mirror of
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InputCommon: Add Windows.Gaming.Input to ControllerInterface.
This commit is contained in:
parent
a4445fa1b0
commit
076a262b9e
@ -27,6 +27,12 @@
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<Project>{41279555-f94f-4ebc-99de-af863c10c5c4}</Project>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="InputCommon\ControllerInterface\WGInput\WGInput.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="InputCommon\ControllerInterface\WGInput\WGInput.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets" />
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</Project>
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@ -94,6 +94,8 @@ if(WIN32)
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ControllerInterface/DInput/XInputFilter.h
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ControllerInterface/Win32/Win32.cpp
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ControllerInterface/Win32/Win32.h
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ControllerInterface/WGInput/WGInput.cpp
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ControllerInterface/WGInput/WGInput.h
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ControllerInterface/XInput/XInput.cpp
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ControllerInterface/XInput/XInput.h
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ControllerInterface/ForceFeedback/ForceFeedbackDevice.cpp
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693
Source/Core/InputCommon/ControllerInterface/WGInput/WGInput.cpp
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693
Source/Core/InputCommon/ControllerInterface/WGInput/WGInput.cpp
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@ -0,0 +1,693 @@
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// Copyright 2020 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "InputCommon/ControllerInterface/WGInput/WGInput.h"
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#include <array>
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#include <string_view>
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#include <fmt/format.h>
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#include <roapi.h>
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#include <windows.gaming.input.h>
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#include <wrl.h>
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#include "Common/Logging/Log.h"
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#include "Common/StringUtil.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#pragma comment(lib, "runtimeobject.lib")
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namespace WGI = ABI::Windows::Gaming::Input;
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using ABI::Windows::Foundation::Collections::IVectorView;
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using Microsoft::WRL::ComPtr;
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namespace
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{
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bool g_runtime_initialized = false;
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bool g_runtime_needs_deinit = false;
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} // namespace
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namespace ciface::WGInput
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{
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static constexpr std::string_view SOURCE_NAME = "WGInput";
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// These names correspond to the values of the GameControllerButtonLabel enum.
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// "None" is not used.
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// There are some overlapping names assuming no device exposes both
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// GameControllerButtonLabel_XboxLeftBumper and GameControllerButtonLabel_LeftBumper.
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// If needed we can prepend "Xbox" to relevant input names on conflict in the future.
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static constexpr std::array wgi_button_names = {
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"None", "Back", "Start", "Menu", "View", "Pad N",
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"Pad S", "Pad W", "Pad E", "Button A", "Button B", "Button X",
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"Button Y", "Bumper L", "Trigger L", "Thumb L", "Bumper R", "Trigger R",
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"Thumb R", "Paddle 1", "Paddle 2", "Paddle 3", "Paddle 4", "Mode",
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"Select", "Menu", "View", "Back", "Start", "Options",
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"Share", "Pad N", "Pad S", "Pad W", "Pad E", "Letter A",
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"Letter B", "Letter C", "Letter L", "Letter R", "Letter X", "Letter Y",
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"Letter Z", "Cross", "Circle", "Square", "Triangle", "Bumper L",
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"Trigger L", "Thumb L", "Left 1", "Left 2", "Left 3", "Bumper R",
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"Trigger R", "Thumb R", "Right 1", "Right 2", "Right 3", "Paddle 1",
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"Paddle 2", "Paddle 3", "Paddle 4", "Plus", "Minus", "Down Left Arrow",
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"Dial L", "Dial R", "Suspension",
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};
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template <typename T, typename M>
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struct MemberName
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{
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M T::*ptr;
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const char* name;
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};
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static constexpr MemberName<WGI::GamepadReading, double> gamepad_trigger_names[] = {
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{&WGI::GamepadReading::LeftTrigger, "Trigger L"},
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{&WGI::GamepadReading::RightTrigger, "Trigger R"}};
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static constexpr MemberName<WGI::GamepadReading, double> gamepad_axis_names[] = {
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{&WGI::GamepadReading::LeftThumbstickX, "Left X"},
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{&WGI::GamepadReading::LeftThumbstickY, "Left Y"},
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{&WGI::GamepadReading::RightThumbstickX, "Right X"},
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{&WGI::GamepadReading::RightThumbstickY, "Right Y"}};
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static constexpr MemberName<WGI::GamepadVibration, double> gamepad_motor_names[] = {
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{&WGI::GamepadVibration::LeftMotor, "Motor L"},
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{&WGI::GamepadVibration::RightMotor, "Motor R"},
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{&WGI::GamepadVibration::LeftTrigger, "Trigger L"},
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{&WGI::GamepadVibration::RightTrigger, "Trigger R"}};
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class Device : public Core::Device
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{
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public:
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Device(std::string name, ComPtr<WGI::IRawGameController> raw_controller, WGI::IGamepad* gamepad)
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: m_name(std::move(name)), m_raw_controller(raw_controller), m_gamepad(gamepad)
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{
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// Buttons:
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PopulateButtons();
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// Add inputs for IGamepad interface if available.
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if (m_gamepad)
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{
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// Axes:
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for (auto& axis : gamepad_axis_names)
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{
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AddInput(new NamedAxis(&(m_gamepad_reading.*axis.ptr), 0.0, -1.0, axis.name));
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AddInput(new NamedAxis(&(m_gamepad_reading.*axis.ptr), 0.0, +1.0, axis.name));
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}
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// Triggers:
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for (auto& trigger : gamepad_trigger_names)
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AddInput(new NamedTrigger(&(m_gamepad_reading.*trigger.ptr), trigger.name));
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// Motors:
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for (auto& motor : gamepad_motor_names)
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AddOutput(new NamedMotor(&(m_state_out.*motor.ptr), motor.name, this));
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}
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// Add IRawGameController's axes if IGamepad is not available.
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// This may need to change if some devices expose additional axes.
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// Maybe we can determine which additional axes are not in IGamepad's collection.
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const bool use_raw_controller_axes = !m_gamepad;
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if (use_raw_controller_axes)
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{
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// Axes:
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INT32 axis_count = 0;
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if (SUCCEEDED(m_raw_controller->get_AxisCount(&axis_count)))
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m_axes.resize(axis_count);
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u32 i = 0;
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for (auto& axis : m_axes)
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{
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// AddAnalogInputs adds additional "FullAnalogSurface" Inputs.
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AddAnalogInputs(new IndexedAxis(&axis, 0.5, +0.5, i), new IndexedAxis(&axis, 0.5, -0.5, i));
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++i;
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}
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}
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// Apparently some devices (e.g. DS4) provide the IGameController interface
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// but expose the dpad only on a switch (IRawGameController interface).
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// We'll need to add switches regardless of available interfaces.
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constexpr bool use_raw_controller_switches = true;
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// Switches (Hats):
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if (use_raw_controller_switches)
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{
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INT32 switch_count = 0;
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if (SUCCEEDED(m_raw_controller->get_SwitchCount(&switch_count)))
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m_switches.resize(switch_count);
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u32 i = 0;
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for (auto& swtch : m_switches)
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{
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using gcsp = WGI::GameControllerSwitchPosition;
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WGI::GameControllerSwitchKind switch_kind;
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m_raw_controller->GetSwitchKind(i, &switch_kind);
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AddInput(new IndexedSwitch(&swtch, i, gcsp::GameControllerSwitchPosition_Up));
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AddInput(new IndexedSwitch(&swtch, i, gcsp::GameControllerSwitchPosition_Down));
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if (switch_kind != WGI::GameControllerSwitchKind_TwoWay)
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{
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// If it's not a "two-way" switch (up/down only) then add the left/right inputs.
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AddInput(new IndexedSwitch(&swtch, i, gcsp::GameControllerSwitchPosition_Left));
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AddInput(new IndexedSwitch(&swtch, i, gcsp::GameControllerSwitchPosition_Right));
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}
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++i;
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}
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}
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// Haptics:
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PopulateHaptics();
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// Battery:
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if (SUCCEEDED(m_raw_controller->QueryInterface(&m_controller_battery)) && m_controller_battery)
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{
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// It seems many controllers provide IGameControllerBatteryInfo with no battery info.
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if (UpdateBatteryLevel())
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AddInput(new Battery(&m_battery_level));
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else
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m_controller_battery = nullptr;
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}
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}
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private:
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// `boolean` comes from Windows API. (typedef of unsigned char)
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using ButtonValueType = boolean;
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class Button : public Input
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{
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public:
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explicit Button(const ButtonValueType* button) : m_button(*button) {}
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ControlState GetState() const override { return ControlState(m_button != 0); }
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private:
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const ButtonValueType& m_button;
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};
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// A button with one of the "labels" that WGI provides.
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class NamedButton final : public Button
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{
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public:
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NamedButton(const ButtonValueType* button, std::string_view name) : Button(button), m_name(name)
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{
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}
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std::string GetName() const override { return std::string(m_name); }
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private:
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const std::string_view m_name;
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};
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// A button with no label so we name it by its index.
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class IndexedButton final : public Button
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{
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public:
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IndexedButton(const ButtonValueType* button, u32 index) : Button(button), m_index(index) {}
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std::string GetName() const override { return fmt::format("Button {}", m_index); }
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private:
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u32 m_index;
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};
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class Axis : public Input
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{
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public:
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Axis(const double* axis, double base, double range)
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: m_base(base), m_range(range), m_axis(*axis)
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{
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}
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ControlState GetState() const override { return ControlState(m_axis - m_base) / m_range; }
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protected:
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const double m_base;
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const double m_range;
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private:
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const double& m_axis;
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};
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class NamedAxis final : public Axis
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{
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public:
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NamedAxis(const double* axis, double base, double range, std::string_view name)
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: Axis(axis, base, range), m_name(name)
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{
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}
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std::string GetName() const override
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{
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return fmt::format("{}{}", m_name, m_range < 0 ? '-' : '+');
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}
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private:
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const std::string_view m_name;
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};
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class NamedTrigger final : public Axis
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{
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public:
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NamedTrigger(const double* axis, std::string_view name) : Axis(axis, 0.0, 1.0), m_name(name) {}
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std::string GetName() const override { return std::string(m_name); }
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private:
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const std::string_view m_name;
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};
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class NamedMotor final : public Output
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{
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public:
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NamedMotor(double* motor, std::string_view name, Device* parent)
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: m_motor(*motor), m_name(name), m_parent(*parent)
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{
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}
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std::string GetName() const override { return std::string(m_name); }
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void SetState(ControlState state) override
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{
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if (m_motor == state)
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return;
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m_motor = state;
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m_parent.UpdateMotors();
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}
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private:
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double& m_motor;
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const std::string_view m_name;
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Device& m_parent;
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};
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class IndexedAxis final : public Axis
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{
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public:
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IndexedAxis(const double* axis, double base, double range, u32 index)
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: Axis(axis, base, range), m_index(index)
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{
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}
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std::string GetName() const override
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{
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return fmt::format("Axis {}{}", m_index, m_range < 0 ? '-' : '+');
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}
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private:
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const u32 m_index;
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};
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class IndexedSwitch final : public Input
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{
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public:
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IndexedSwitch(const WGI::GameControllerSwitchPosition* swtch, u32 index,
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WGI::GameControllerSwitchPosition direction)
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: m_switch(*swtch), m_index(index), m_direction(direction)
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{
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}
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std::string GetName() const override
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{
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return fmt::format("Switch {} {}", m_index, "NESW"[m_direction / 2]);
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}
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ControlState GetState() const override
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{
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if (m_switch == WGI::GameControllerSwitchPosition_Center)
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return 0.0;
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// All of the "inbetween" states (e.g. Up-Right) are one-off from the four cardinal
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// directions. This tests that the current switch state value is within 1 of the desired
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// state.
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const auto direction_diff = std::abs(m_switch - m_direction);
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return ControlState(direction_diff <= 1 || direction_diff == 7);
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}
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private:
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const WGI::GameControllerSwitchPosition& m_switch;
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const u32 m_index;
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const WGI::GameControllerSwitchPosition m_direction;
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};
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class Battery : public Input
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{
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public:
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Battery(const double* level) : m_level(*level) {}
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bool IsDetectable() const override { return false; }
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ControlState GetState() const override { return m_level; }
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std::string GetName() const override { return "Battery"; }
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private:
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const double& m_level;
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};
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class SimpleHaptics : public Output
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{
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public:
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SimpleHaptics(ComPtr<ABI::Windows::Devices::Haptics::ISimpleHapticsController> haptics,
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ComPtr<ABI::Windows::Devices::Haptics::ISimpleHapticsControllerFeedback> feedback,
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u32 haptics_index)
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: m_haptics(haptics), m_feedback(feedback), m_haptics_index(haptics_index)
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{
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}
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void SetState(ControlState state) override
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{
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if (m_current_state == state)
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return;
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m_current_state = state;
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if (state)
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m_haptics->SendHapticFeedbackWithIntensity(m_feedback.Get(), state);
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else
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m_haptics->StopFeedback();
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}
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protected:
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u32 GetHapticsIndex() const { return m_haptics_index; }
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private:
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ComPtr<ABI::Windows::Devices::Haptics::ISimpleHapticsController> m_haptics;
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ComPtr<ABI::Windows::Devices::Haptics::ISimpleHapticsControllerFeedback> m_feedback;
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const u32 m_haptics_index;
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ControlState m_current_state = 0;
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};
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class NamedFeedback final : public SimpleHaptics
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{
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public:
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NamedFeedback(ComPtr<ABI::Windows::Devices::Haptics::ISimpleHapticsController> haptics,
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ComPtr<ABI::Windows::Devices::Haptics::ISimpleHapticsControllerFeedback> feedback,
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u32 haptics_index, std::string_view feedback_name)
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: SimpleHaptics(haptics, feedback, haptics_index), m_feedback_name(feedback_name)
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{
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}
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std::string GetName() const override
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{
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return fmt::format("{} {}", m_feedback_name, GetHapticsIndex());
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}
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private:
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const std::string_view m_feedback_name;
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};
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void PopulateButtons()
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{
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// Using RawGameController for buttons because it gives us a nice array instead of a bitmask.
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INT32 button_count = 0;
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if (SUCCEEDED(m_raw_controller->get_ButtonCount(&button_count)))
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m_buttons.resize(button_count);
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u32 i = 0;
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for (auto& button : m_buttons)
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{
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WGI::GameControllerButtonLabel lbl = WGI::GameControllerButtonLabel_None;
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m_raw_controller->GetButtonLabel(i, &lbl);
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if (lbl != WGI::GameControllerButtonLabel_None && lbl < wgi_button_names.size())
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AddInput(new NamedButton(&button, wgi_button_names[lbl]));
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else
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AddInput(new IndexedButton(&button, i));
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++i;
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}
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}
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void PopulateHaptics()
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{
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WGI::IRawGameController2* rgc2 = nullptr;
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if (FAILED(m_raw_controller->QueryInterface(&rgc2)) || !rgc2)
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return;
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IVectorView<ABI::Windows::Devices::Haptics::SimpleHapticsController*>* haptics = nullptr;
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if (FAILED(rgc2->get_SimpleHapticsControllers(&haptics)) || !haptics)
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return;
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unsigned int haptic_count = 0;
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if (FAILED(haptics->get_Size(&haptic_count)))
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return;
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for (unsigned int h = 0; h != haptic_count; ++h)
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{
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ComPtr<ABI::Windows::Devices::Haptics::ISimpleHapticsController> haptic;
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if (FAILED(haptics->GetAt(h, &haptic)))
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continue;
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IVectorView<ABI::Windows::Devices::Haptics::SimpleHapticsControllerFeedback*>* feedbacks =
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nullptr;
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if (FAILED(haptic->get_SupportedFeedback(&feedbacks)) || !feedbacks)
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continue;
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unsigned int feedback_count = 0;
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if (FAILED(haptics->get_Size(&feedback_count)))
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continue;
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|
||||
for (unsigned int f = 0; f != feedback_count; ++f)
|
||||
{
|
||||
ComPtr<ABI::Windows::Devices::Haptics::ISimpleHapticsControllerFeedback> feedback;
|
||||
if (FAILED(feedbacks->GetAt(f, &feedback)))
|
||||
continue;
|
||||
|
||||
UINT16 waveform = 0;
|
||||
if (FAILED(feedback->get_Waveform(&waveform)))
|
||||
continue;
|
||||
|
||||
std::string_view waveform_name{};
|
||||
|
||||
// Haptic Usage Page from HID spec.
|
||||
switch (waveform)
|
||||
{
|
||||
case 0x1003:
|
||||
waveform_name = "Click";
|
||||
break;
|
||||
case 0x1004:
|
||||
waveform_name = "Buzz";
|
||||
break;
|
||||
case 0x1005:
|
||||
waveform_name = "Rumble";
|
||||
break;
|
||||
}
|
||||
|
||||
if (!waveform_name.data())
|
||||
{
|
||||
WARN_LOG(CONTROLLERINTERFACE, "WGInput: Unknown haptics feedback waveform: %d.",
|
||||
waveform);
|
||||
continue;
|
||||
}
|
||||
|
||||
AddOutput(new NamedFeedback(haptic, feedback, h, waveform_name));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::string GetName() const override { return m_name; }
|
||||
|
||||
std::string GetSource() const override { return std::string(SOURCE_NAME); }
|
||||
|
||||
void UpdateInput() override
|
||||
{
|
||||
// IRawGameController:
|
||||
const auto button_count = UINT32(m_buttons.size());
|
||||
const auto switch_count = UINT32(m_switches.size());
|
||||
const auto axis_count = UINT32(m_axes.size());
|
||||
UINT64 timestamp = 0;
|
||||
if (FAILED(m_raw_controller->GetCurrentReading(button_count, m_buttons.data(), switch_count,
|
||||
m_switches.data(), axis_count, m_axes.data(),
|
||||
×tamp)))
|
||||
{
|
||||
ERROR_LOG(CONTROLLERINTERFACE, "WGInput: IRawGameController::GetCurrentReading failed.");
|
||||
}
|
||||
|
||||
// IGamepad:
|
||||
if (m_gamepad && FAILED(m_gamepad->GetCurrentReading(&m_gamepad_reading)))
|
||||
{
|
||||
ERROR_LOG(CONTROLLERINTERFACE, "WGInput: IGamepad::GetCurrentReading failed.");
|
||||
}
|
||||
|
||||
// IGameControllerBatteryInfo:
|
||||
if (m_controller_battery && !UpdateBatteryLevel())
|
||||
{
|
||||
DEBUG_LOG(CONTROLLERINTERFACE, "WGInput: UpdateBatteryLevel failed.");
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateMotors() { m_gamepad->put_Vibration(m_state_out); }
|
||||
|
||||
bool UpdateBatteryLevel()
|
||||
{
|
||||
ABI::Windows::Devices::Power::IBatteryReport* report = nullptr;
|
||||
|
||||
if (FAILED(m_controller_battery->TryGetBatteryReport(&report)) || !report)
|
||||
return false;
|
||||
|
||||
using ABI::Windows::System::Power::BatteryStatus;
|
||||
BatteryStatus status;
|
||||
if (FAILED(report->get_Status(&status)))
|
||||
return false;
|
||||
|
||||
switch (status)
|
||||
{
|
||||
case BatteryStatus::BatteryStatus_NotPresent:
|
||||
m_battery_level = 0;
|
||||
return true;
|
||||
|
||||
case BatteryStatus::BatteryStatus_Idle:
|
||||
case BatteryStatus::BatteryStatus_Charging:
|
||||
m_battery_level = BATTERY_INPUT_MAX_VALUE;
|
||||
return true;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
ABI::Windows::Foundation::IReference<int>*i_remaining = nullptr, *i_full = nullptr;
|
||||
int remaining_value = 0;
|
||||
int full_value = 0;
|
||||
|
||||
if (report && SUCCEEDED(report->get_RemainingCapacityInMilliwattHours(&i_remaining)) &&
|
||||
i_remaining && SUCCEEDED(i_remaining->get_Value(&remaining_value)) &&
|
||||
SUCCEEDED(report->get_FullChargeCapacityInMilliwattHours(&i_full)) && i_full &&
|
||||
SUCCEEDED(i_full->get_Value(&full_value)))
|
||||
{
|
||||
m_battery_level = BATTERY_INPUT_MAX_VALUE * remaining_value / full_value;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
const std::string m_name;
|
||||
|
||||
ComPtr<WGI::IRawGameController> const m_raw_controller;
|
||||
std::vector<ButtonValueType> m_buttons;
|
||||
std::vector<WGI::GameControllerSwitchPosition> m_switches;
|
||||
std::vector<double> m_axes;
|
||||
|
||||
WGI::IGamepad* m_gamepad = nullptr;
|
||||
WGI::GamepadReading m_gamepad_reading{};
|
||||
WGI::GamepadVibration m_state_out{};
|
||||
|
||||
WGI::IGameControllerBatteryInfo* m_controller_battery = nullptr;
|
||||
ControlState m_battery_level = 0;
|
||||
};
|
||||
|
||||
void Init()
|
||||
{
|
||||
if (g_runtime_initialized)
|
||||
return;
|
||||
|
||||
const HRESULT hr = RoInitialize(RO_INIT_MULTITHREADED);
|
||||
switch (hr)
|
||||
{
|
||||
case S_OK:
|
||||
g_runtime_initialized = true;
|
||||
g_runtime_needs_deinit = true;
|
||||
break;
|
||||
|
||||
case S_FALSE:
|
||||
case RPC_E_CHANGED_MODE:
|
||||
g_runtime_initialized = true;
|
||||
break;
|
||||
|
||||
default:
|
||||
ERROR_LOG(CONTROLLERINTERFACE, "WGInput: RoInitialize failed.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void DeInit()
|
||||
{
|
||||
if (!g_runtime_initialized)
|
||||
return;
|
||||
|
||||
if (g_runtime_needs_deinit)
|
||||
{
|
||||
RoUninitialize();
|
||||
g_runtime_needs_deinit = false;
|
||||
}
|
||||
|
||||
g_runtime_initialized = false;
|
||||
}
|
||||
|
||||
void PopulateDevices()
|
||||
{
|
||||
if (!g_runtime_initialized)
|
||||
return;
|
||||
|
||||
g_controller_interface.RemoveDevice(
|
||||
[](const auto* dev) { return dev->GetSource() == SOURCE_NAME; });
|
||||
|
||||
using Microsoft::WRL::Wrappers::HStringReference;
|
||||
|
||||
// WGI Interfaces to potentially use:
|
||||
// Gamepad: Buttons, 2x Sticks and 2x Triggers, 4x Vibration Motors
|
||||
// RawGameController: Buttons, Switches (Hats), Axes, Haptics
|
||||
// The following are not implemented:
|
||||
// ArcadeStick: Buttons (probably no need to specialize, literally just buttons)
|
||||
// FlightStick: Buttons, HatSwitch, Pitch, Roll, Throttle, Yaw
|
||||
// RacingWheel: Buttons, Clutch, Handbrake, PatternShifterGear, Throttle, Wheel, WheelMotor
|
||||
// UINavigationController: Directions, Scrolling, etc.
|
||||
|
||||
ComPtr<WGI::IRawGameControllerStatics> raw_stats;
|
||||
if (FAILED(
|
||||
RoGetActivationFactory(HStringReference(L"Windows.Gaming.Input.RawGameController").Get(),
|
||||
__uuidof(WGI::IRawGameControllerStatics), &raw_stats)))
|
||||
{
|
||||
ERROR_LOG(CONTROLLERINTERFACE, "WGInput: Failed to get IRawGameControllerStatics.");
|
||||
return;
|
||||
}
|
||||
|
||||
ComPtr<WGI::IGamepadStatics2> gamepad_stats;
|
||||
if (FAILED(RoGetActivationFactory(HStringReference(L"Windows.Gaming.Input.Gamepad").Get(),
|
||||
__uuidof(WGI::IGamepadStatics2), &gamepad_stats)))
|
||||
{
|
||||
ERROR_LOG(CONTROLLERINTERFACE, "WGInput: Failed to get IGamepadStatics2.");
|
||||
return;
|
||||
}
|
||||
|
||||
IVectorView<WGI::RawGameController*>* raw_controllers;
|
||||
if (FAILED(raw_stats->get_RawGameControllers(&raw_controllers)))
|
||||
{
|
||||
ERROR_LOG(CONTROLLERINTERFACE, "WGInput: get_RawGameControllers failed.");
|
||||
return;
|
||||
}
|
||||
|
||||
unsigned int raw_count = 0;
|
||||
raw_controllers->get_Size(&raw_count);
|
||||
for (unsigned i = 0; i != raw_count; ++i)
|
||||
{
|
||||
ComPtr<WGI::IRawGameController> raw_controller;
|
||||
if (SUCCEEDED(raw_controllers->GetAt(i, &raw_controller)) && raw_controller)
|
||||
{
|
||||
std::string device_name;
|
||||
|
||||
// Attempt to get the controller's name.
|
||||
WGI::IRawGameController2* rgc2 = nullptr;
|
||||
if (SUCCEEDED(raw_controller->QueryInterface(&rgc2)) && rgc2)
|
||||
{
|
||||
HSTRING hstr = {};
|
||||
if (SUCCEEDED(rgc2->get_DisplayName(&hstr)) && hstr)
|
||||
device_name = StripSpaces(WStringToUTF8(WindowsGetStringRawBuffer(hstr, nullptr)));
|
||||
}
|
||||
|
||||
if (device_name.empty())
|
||||
{
|
||||
ERROR_LOG(CONTROLLERINTERFACE, "WGInput: Failed to get device name.");
|
||||
// Set a default name if we couldn't query the name or it was empty.
|
||||
device_name = "Device";
|
||||
}
|
||||
|
||||
WGI::IGameController* gamecontroller = nullptr;
|
||||
WGI::IGamepad* gamepad = nullptr;
|
||||
if (SUCCEEDED(raw_controller->QueryInterface(&gamecontroller)) && gamecontroller)
|
||||
gamepad_stats->FromGameController(gamecontroller, &gamepad);
|
||||
|
||||
// Note that gamepad may be nullptr here. The Device class will deal with this.
|
||||
auto dev = std::make_shared<Device>(std::move(device_name), raw_controller, gamepad);
|
||||
|
||||
// Only add if it has some inputs/outputs.
|
||||
if (dev->Inputs().size() || dev->Outputs().size())
|
||||
g_controller_interface.AddDevice(std::move(dev));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace ciface::WGInput
|
@ -0,0 +1,12 @@
|
||||
// Copyright 2020 Dolphin Emulator Project
|
||||
// SPDX-License-Identifier: GPL-2.0-or-later
|
||||
|
||||
#pragma once
|
||||
|
||||
namespace ciface::WGInput
|
||||
{
|
||||
void Init();
|
||||
void DeInit();
|
||||
void PopulateDevices();
|
||||
|
||||
} // namespace ciface::WGInput
|
@ -16,6 +16,7 @@
|
||||
#include "Common/ScopeGuard.h"
|
||||
#include "Common/Thread.h"
|
||||
#include "InputCommon/ControllerInterface/DInput/DInput.h"
|
||||
#include "InputCommon/ControllerInterface/WGInput/WGInput.h"
|
||||
#include "InputCommon/ControllerInterface/XInput/XInput.h"
|
||||
|
||||
constexpr UINT WM_DOLPHIN_STOP = WM_USER;
|
||||
@ -42,6 +43,7 @@ static LRESULT CALLBACK WindowProc(HWND hwnd, UINT message, WPARAM wparam, LPARA
|
||||
g_controller_interface.PlatformPopulateDevices([] {
|
||||
ciface::DInput::PopulateDevices(s_hwnd);
|
||||
ciface::XInput::PopulateDevices();
|
||||
ciface::WGInput::PopulateDevices();
|
||||
});
|
||||
}
|
||||
}
|
||||
@ -53,6 +55,7 @@ void ciface::Win32::Init(void* hwnd)
|
||||
{
|
||||
s_hwnd = static_cast<HWND>(hwnd);
|
||||
XInput::Init();
|
||||
WGInput::Init();
|
||||
|
||||
std::promise<HWND> message_window_promise;
|
||||
|
||||
@ -147,6 +150,7 @@ void ciface::Win32::PopulateDevices(void* hwnd)
|
||||
s_first_populate_devices_asked.Set();
|
||||
ciface::DInput::PopulateDevices(s_hwnd);
|
||||
ciface::XInput::PopulateDevices();
|
||||
ciface::WGInput::PopulateDevices();
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -179,4 +183,5 @@ void ciface::Win32::DeInit()
|
||||
s_hwnd = nullptr;
|
||||
|
||||
XInput::DeInit();
|
||||
WGInput::DeInit();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user