumble_states[xplayer].wLeftMotorSpeed = strength;
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else if (effect == RETRO_RUMBLE_WEAK)
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g_xinput_rumble_states[xplayer].wRightMotorSpeed = strength;
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return g_XInputSetState(xplayer, &g_xinput_rumble_states[xplayer]) == ERROR_SUCCESS;
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}
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const rarch_joypad_driver_t winxinput_joypad = {
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winxinput_joypad_init,
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winxinput_joypad_query_pad,
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winxinput_joypad_destroy,
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winxinput_joypad_button,
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winxinput_joypad_axis,
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winxinput_joypad_poll,
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winxinput_joypad_rumble,
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winxinput_joypad_name,
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"winxinput",
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};
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