dolphin/Source/Core/InputCommon/ControllerInterface/XInput/XInput.cpp
2017-08-09 22:51:01 -05:00

241 lines
6.4 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "InputCommon/ControllerInterface/XInput/XInput.h"
#ifndef XINPUT_GAMEPAD_GUIDE
#define XINPUT_GAMEPAD_GUIDE 0x0400
#endif
namespace ciface
{
namespace XInput
{
static const struct
{
const char* const name;
const WORD bitmask;
} named_buttons[] = {{"Button A", XINPUT_GAMEPAD_A},
{"Button B", XINPUT_GAMEPAD_B},
{"Button X", XINPUT_GAMEPAD_X},
{"Button Y", XINPUT_GAMEPAD_Y},
{"Pad N", XINPUT_GAMEPAD_DPAD_UP},
{"Pad S", XINPUT_GAMEPAD_DPAD_DOWN},
{"Pad W", XINPUT_GAMEPAD_DPAD_LEFT},
{"Pad E", XINPUT_GAMEPAD_DPAD_RIGHT},
{"Start", XINPUT_GAMEPAD_START},
{"Back", XINPUT_GAMEPAD_BACK},
{"Shoulder L", XINPUT_GAMEPAD_LEFT_SHOULDER},
{"Shoulder R", XINPUT_GAMEPAD_RIGHT_SHOULDER},
{"Guide", XINPUT_GAMEPAD_GUIDE},
{"Thumb L", XINPUT_GAMEPAD_LEFT_THUMB},
{"Thumb R", XINPUT_GAMEPAD_RIGHT_THUMB}};
static const char* const named_triggers[] = {"Trigger L", "Trigger R"};
static const char* const named_axes[] = {"Left X", "Left Y", "Right X", "Right Y"};
static const char* const named_motors[] = {"Motor L", "Motor R"};
static HMODULE hXInput = nullptr;
typedef decltype(&XInputGetCapabilities) XInputGetCapabilities_t;
typedef decltype(&XInputSetState) XInputSetState_t;
typedef decltype(&XInputGetState) XInputGetState_t;
static XInputGetCapabilities_t PXInputGetCapabilities = nullptr;
static XInputSetState_t PXInputSetState = nullptr;
static XInputGetState_t PXInputGetState = nullptr;
static bool haveGuideButton = false;
void Init()
{
if (!hXInput)
{
// Try for the most recent version we were compiled against (will only work if running on Win8+)
hXInput = ::LoadLibrary(XINPUT_DLL);
if (!hXInput)
{
// Drop back to DXSDK June 2010 version. Requires DX June 2010 redist.
hXInput = ::LoadLibrary(TEXT("xinput1_3.dll"));
if (!hXInput)
{
return;
}
}
PXInputGetCapabilities =
(XInputGetCapabilities_t)::GetProcAddress(hXInput, "XInputGetCapabilities");
PXInputSetState = (XInputSetState_t)::GetProcAddress(hXInput, "XInputSetState");
// Ordinal 100 is the same as XInputGetState, except it doesn't dummy out the guide
// button info. Try loading it and fall back if needed.
PXInputGetState = (XInputGetState_t)::GetProcAddress(hXInput, (LPCSTR)100);
if (PXInputGetState)
haveGuideButton = true;
else
PXInputGetState = (XInputGetState_t)::GetProcAddress(hXInput, "XInputGetState");
if (!PXInputGetCapabilities || !PXInputSetState || !PXInputGetState)
{
::FreeLibrary(hXInput);
hXInput = nullptr;
return;
}
}
}
void PopulateDevices()
{
if (!hXInput)
return;
XINPUT_CAPABILITIES caps;
for (int i = 0; i != 4; ++i)
if (ERROR_SUCCESS == PXInputGetCapabilities(i, 0, &caps))
g_controller_interface.AddDevice(std::make_shared<Device>(caps, i));
}
void DeInit()
{
if (hXInput)
{
::FreeLibrary(hXInput);
hXInput = nullptr;
}
}
Device::Device(const XINPUT_CAPABILITIES& caps, u8 index) : m_subtype(caps.SubType), m_index(index)
{
// XInputGetCaps can be broken on some devices, so we'll just ignore it
// and assume all gamepad + vibration capabilities are supported
// get supported buttons
for (int i = 0; i != sizeof(named_buttons) / sizeof(*named_buttons); ++i)
{
// Only add guide button if we have the 100 ordinal XInputGetState
if (!(named_buttons[i].bitmask & XINPUT_GAMEPAD_GUIDE) || haveGuideButton)
AddInput(new Button(i, m_state_in.Gamepad.wButtons));
}
// get supported triggers
for (int i = 0; i != sizeof(named_triggers) / sizeof(*named_triggers); ++i)
{
AddInput(new Trigger(i, (&m_state_in.Gamepad.bLeftTrigger)[i], 255));
}
// get supported axes
for (int i = 0; i != sizeof(named_axes) / sizeof(*named_axes); ++i)
{
const SHORT& ax = (&m_state_in.Gamepad.sThumbLX)[i];
// each axis gets a negative and a positive input instance associated with it
AddInput(new Axis(i, ax, -32768));
AddInput(new Axis(i, ax, 32767));
}
// get supported motors
for (int i = 0; i != sizeof(named_motors) / sizeof(*named_motors); ++i)
{
AddOutput(new Motor(i, this, (&m_state_out.wLeftMotorSpeed)[i], 65535));
}
ZeroMemory(&m_state_in, sizeof(m_state_in));
}
std::string Device::GetName() const
{
switch (m_subtype)
{
case XINPUT_DEVSUBTYPE_GAMEPAD:
return "Gamepad";
case XINPUT_DEVSUBTYPE_WHEEL:
return "Wheel";
case XINPUT_DEVSUBTYPE_ARCADE_STICK:
return "Arcade Stick";
case XINPUT_DEVSUBTYPE_FLIGHT_STICK:
return "Flight Stick";
case XINPUT_DEVSUBTYPE_DANCE_PAD:
return "Dance Pad";
case XINPUT_DEVSUBTYPE_GUITAR:
return "Guitar";
case XINPUT_DEVSUBTYPE_DRUM_KIT:
return "Drum Kit";
default:
return "Device";
}
}
std::string Device::GetSource() const
{
return "XInput";
}
// Update I/O
void Device::UpdateInput()
{
PXInputGetState(m_index, &m_state_in);
}
void Device::UpdateMotors()
{
// this if statement is to make rumble work better when multiple ControllerInterfaces are using
// the device
// only calls XInputSetState if the state changed
if (memcmp(&m_state_out, &m_current_state_out, sizeof(m_state_out)))
{
m_current_state_out = m_state_out;
PXInputSetState(m_index, &m_state_out);
}
}
// GET name/source/id
std::string Device::Button::GetName() const
{
return named_buttons[m_index].name;
}
std::string Device::Axis::GetName() const
{
return std::string(named_axes[m_index]) + (m_range < 0 ? '-' : '+');
}
std::string Device::Trigger::GetName() const
{
return named_triggers[m_index];
}
std::string Device::Motor::GetName() const
{
return named_motors[m_index];
}
// GET / SET STATES
ControlState Device::Button::GetState() const
{
return (m_buttons & named_buttons[m_index].bitmask) > 0;
}
ControlState Device::Trigger::GetState() const
{
return ControlState(m_trigger) / m_range;
}
ControlState Device::Axis::GetState() const
{
return std::max(0.0, ControlState(m_axis) / m_range);
}
void Device::Motor::SetState(ControlState state)
{
m_motor = (WORD)(state * m_range);
m_parent->UpdateMotors();
}
}
}