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https://github.com/libretro/RetroArch
synced 2025-01-30 03:32:46 +00:00
(Xbox 1) Dehardcoded controls
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parent
c29a7e80c9
commit
19c611bf42
@ -115,9 +115,20 @@ void CMenuMain::ProcessInput()
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uint16_t input_state = 0;
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input_xinput.poll(NULL);
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static const struct retro_keybind *binds[MAX_PLAYERS] = {
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g_settings.input.binds[0],
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g_settings.input.binds[1],
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g_settings.input.binds[2],
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g_settings.input.binds[3],
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g_settings.input.binds[4],
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g_settings.input.binds[5],
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g_settings.input.binds[6],
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g_settings.input.binds[7],
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};
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for (unsigned i = 0; i < RARCH_FIRST_META_KEY; i++)
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{
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input_state |= input_xinput.input_state(NULL, NULL, false,
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input_state |= input_xinput.input_state(NULL, binds, false,
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RETRO_DEVICE_JOYPAD, 0, i) ? (1 << i) : 0;
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}
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@ -27,6 +27,7 @@
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#include "xinput_xbox_input.h"
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static XINPUT_STATE state[4];
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static uint64_t real_state[4];
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HANDLE gamepads[4];
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DWORD dwDeviceMask;
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bool bInserted[4];
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@ -48,6 +49,7 @@ static void xinput_input_poll(void *data)
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for (unsigned i = 0; i < 4; i++)
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{
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real_state[i] = 0;
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// handle removed devices
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bRemoved[i] = (dwRemovals & (1<<i)) ? true : false;
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@ -82,7 +84,26 @@ static void xinput_input_poll(void *data)
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// XInputOpen, the device handle will be NULL
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retval = XInputGetState(gamepads[i], &state[i]);
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pads_connected += (retval != ERROR_SUCCESS) ? 0 : 1;
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if(retval == ERROR_SUCCESS)
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{
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pads_connected++;
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real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B]) ? XINPUT1_GAMEPAD_B : 0);
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real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? XINPUT1_GAMEPAD_A : 0);
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real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? XINPUT1_GAMEPAD_Y : 0);
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real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? XINPUT1_GAMEPAD_X : 0);
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real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) || (state[i].Gamepad.sThumbLX < -DEADZONE) ? XINPUT1_GAMEPAD_DPAD_LEFT : 0);
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real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) || (state[i].Gamepad.sThumbLX > DEADZONE) ? XINPUT1_GAMEPAD_DPAD_RIGHT : 0);
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real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) || (state[i].Gamepad.sThumbLY > DEADZONE) ? XINPUT1_GAMEPAD_DPAD_UP : 0);
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real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN)|| (state[i].Gamepad.sThumbLY < -DEADZONE) ? XINPUT1_GAMEPAD_DPAD_DOWN : 0);
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real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_START) ? XINPUT1_GAMEPAD_START : 0);
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real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? XINPUT1_GAMEPAD_BACK : 0);
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real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? XINPUT1_GAMEPAD_LEFT_TRIGGER : 0);
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real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? XINPUT1_GAMEPAD_RIGHT_TRIGGER : 0);
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real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? XINPUT1_GAMEPAD_WHITE : 0);
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real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? XINPUT1_GAMEPAD_BLACK : 0);
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real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? XINPUT1_GAMEPAD_LEFT_THUMB : 0);
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real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? XINPUT1_GAMEPAD_RIGHT_THUMB : 0);
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}
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}
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}
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}
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@ -93,65 +114,9 @@ static int16_t xinput_input_state(void *data, const struct retro_keybind **binds
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{
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(void)data;
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unsigned player = port;
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DWORD button = binds[player][id].joykey;
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int16_t retval = 0;
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uint64_t button = binds[player][id].joykey;
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//FIXME: Hardcoded binds
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switch(id)
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{
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case RETRO_DEVICE_ID_JOYPAD_A:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_B:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_X:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_Y:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_LEFT:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) || (state[player].Gamepad.sThumbLX < -DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_RIGHT:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) || (state[player].Gamepad.sThumbLX > DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_UP:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) || (state[player].Gamepad.sThumbLY > DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_DOWN:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN)|| (state[player].Gamepad.sThumbLY < -DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_START:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_START) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_SELECT:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_L:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_R:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_L2:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_R2:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_L3:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_R3:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? 1 : 0;
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break;
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default:
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break;
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}
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return retval;
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return (real_state[player] & button) ? 1 : 0;
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}
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static void xinput_input_free_input(void *data)
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