Merge branch 'open_xinput' into 'master'

WIP: Open xinput - More than 4 controllers on Windows

See merge request Mr_Goldberg/goldberg_emulator!29
This commit is contained in:
Nemirtingas 2021-07-01 08:23:59 +00:00
commit b406d78c08
3 changed files with 570 additions and 58 deletions

View File

@ -15,11 +15,18 @@
/* Platform-specific includes */
#if defined(_WIN32)
# define WIN32_LEAN_AND_MEAN 1
# undef UNICODE
# include "windows.h"
# include "xinput.h"
# pragma comment(lib, "XINPUT9_1_0.lib")
#undef UNICODE
#define INITGUID
#define WIN32_LEAN_AND_MEAN
#define VC_EXTRALEAN
#include <Windows.h>
#include <SetupAPI.h>
#include <winioctl.h>
#pragma comment(lib, "Setupapi.lib")
#include <stdint.h>
#elif defined(__linux__)
# include <linux/joystick.h>
# include <stdio.h>
@ -58,7 +65,11 @@ struct GAMEPAD_STATE {
GAMEPAD_AXIS stick[STICK_COUNT];
GAMEPAD_TRIGINFO trigger[TRIGGER_COUNT];
int bLast, bCurrent, flags;
#if defined(__linux__)
#if defined(_WIN32)
WCHAR* device;
HANDLE hDevice;
uint8_t type;
#elif defined(__linux__)
char* device;
int fd;
int effect;
@ -67,8 +78,8 @@ struct GAMEPAD_STATE {
#endif
};
/* State of the four gamepads */
static GAMEPAD_STATE STATE[4];
/* State of the gamepads */
static GAMEPAD_STATE STATE[GAMEPAD_COUNT];
/* Note whether a gamepad is currently connected */
#define FLAG_CONNECTED (1<<0)
@ -90,54 +101,482 @@ static void GamepadUpdateTrigger (GAMEPAD_TRIGINFO* trig);
/* Platform-specific implementation code */
#if defined(_WIN32)
void GamepadInit(void) {
/*
* Open XInput code from:
* https://gitlab.com/Nemirtingas/open_xinput
*/
#define XINPUT_GAMEPAD_DPAD_UP 0x0001
#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
#define XINPUT_GAMEPAD_START 0x0010
#define XINPUT_GAMEPAD_BACK 0x0020
#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
#define XINPUT_GAMEPAD_GUIDE 0x0400
#define XINPUT_GAMEPAD_A 0x1000
#define XINPUT_GAMEPAD_B 0x2000
#define XINPUT_GAMEPAD_X 0x4000
#define XINPUT_GAMEPAD_Y 0x8000
DEFINE_GUID(GUID_DEVINTERFACE_XINPUT, 0xEC87F1E3, 0xC13B, 0x4100, 0xB5, 0xF7, 0x8B, 0x84, 0xD5, 0x42, 0x60, 0xCB);
#define IOCTL_XINPUT_BASE 0x8000
#define XINPUT_READ_ACCESS ( 0x0001 )
#define XINPUT_WRITE_ACCESS ( 0x0002 )
#define XINPUT_RW_ACCESS ( (XINPUT_READ_ACCESS) | (XINPUT_WRITE_ACCESS) )
#define IOCTL_XINPUT_INIT CTL_CODE(IOCTL_XINPUT_BASE, 0x800, 0x00, XINPUT_READ_ACCESS)
#define IOCTL_XINPUT_GET_CAPABILITIES CTL_CODE(IOCTL_XINPUT_BASE, 0x800, 0x04, XINPUT_RW_ACCESS)
#define IOCTL_XINPUT_8 CTL_CODE(IOCTL_XINPUT_BASE, 0x800, 0x08, XINPUT_RW_ACCESS)
#define IOCTL_XINPUT_GET_DATA CTL_CODE(IOCTL_XINPUT_BASE, 0x800, 0x0C, XINPUT_RW_ACCESS)
#define IOCTL_XINPUT_SET_DATA CTL_CODE(IOCTL_XINPUT_BASE, 0x800, 0x10, XINPUT_WRITE_ACCESS)
#define IOCTL_XINPUT_20 CTL_CODE(IOCTL_XINPUT_BASE, 0x800, 0x14, XINPUT_WRITE_ACCESS)
#define IOCTL_XINPUT_GET_BATTERY_INFO CTL_CODE(IOCTL_XINPUT_BASE, 0x800, 0x18, XINPUT_RW_ACCESS)
#define IOCTL_XINPUT_28 CTL_CODE(IOCTL_XINPUT_BASE, 0x800, 0x1C, XINPUT_WRITE_ACCESS)
#define IOCTL_XINPUT_32 CTL_CODE(IOCTL_XINPUT_BASE, 0x800, 0x20, XINPUT_RW_ACCESS)
#pragma pack(push, 1)
struct buff_in_t
{
int16_t field_0;
uint8_t field_2;
};
struct buff_out_xbox_t
{
uint8_t field_0;
uint8_t field_1;
uint8_t status;
uint8_t field_3;
uint8_t field_4;
uint32_t dwPacketNumber;
uint8_t field_9;
uint8_t field_A;
uint16_t wButtons;
uint8_t bLeftTrigger;
uint8_t bRightTrigger;
int16_t sThumbLX;
int16_t sThumbLY;
int16_t sThumbRX;
int16_t sThumbRY;
uint32_t field_17;
uint16_t field_1B;
};
struct buff_out_xbox_one_t
{
uint8_t status;
uint8_t field_1;
uint8_t field_2;
uint32_t dwPacketNumber;
uint8_t field_7;
uint16_t wButtons;
uint8_t bLeftTrigger;
uint8_t bRightTrigger;
int16_t sThumbLX;
int16_t sThumbLY;
int16_t sThumbRX;
int16_t sThumbRY;
uint16_t field_14;
};
#pragma pack(pop)
static HRESULT DeviceIo(HANDLE hDevice, DWORD ioControlCode, LPVOID inBuff, DWORD inBuffSize, LPVOID outBuff, DWORD outBuffSize, LPOVERLAPPED pOverlapped)
{
HRESULT result;
int BytesReturned;
DWORD lpBytesReturned;
lpBytesReturned = 0;
BytesReturned = DeviceIoControl(hDevice, ioControlCode, inBuff, inBuffSize, outBuff, outBuffSize, &lpBytesReturned, pOverlapped);
if (BytesReturned == TRUE)
return ERROR_SUCCESS;
if (GetLastError() == ERROR_IO_PENDING && pOverlapped)
result = 0x8000000A;
else
result = 0x80004005;
return result;
}
static HRESULT DeviceInIo(HANDLE hDevice, DWORD nioctl, void* buff, size_t buff_size)
{
return DeviceIo(hDevice, nioctl, NULL, 0, buff, buff_size, NULL);
}
static HRESULT DeviceOutIo(HANDLE hDevice, DWORD nioctl, void* buff, size_t buff_size)
{
return DeviceIo(hDevice, nioctl, buff, buff_size, NULL, 0, NULL);
}
static HRESULT DeviceInOutIo(HANDLE hDevice, DWORD nioctl, void* in_buff, size_t in_buff_size, void* out_buff, size_t out_buff_size)
{
return DeviceIo(hDevice, nioctl, in_buff, in_buff_size, out_buff, out_buff_size, NULL);
}
static int parse_xboxone_buffer(GAMEPAD_STATE *state, struct buff_out_xbox_one_t* buff)
{
int button;
int i;
for (i = 0; i != GAMEPAD_COUNT; ++i) {
STATE[i].flags = 0;
for (i = XINPUT_GAMEPAD_DPAD_UP; i <= XINPUT_GAMEPAD_Y; i<<=1)
{
switch (i)
{
case XINPUT_GAMEPAD_DPAD_UP : button = BUTTON_DPAD_UP; break;
case XINPUT_GAMEPAD_DPAD_DOWN : button = BUTTON_DPAD_DOWN; break;
case XINPUT_GAMEPAD_DPAD_LEFT : button = BUTTON_DPAD_LEFT; break;
case XINPUT_GAMEPAD_DPAD_RIGHT : button = BUTTON_DPAD_RIGHT; break;
case XINPUT_GAMEPAD_START : button = BUTTON_START; break;
case XINPUT_GAMEPAD_BACK : button = BUTTON_BACK; break;
case XINPUT_GAMEPAD_LEFT_THUMB : button = BUTTON_LEFT_THUMB; break;
case XINPUT_GAMEPAD_RIGHT_THUMB : button = BUTTON_RIGHT_THUMB; break;
case XINPUT_GAMEPAD_LEFT_SHOULDER : button = BUTTON_LEFT_SHOULDER; break;
case XINPUT_GAMEPAD_RIGHT_SHOULDER: button = BUTTON_RIGHT_SHOULDER; break;
//case XINPUT_GAMEPAD_GUIDE : button = BUTTON_GUIDE; break;
case XINPUT_GAMEPAD_GUIDE : continue;
case 0x0800 : continue;
case XINPUT_GAMEPAD_A : button = BUTTON_A; break;
case XINPUT_GAMEPAD_B : button = BUTTON_B; break;
case XINPUT_GAMEPAD_X : button = BUTTON_X; break;
case XINPUT_GAMEPAD_Y : button = BUTTON_Y; break;
default: button = 0;
}
if (buff->wButtons & i) {
state->bCurrent |= BUTTON_TO_FLAG(button);
}
else {
state->bCurrent &= ~BUTTON_TO_FLAG(button);
}
}
state->stick[STICK_LEFT].x = buff->sThumbLX;
state->stick[STICK_LEFT].y = buff->sThumbLY;
state->stick[STICK_RIGHT].x = buff->sThumbRX;
state->stick[STICK_RIGHT].y = buff->sThumbRY;
state->trigger[TRIGGER_LEFT].value = buff->bLeftTrigger;
state->trigger[TRIGGER_RIGHT].value = buff->bRightTrigger;
return buff->status == 1;
}
static int parse_xbox_buffer(GAMEPAD_STATE* state, struct buff_out_xbox_t* buff)
{
int button;
int i;
for (i = XINPUT_GAMEPAD_DPAD_UP; i <= XINPUT_GAMEPAD_Y; i<<=1)
{
switch (i)
{
case XINPUT_GAMEPAD_DPAD_UP : button = BUTTON_DPAD_UP; break;
case XINPUT_GAMEPAD_DPAD_DOWN : button = BUTTON_DPAD_DOWN; break;
case XINPUT_GAMEPAD_DPAD_LEFT : button = BUTTON_DPAD_LEFT; break;
case XINPUT_GAMEPAD_DPAD_RIGHT : button = BUTTON_DPAD_RIGHT; break;
case XINPUT_GAMEPAD_START : button = BUTTON_START; break;
case XINPUT_GAMEPAD_BACK : button = BUTTON_BACK; break;
case XINPUT_GAMEPAD_LEFT_THUMB : button = BUTTON_LEFT_THUMB; break;
case XINPUT_GAMEPAD_RIGHT_THUMB : button = BUTTON_RIGHT_THUMB; break;
case XINPUT_GAMEPAD_LEFT_SHOULDER : button = BUTTON_LEFT_SHOULDER; break;
case XINPUT_GAMEPAD_RIGHT_SHOULDER: button = BUTTON_RIGHT_SHOULDER; break;
//case XINPUT_GAMEPAD_GUIDE : button = BUTTON_GUIDE; break;
case XINPUT_GAMEPAD_GUIDE : continue;
case 0x0800 : continue;
case XINPUT_GAMEPAD_A : button = BUTTON_A; break;
case XINPUT_GAMEPAD_B : button = BUTTON_B; break;
case XINPUT_GAMEPAD_X : button = BUTTON_X; break;
case XINPUT_GAMEPAD_Y : button = BUTTON_Y; break;
default: button = 0;
}
if (buff->wButtons & i) {
state->bCurrent |= BUTTON_TO_FLAG(button);
}
else {
state->bCurrent &= ~BUTTON_TO_FLAG(button);
}
}
state->stick[STICK_LEFT].x = buff->sThumbLX;
state->stick[STICK_LEFT].y = buff->sThumbLY;
state->stick[STICK_RIGHT].x = buff->sThumbRX;
state->stick[STICK_RIGHT].y = buff->sThumbRY;
state->trigger[TRIGGER_LEFT].value = buff->bLeftTrigger;
state->trigger[TRIGGER_RIGHT].value = buff->bRightTrigger;
return buff->status == 1;
}
static int get_gamepad_data(GAMEPAD_STATE* state)
{
union
{
struct buff_out_xbox_t xboxOutBuff;
struct buff_out_xbox_one_t xboxOneOutBuff;
} out_buff;
union
{
struct buff_in_t xboxInBuff;
uint8_t xbonOneInBuff;
} in_buff;
DWORD inBuffSize;
DWORD outBuffSize;
unsigned int res;
int online;
memset(&out_buff, 0, sizeof(out_buff));
memset(&in_buff, 0, sizeof(in_buff));
if (state->type == 256)
{// I don't know if its xboxOne stuff
in_buff.xbonOneInBuff = 0;
inBuffSize = sizeof(in_buff.xbonOneInBuff);
outBuffSize = sizeof(out_buff.xboxOneOutBuff);
}
else
{
in_buff.xboxInBuff.field_0 = 257;
in_buff.xboxInBuff.field_2 = 0;
inBuffSize = sizeof(in_buff.xboxInBuff);
outBuffSize = sizeof(out_buff.xboxOutBuff);
}
res = DeviceInOutIo(state->hDevice, IOCTL_XINPUT_GET_DATA, &in_buff, inBuffSize, &out_buff, outBuffSize);
if (res < 0)
return 0;
if (state->type == 256)
online = parse_xboxone_buffer(state, &out_buff.xboxOneOutBuff);
else
online = parse_xbox_buffer(state, &out_buff.xboxOutBuff);
return online;
}
static int get_gamepad_infos(GAMEPAD_STATE* state)
{
WORD buffer[6] = { 0 };
int success = (DeviceInIo(state->hDevice, IOCTL_XINPUT_INIT, buffer, sizeof(buffer)) >= 0 ? 1 : 0);
if (success)
{
if (!(buffer[2] & 0x80))
{
for (int i = 0; i < (buffer[1] & 0xFF); ++i)
{
state->type = buffer[0];
//id.vendorID = buffer[4];
//id.productID = buffer[5];
{
char buff[5] = { 0 };
buff[1] = 13;
buff[4] = 1;
DeviceOutIo(state->hDevice, IOCTL_XINPUT_SET_DATA, buff, sizeof(buff));
}
}
}
}
return success;
}
static void send_gamepad_vibration(GAMEPAD_STATE *state, float left, float right, int rumble_length_ms)
{
uint8_t buff[5] = { 0 };
if (left > 1.0f)
left = 1.0f;
if (right > 1.0f)
right = 1.0f;
buff[0] = 0;
buff[2] = (uint8_t)(left * 255.0f);
buff[3] = (uint8_t)(right * 255.0f);
buff[4] = 2;
DeviceOutIo(state->hDevice, IOCTL_XINPUT_SET_DATA, buff, sizeof(buff));
}
static void GamepadAddDevice(WCHAR* devPath);
static void GamepadRemoveDevice(WCHAR* devPath);
static void GamepadDetect()
{
HDEVINFO device_info_set;
SP_DEVICE_INTERFACE_DATA interface_data;
SP_DEVICE_INTERFACE_DETAIL_DATA_W* data;
DWORD detail_size = MAX_PATH * sizeof(WCHAR);
DWORD idx;
device_info_set = SetupDiGetClassDevsW(&GUID_DEVINTERFACE_XINPUT, NULL, NULL, DIGCF_DEVICEINTERFACE | DIGCF_PRESENT);
//HeapAlloc(GetProcessHeap(), 0, sizeof(*data) + detail_size);
data = (SP_DEVICE_INTERFACE_DETAIL_DATA_W*)malloc(sizeof(*data) + detail_size);
data->cbSize = sizeof(*data);
ZeroMemory(&interface_data, sizeof(interface_data));
interface_data.cbSize = sizeof(interface_data);
idx = 0;
while (SetupDiEnumDeviceInterfaces(device_info_set, NULL, &GUID_DEVINTERFACE_XINPUT, idx++, &interface_data))
{
if (!SetupDiGetDeviceInterfaceDetailW(device_info_set,
&interface_data, data, sizeof(*data) + detail_size, NULL, NULL))
continue;
GamepadAddDevice(data->DevicePath);
}
free(data);
//HeapFree(GetProcessHeap(), 0, data);
SetupDiDestroyDeviceInfoList(device_info_set);
for (int i = 0; i != GAMEPAD_COUNT; ++i) {
if ((STATE[i].flags & FLAG_CONNECTED) && STATE[i].device) {
if (!get_gamepad_data(&STATE[i])) {
GamepadRemoveDevice(STATE[i].device);
}
}
}
}
/* Helper to add a new device */
static void GamepadAddDevice(const WCHAR* devPath) {
int controller = GAMEPAD_COUNT;
HANDLE hDevice;
int i;
/* try to find a free controller */
for (i = 0; i != GAMEPAD_COUNT; ++i) {
if ((STATE[i].flags & FLAG_CONNECTED) == 0 && controller == GAMEPAD_COUNT) {
controller = i;
continue;
}
if (STATE[i].device && wcscmp(devPath, STATE[i].device) == 0) {
return;
}
}
if (controller == -1) {
return;
}
hDevice = CreateFileW(devPath, GENERIC_READ | GENERIC_WRITE, FILE_SHARE_READ | FILE_SHARE_WRITE, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, 0);
if (hDevice == NULL || hDevice == INVALID_HANDLE_VALUE)
return;
/* copy the device path */
STATE[controller].device = _wcsdup(devPath);
if (STATE[controller].device == NULL) {
CloseHandle(hDevice);
return;
}
STATE[controller].hDevice = hDevice;
if (get_gamepad_infos(&STATE[controller]) == 0) {
STATE[controller].hDevice = INVALID_HANDLE_VALUE;
CloseHandle(hDevice);
return;
}
/* reset device state */
GamepadResetState((GAMEPAD_DEVICE)controller);
STATE[controller].flags |= FLAG_CONNECTED;
}
/* Helper to remove a device */
static void GamepadRemoveDevice(const WCHAR* devPath) {
int i;
for (i = 0; i != GAMEPAD_COUNT; ++i) {
if (STATE[i].device != NULL && wcscmp(STATE[i].device, devPath) == 0) {
if (STATE[i].hDevice != INVALID_HANDLE_VALUE) {
CloseHandle(STATE[i].hDevice);
STATE[i].hDevice = INVALID_HANDLE_VALUE;
}
free(STATE[i].device);
STATE[i].device = NULL;
STATE[i].flags = 0;
break;
}
}
}
void GamepadInit(void) {
int i;
/* initialize connection state */
for (i = 0; i != GAMEPAD_COUNT; ++i) {
STATE[i].flags = 0;
STATE[i].hDevice = INVALID_HANDLE_VALUE;
STATE[i].device = NULL;
}
GamepadDetect();
}
void GamepadUpdate(void) {
static unsigned long last = 0;
unsigned long cur = time(NULL);
if (last + 2 < cur) {
GamepadDetect();
last = cur;
}
GamepadUpdateCommon();
}
static int adjust_values_trigger(double min, double max, double value)
{
return (((value + (0 - min)) / (max - min)) * 255.0);
}
static int adjust_values_stick(double min, double max, double value)
{
return (((value + (0 - min)) / (max - min)) * (65535.0)) - 32768.0;
}
static void GamepadUpdateDevice(GAMEPAD_DEVICE gamepad) {
XINPUT_STATE xs;
if (XInputGetState(gamepad, &xs) == 0) {
/* reset if the device was not already connected */
if ((STATE[gamepad].flags & FLAG_CONNECTED) == 0) {
GamepadResetState(gamepad);
}
/* mark that we are connected w/ rumble support */
STATE[gamepad].flags |= FLAG_CONNECTED|FLAG_RUMBLE;
/* update state */
STATE[gamepad].bCurrent = xs.Gamepad.wButtons;
STATE[gamepad].trigger[TRIGGER_LEFT].value = xs.Gamepad.bLeftTrigger;
STATE[gamepad].trigger[TRIGGER_RIGHT].value = xs.Gamepad.bRightTrigger;
STATE[gamepad].stick[STICK_LEFT].x = xs.Gamepad.sThumbLX;
STATE[gamepad].stick[STICK_LEFT].y = xs.Gamepad.sThumbLY;
STATE[gamepad].stick[STICK_RIGHT].x = xs.Gamepad.sThumbRX;
STATE[gamepad].stick[STICK_RIGHT].y = xs.Gamepad.sThumbRY;
} else {
/* disconnected */
STATE[gamepad].flags &= ~FLAG_CONNECTED;
if (STATE[gamepad].flags & FLAG_CONNECTED) {
get_gamepad_data(&STATE[gamepad]);
}
}
void GamepadShutdown(void) {
/* no Win32 shutdown required */
int i;
/* cleanup devices */
for (i = 0; i != GAMEPAD_COUNT; ++i) {
if (STATE[i].device != NULL) {
free(STATE[i].device);
}
if (STATE[i].hDevice != INVALID_HANDLE_VALUE) {
CloseHandle(STATE[i].hDevice);
}
}
}
void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right, unsigned int rumble_length_ms) {
//TODO: rumble_length_ms
if ((STATE[gamepad].flags & FLAG_RUMBLE) != 0) {
XINPUT_VIBRATION vib;
ZeroMemory(&vib, sizeof(vib));
vib.wLeftMotorSpeed = (WORD)(left * 65535);
vib.wRightMotorSpeed = (WORD)(right * 65535);
XInputSetState(gamepad, &vib);
if (STATE[gamepad].hDevice != INVALID_HANDLE_VALUE) {
send_gamepad_vibration(&STATE[gamepad], left, right, rumble_length_ms);
}
}
@ -242,11 +681,13 @@ static void GamepadDetect()
/* Helper to add a new device */
static void GamepadAddDevice(const char* devPath) {
int i;
int controller = GAMEPAD_COUNT;
/* try to find a free controller */
for (i = 0; i != GAMEPAD_COUNT; ++i) {
if ((STATE[i].flags & FLAG_CONNECTED) == 0) {
break;
if ((STATE[i].flags & FLAG_CONNECTED) == 0 && controller == GAMEPAD_COUNT) {
controller = i;
continue;
}
if (STATE[i].device && strcmp(devPath, STATE[i].device) == 0) {
@ -254,7 +695,7 @@ static void GamepadAddDevice(const char* devPath) {
}
}
if (i == GAMEPAD_COUNT) {
if (controller == GAMEPAD_COUNT) {
return;
}
@ -268,19 +709,18 @@ static void GamepadAddDevice(const char* devPath) {
}
/* copy the device path */
STATE[i].device = strdup(devPath);
if (STATE[i].device == NULL) {
STATE[controller].device = strdup(devPath);
if (STATE[controller].device == NULL) {
return;
}
/* reset device state */
GamepadResetState((GAMEPAD_DEVICE)i);
GamepadResetState((GAMEPAD_DEVICE)controller);
fcntl(fd, F_SETFL, O_NONBLOCK);
STATE[i].fd = fd;
STATE[i].flags |= FLAG_CONNECTED;
STATE[controller].fd = fd;
STATE[controller].flags |= FLAG_CONNECTED;
int controller = i;
{
int i, t;
unsigned long keybit[NBITS(KEY_MAX)] = { 0 };
@ -414,6 +854,9 @@ static int adjust_values_stick(double min, double max, double value)
}
static void GamepadUpdateDevice(GAMEPAD_DEVICE gamepad) {
if (gamepad >= GAMEPAD_COUNT)
return;
if (STATE[gamepad].flags & FLAG_CONNECTED) {
struct input_event events[32];
int i, len;
@ -547,6 +990,9 @@ void GamepadShutdown(void) {
}
void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right, unsigned int rumble_length_ms) {
if (gamepad >= GAMEPAD_COUNT)
return;
if (STATE[gamepad].fd != -1) {
struct input_event play;
struct ff_effect ff;
@ -580,74 +1026,122 @@ void GamepadSetRumble(GAMEPAD_DEVICE gamepad, float left, float right, unsigned
#endif /* end of platform implementations */
GAMEPAD_BOOL GamepadIsConnected(GAMEPAD_DEVICE device) {
if (device >= GAMEPAD_COUNT)
return GAMEPAD_FALSE;
return (STATE[device].flags & FLAG_CONNECTED) != 0 ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
GAMEPAD_BOOL GamepadButtonDown(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) {
if (device >= GAMEPAD_COUNT)
return GAMEPAD_FALSE;
return (STATE[device].bCurrent & BUTTON_TO_FLAG(button)) != 0 ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
GAMEPAD_BOOL GamepadButtonTriggered(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) {
if (device >= GAMEPAD_COUNT)
return GAMEPAD_FALSE;
return ((STATE[device].bLast & BUTTON_TO_FLAG(button)) == 0 &&
(STATE[device].bCurrent & BUTTON_TO_FLAG(button)) != 0) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
GAMEPAD_BOOL GamepadButtonReleased(GAMEPAD_DEVICE device, GAMEPAD_BUTTON button) {
if (device >= GAMEPAD_COUNT)
return GAMEPAD_FALSE;
return ((STATE[device].bCurrent & BUTTON_TO_FLAG(button)) == 0 &&
(STATE[device].bLast & BUTTON_TO_FLAG(button)) != 0) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
int GamepadTriggerValue(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
if (device >= GAMEPAD_COUNT)
return 0;
return STATE[device].trigger[trigger].value;
}
float GamepadTriggerLength(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
if (device >= GAMEPAD_COUNT)
return 0.0f;
return STATE[device].trigger[trigger].length;
}
GAMEPAD_BOOL GamepadTriggerDown(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
if (device >= GAMEPAD_COUNT)
return GAMEPAD_FALSE;
return STATE[device].trigger[trigger].pressedCurrent;
}
GAMEPAD_BOOL GamepadTriggerTriggered(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
if (device >= GAMEPAD_COUNT)
return GAMEPAD_FALSE;
return (STATE[device].trigger[trigger].pressedCurrent &&
!STATE[device].trigger[trigger].pressedLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
GAMEPAD_BOOL GamepadTriggerReleased(GAMEPAD_DEVICE device, GAMEPAD_TRIGGER trigger) {
if (device >= GAMEPAD_COUNT)
return GAMEPAD_FALSE;
return (!STATE[device].trigger[trigger].pressedCurrent &&
STATE[device].trigger[trigger].pressedLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
void GamepadStickXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, int *outX, int *outY) {
if (device >= GAMEPAD_COUNT)
return;
*outX = STATE[device].stick[stick].x;
*outY = STATE[device].stick[stick].y;
}
float GamepadStickLength(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) {
if (device >= GAMEPAD_COUNT)
return 0.0f;
return STATE[device].stick[stick].length;
}
void GamepadStickNormXY(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, float *outX, float *outY) {
if (device >= GAMEPAD_COUNT)
return;
*outX = STATE[device].stick[stick].nx;
*outY = STATE[device].stick[stick].ny;
}
float GamepadStickAngle(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) {
if (device >= GAMEPAD_COUNT)
return 0.0f;
return STATE[device].stick[stick].angle;
}
GAMEPAD_STICKDIR GamepadStickDir(GAMEPAD_DEVICE device, GAMEPAD_STICK stick) {
if (device >= GAMEPAD_COUNT)
return STICKDIR_CENTER;
return STATE[device].stick[stick].dirCurrent;
}
GAMEPAD_BOOL GamepadStickDirTriggered(GAMEPAD_DEVICE device, GAMEPAD_STICK stick, GAMEPAD_STICKDIR dir) {
if (device >= GAMEPAD_COUNT)
return GAMEPAD_FALSE;
return (STATE[device].stick[stick].dirCurrent == dir &&
STATE[device].stick[stick].dirCurrent != STATE[device].stick[stick].dirLast) ? GAMEPAD_TRUE : GAMEPAD_FALSE;
}
/* initialize common gamepad state */
static void GamepadResetState(GAMEPAD_DEVICE gamepad) {
if (gamepad >= GAMEPAD_COUNT)
return;
memset(STATE[gamepad].stick, 0, sizeof(STATE[gamepad].stick));
memset(STATE[gamepad].trigger, 0, sizeof(STATE[gamepad].trigger));
STATE[gamepad].bLast = STATE[gamepad].bCurrent = 0;

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@ -32,13 +32,25 @@ extern "C" {
/**
* Enumeration of the possible devices.
*
* Only four devices are supported as this is the limit of Windows.
* With open_xinput you can have more than 4 controllers on Windows
*/
enum GAMEPAD_DEVICE {
GAMEPAD_0 = 0, /**< First gamepad */
GAMEPAD_1 = 1, /**< Second gamepad */
GAMEPAD_2 = 2, /**< Third gamepad */
GAMEPAD_3 = 3, /**< Fourth gamepad */
GAMEPAD_0 = 0, /**< First gamepad */
GAMEPAD_1 = 1, /**< Second gamepad */
GAMEPAD_2 = 2, /**< Third gamepad */
GAMEPAD_3 = 3, /**< Fourth gamepad */
GAMEPAD_4 = 4,
GAMEPAD_5 = 5,
GAMEPAD_6 = 6,
GAMEPAD_7 = 7,
GAMEPAD_8 = 8,
GAMEPAD_9 = 9,
GAMEPAD_10 = 10,
GAMEPAD_11 = 11,
GAMEPAD_12 = 12,
GAMEPAD_13 = 13,
GAMEPAD_14 = 14,
GAMEPAD_15 = 15,
GAMEPAD_COUNT /**< Maximum number of supported gamepads */
};

View File

@ -317,10 +317,16 @@ int GetConnectedControllers( ControllerHandle_t *handlesOut )
}
int count = 0;
if (GamepadIsConnected(GAMEPAD_0)) {*handlesOut = GAMEPAD_0 + 1; ++handlesOut; ++count;};
if (GamepadIsConnected(GAMEPAD_1)) {*handlesOut = GAMEPAD_1 + 1; ++handlesOut; ++count;};
if (GamepadIsConnected(GAMEPAD_2)) {*handlesOut = GAMEPAD_2 + 1; ++handlesOut; ++count;};
if (GamepadIsConnected(GAMEPAD_3)) {*handlesOut = GAMEPAD_3 + 1; ++handlesOut; ++count;};
for (int i = GAMEPAD_0; i < GAMEPAD_COUNT; ++i)
{
if (GamepadIsConnected((GAMEPAD_DEVICE)i))
{
*handlesOut = i + 1;
++handlesOut;
++count;
};
}
PRINT_DEBUG("returned %i connected controllers\n", count);
return count;