mirror of
https://github.com/libretro/RetroArch
synced 2025-03-29 22:20:21 +00:00
Split up xinput_joypad.c into xinput_hybrid_joypad.c (assumes
-DHAVE_DINPUT) and xinput_joypad.c (no Dinput available at all)
This commit is contained in:
parent
95604f55b9
commit
5c5c57de9c
@ -1112,7 +1112,11 @@ endif
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ifeq ($(HAVE_XINPUT), 1)
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DEFINES += -DHAVE_XINPUT
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OBJ += input/drivers_joypad/xinput_joypad.o
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ifeq ($(HAVE_DINPUT), 1)
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OBJ += input/drivers_joypad/xinput_hybrid_joypad.o
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else
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OBJ += input/drivers_joypad/xinput_joypad.o
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endif
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endif
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ifeq ($(HAVE_OPENDINGUX_FBDEV), 1)
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@ -735,8 +735,12 @@ INPUT
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#endif
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#ifdef HAVE_XINPUT
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#ifdef HAVE_DINPUT
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#include "../input/drivers_joypad/xinput_hybrid_joypad.c"
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#else
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#include "../input/drivers_joypad/xinput_joypad.c"
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#endif
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#endif
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#if defined(__linux__) && !defined(ANDROID)
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#include "../input/common/linux_common.c"
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416
input/drivers_joypad/xinput_hybrid_joypad.c
Normal file
416
input/drivers_joypad/xinput_hybrid_joypad.c
Normal file
@ -0,0 +1,416 @@
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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2013-2015 - pinumbernumber
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* Copyright (C) 2011-2017 - Daniel De Matteis
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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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*
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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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**/
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/* Specialized version of xinput_joypad.c,
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* has both DirectInput and XInput codepaths */
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/* TODO/FIXME - integrate dinput_joypad into this version */
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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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#include <boolean.h>
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#include <retro_inline.h>
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#include <compat/strl.h>
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#include <dynamic/dylib.h>
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#ifdef HAVE_CONFIG_H
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#include "../../config.h"
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#endif
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#include "../../config.def.h"
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#include "../../tasks/tasks_internal.h"
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#include "../input_driver.h"
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#include "../../verbosity.h"
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#include "dinput_joypad.h"
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#include "xinput_joypad.h"
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/* Due to 360 pads showing up under both XInput and DirectInput,
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* and since we are going to have to pass through unhandled
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* joypad numbers to DirectInput, a slightly ugly
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* hack is required here. dinput_joypad_init will fill this.
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*
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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 user number (0..3 inclusive) if it is.
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*/
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extern int g_xinput_pad_indexes[MAX_USERS];
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extern bool g_xinput_block_pads;
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#ifdef HAVE_DYNAMIC
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/* For xinput1_n.dll */
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static dylib_t g_xinput_dll = NULL;
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#endif
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/* Function pointer, to be assigned with dylib_proc */
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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_xinput_guide_button_supported = false;
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static unsigned g_xinput_num_buttons = 0;
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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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} xinput_joypad_state;
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/* TODO/FIXME - static globals */
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static XINPUT_VIBRATION g_xinput_rumble_states[4];
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static xinput_joypad_state g_xinput_states[4];
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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
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* 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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#ifndef _XBOX
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,
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XINPUT_GAMEPAD_GUIDE
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#endif
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};
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#include "xinput_joypad_inl.h"
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static INLINE int pad_index_to_xuser_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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static const char *xinput_joypad_name(unsigned pad)
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{
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/* On platforms with dinput support, we are able
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* to get a name from the device itself */
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return dinput_joypad.name(pad);
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}
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static bool xinput_joypad_init(void *data)
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{
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unsigned i, j;
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XINPUT_STATE dummy_state;
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#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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if (!g_xinput_dll)
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if (!load_xinput_dll())
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goto error;
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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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*/
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g_XInputGetStateEx = (XInputGetStateEx_t)dylib_proc(
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g_xinput_dll, (const char*)100);
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#elif defined(__WINRT__)
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/* XInputGetStateEx is not available on WinRT */
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g_XInputGetStateEx = NULL;
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#else
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g_XInputGetStateEx = (XInputGetStateEx_t)XInputGetStateEx;
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#endif
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g_xinput_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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*/
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g_xinput_guide_button_supported = false;
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#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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g_XInputGetStateEx = (XInputGetStateEx_t)dylib_proc(
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g_xinput_dll, "XInputGetState");
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#else
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g_XInputGetStateEx = (XInputGetStateEx_t)XInputGetState;
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#endif
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if (!g_XInputGetStateEx)
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{
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RARCH_ERR("[XInput]: Failed to init: DLL is invalid or corrupt.\n");
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#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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dylib_close(g_xinput_dll);
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#endif
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/* DLL was loaded but did not contain the correct function. */
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goto error;
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}
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RARCH_WARN("[XInput]: No guide button support.\n");
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}
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#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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g_XInputSetState = (XInputSetState_t)dylib_proc(
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g_xinput_dll, "XInputSetState");
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#else
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g_XInputSetState = (XInputSetState_t)XInputSetState;
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#endif
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if (!g_XInputSetState)
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{
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RARCH_ERR("[XInput]: Failed to init: DLL is invalid or corrupt.\n");
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#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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dylib_close(g_xinput_dll);
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#endif
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goto error; /* 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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{
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g_xinput_states[i].xstate.dwPacketNumber = 0;
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g_xinput_states[i].xstate.Gamepad.wButtons = 0;
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g_xinput_states[i].xstate.Gamepad.bLeftTrigger = 0;
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g_xinput_states[i].xstate.Gamepad.bRightTrigger = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbLX = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbLY = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbRX = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbRY = 0;
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g_xinput_states[i].connected =
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!(g_XInputGetStateEx(i, &dummy_state) == ERROR_DEVICE_NOT_CONNECTED);
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}
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if ( (!g_xinput_states[0].connected) &&
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(!g_xinput_states[1].connected) &&
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(!g_xinput_states[2].connected) &&
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(!g_xinput_states[3].connected))
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#ifdef __WINRT__
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goto succeeded;
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#else
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goto error;
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#endif
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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 XInput and non-XInput controllers together. */
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if (!dinput_joypad.init(data))
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{
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g_xinput_block_pads = false;
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goto error;
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}
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for (j = 0; j < MAX_USERS; j++)
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{
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const char *name = xinput_joypad_name(j);
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if (pad_index_to_xuser_index(j) > -1)
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{
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int32_t vid = 0;
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int32_t pid = 0;
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int32_t dinput_index = 0;
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bool success = dinput_joypad_get_vidpid_from_xinput_index((int32_t)pad_index_to_xuser_index(j), (int32_t*)&vid, (int32_t*)&pid,
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(int32_t*)&dinput_index);
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/* On success, found VID/PID from dinput index */
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input_autoconfigure_connect(
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name,
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NULL,
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xinput_joypad.ident,
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j,
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vid,
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pid);
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}
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}
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#ifdef __WINRT__
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succeeded:
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#endif
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/* non-hat button. */
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g_xinput_num_buttons = g_xinput_guide_button_supported ? 11 : 10;
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return true;
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error:
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/* non-hat button. */
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g_xinput_num_buttons = g_xinput_guide_button_supported ? 11 : 10;
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return false;
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}
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static bool xinput_joypad_query_pad(unsigned pad)
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{
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int xuser = pad_index_to_xuser_index(pad);
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if (xuser > -1)
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return g_xinput_states[xuser].connected;
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return dinput_joypad.query_pad(pad);
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}
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static void xinput_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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{
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g_xinput_states[i].xstate.dwPacketNumber = 0;
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g_xinput_states[i].xstate.Gamepad.wButtons = 0;
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g_xinput_states[i].xstate.Gamepad.bLeftTrigger = 0;
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g_xinput_states[i].xstate.Gamepad.bRightTrigger = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbLX = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbLY = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbRX = 0;
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g_xinput_states[i].xstate.Gamepad.sThumbRY = 0;
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g_xinput_states[i].connected = false;
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}
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#if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
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dylib_close(g_xinput_dll);
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g_xinput_dll = NULL;
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#endif
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g_XInputGetStateEx = NULL;
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g_XInputSetState = 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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static int16_t xinput_joypad_button(unsigned port, uint16_t joykey)
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{
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int xuser = pad_index_to_xuser_index(port);
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uint16_t btn_word = 0;
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if (xuser == -1)
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return dinput_joypad.button(port, joykey);
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if (!(g_xinput_states[xuser].connected))
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return 0;
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btn_word = g_xinput_states[xuser].xstate.Gamepad.wButtons;
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return xinput_joypad_button_state(xuser, btn_word, port, joykey);
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}
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static int16_t xinput_joypad_axis(unsigned port, uint32_t joyaxis)
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{
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int xuser = pad_index_to_xuser_index(port);
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XINPUT_GAMEPAD *pad = &(g_xinput_states[xuser].xstate.Gamepad);
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if (xuser == -1)
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return dinput_joypad.axis(port, joyaxis);
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if (!(g_xinput_states[xuser].connected))
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return 0;
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return xinput_joypad_axis_state(pad, port, joyaxis);
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}
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static int16_t xinput_joypad_state_func(
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rarch_joypad_info_t *joypad_info,
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const struct retro_keybind *binds,
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unsigned port)
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{
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unsigned i;
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uint16_t btn_word;
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int16_t ret = 0;
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uint16_t port_idx = joypad_info->joy_idx;
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int xuser = pad_index_to_xuser_index(port_idx);
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XINPUT_GAMEPAD *pad = &(g_xinput_states[xuser].xstate.Gamepad);
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if (xuser == -1)
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return dinput_joypad.state(joypad_info, binds, port_idx);
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if (!(g_xinput_states[xuser].connected))
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return 0;
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btn_word = g_xinput_states[xuser].xstate.Gamepad.wButtons;
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for (i = 0; i < RARCH_FIRST_CUSTOM_BIND; i++)
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{
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/* Auto-binds are per joypad, not per user. */
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const uint64_t joykey = (binds[i].joykey != NO_BTN)
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? binds[i].joykey : joypad_info->auto_binds[i].joykey;
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const uint32_t joyaxis = (binds[i].joyaxis != AXIS_NONE)
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? binds[i].joyaxis : joypad_info->auto_binds[i].joyaxis;
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if (
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(uint16_t)joykey != NO_BTN
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&& xinput_joypad_button_state(
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xuser, btn_word, port_idx, (uint16_t)joykey))
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ret |= ( 1 << i);
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else if (joyaxis != AXIS_NONE &&
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((float)abs(xinput_joypad_axis_state(pad, port_idx, joyaxis))
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/ 0x8000) > joypad_info->axis_threshold)
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ret |= (1 << i);
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}
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return ret;
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}
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static void xinput_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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{
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bool new_connected = g_XInputGetStateEx(i, &(g_xinput_states[i].xstate)) != ERROR_DEVICE_NOT_CONNECTED;
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if (new_connected != g_xinput_states[i].connected)
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{
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g_xinput_states[i].connected = new_connected;
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if (!g_xinput_states[i].connected)
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input_autoconfigure_disconnect(i, xinput_joypad_name(i));
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}
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}
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dinput_joypad.poll();
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}
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static bool xinput_joypad_rumble(unsigned pad,
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enum retro_rumble_effect effect, uint16_t strength)
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{
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int xuser = pad_index_to_xuser_index(pad);
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if (xuser == -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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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[xuser].wLeftMotorSpeed = strength;
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else if (effect == RETRO_RUMBLE_WEAK)
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g_xinput_rumble_states[xuser].wRightMotorSpeed = strength;
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if (!g_XInputSetState)
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return false;
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return (g_XInputSetState(xuser, &g_xinput_rumble_states[xuser])
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== 0);
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}
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input_device_driver_t xinput_joypad = {
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xinput_joypad_init,
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xinput_joypad_query_pad,
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xinput_joypad_destroy,
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xinput_joypad_button,
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xinput_joypad_state_func,
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NULL,
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xinput_joypad_axis,
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xinput_joypad_poll,
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xinput_joypad_rumble,
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xinput_joypad_name,
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"xinput",
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};
|
@ -42,25 +42,8 @@
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#include "../../verbosity.h"
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#ifdef HAVE_DINPUT
|
||||
#include "dinput_joypad.h"
|
||||
#endif
|
||||
|
||||
#include "xinput_joypad.h"
|
||||
|
||||
#ifdef HAVE_DINPUT
|
||||
/* Due to 360 pads showing up under both XInput and DirectInput,
|
||||
* and since we are going to have to pass through unhandled
|
||||
* joypad numbers to DirectInput, a slightly ugly
|
||||
* hack is required here. dinput_joypad_init will fill this.
|
||||
*
|
||||
* For each pad index, the appropriate entry will be set to -1 if it is not
|
||||
* a 360 pad, or the correct XInput user number (0..3 inclusive) if it is.
|
||||
*/
|
||||
extern int g_xinput_pad_indexes[MAX_USERS];
|
||||
extern bool g_xinput_block_pads;
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_DYNAMIC
|
||||
/* For xinput1_n.dll */
|
||||
static dylib_t g_xinput_dll = NULL;
|
||||
@ -112,21 +95,12 @@ static const uint16_t button_index_to_bitmap_code[] = {
|
||||
|
||||
static INLINE int pad_index_to_xuser_index(unsigned pad)
|
||||
{
|
||||
#ifdef HAVE_DINPUT
|
||||
return g_xinput_pad_indexes[pad];
|
||||
#else
|
||||
return pad < DEFAULT_MAX_PADS
|
||||
&& g_xinput_states[pad].connected ? pad : -1;
|
||||
#endif
|
||||
}
|
||||
|
||||
static const char *xinput_joypad_name(unsigned pad)
|
||||
{
|
||||
#ifdef HAVE_DINPUT
|
||||
/* On platforms with dinput support, we are able
|
||||
* to get a name from the device itself */
|
||||
return dinput_joypad.name(pad);
|
||||
#else
|
||||
/* Generic 'XInput' instead of 'Xbox 360', because
|
||||
* there are some other non-Xbox third party PC
|
||||
* controllers */
|
||||
@ -138,7 +112,6 @@ static const char *xinput_joypad_name(unsigned pad)
|
||||
* device-specific name is available
|
||||
* > Have to use generic names instead */
|
||||
return XBOX_CONTROLLER_NAME;
|
||||
#endif
|
||||
}
|
||||
|
||||
static bool xinput_joypad_init(void *data)
|
||||
@ -229,33 +202,15 @@ static bool xinput_joypad_init(void *data)
|
||||
goto error;
|
||||
#endif
|
||||
|
||||
#ifdef HAVE_DINPUT
|
||||
g_xinput_block_pads = true;
|
||||
|
||||
/* We're going to have to be buddies with dinput if we want to be able
|
||||
* to use XInput and non-XInput controllers together. */
|
||||
if (!dinput_joypad.init(data))
|
||||
{
|
||||
g_xinput_block_pads = false;
|
||||
goto error;
|
||||
}
|
||||
#endif
|
||||
|
||||
for (j = 0; j < MAX_USERS; j++)
|
||||
{
|
||||
const char *name = xinput_joypad_name(j);
|
||||
|
||||
if (pad_index_to_xuser_index(j) > -1)
|
||||
{
|
||||
/* TODO/FIXME - fill in VID/PID? */
|
||||
int32_t vid = 0;
|
||||
int32_t pid = 0;
|
||||
#ifdef HAVE_DINPUT
|
||||
int32_t dinput_index = 0;
|
||||
bool success = dinput_joypad_get_vidpid_from_xinput_index((int32_t)pad_index_to_xuser_index(j), (int32_t*)&vid, (int32_t*)&pid,
|
||||
(int32_t*)&dinput_index);
|
||||
/* On success, found VID/PID from dinput index */
|
||||
#endif
|
||||
|
||||
input_autoconfigure_connect(
|
||||
name,
|
||||
NULL,
|
||||
@ -284,11 +239,7 @@ static bool xinput_joypad_query_pad(unsigned pad)
|
||||
int xuser = pad_index_to_xuser_index(pad);
|
||||
if (xuser > -1)
|
||||
return g_xinput_states[xuser].connected;
|
||||
#ifdef HAVE_DINPUT
|
||||
return dinput_joypad.query_pad(pad);
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
||||
static void xinput_joypad_destroy(void)
|
||||
@ -315,12 +266,6 @@ static void xinput_joypad_destroy(void)
|
||||
#endif
|
||||
g_XInputGetStateEx = NULL;
|
||||
g_XInputSetState = NULL;
|
||||
|
||||
#ifdef HAVE_DINPUT
|
||||
dinput_joypad.destroy();
|
||||
|
||||
g_xinput_block_pads = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@ -328,10 +273,6 @@ static int16_t xinput_joypad_button(unsigned port, uint16_t joykey)
|
||||
{
|
||||
int xuser = pad_index_to_xuser_index(port);
|
||||
uint16_t btn_word = 0;
|
||||
#ifdef HAVE_DINPUT
|
||||
if (xuser == -1)
|
||||
return dinput_joypad.button(port, joykey);
|
||||
#endif
|
||||
if (!(g_xinput_states[xuser].connected))
|
||||
return 0;
|
||||
btn_word = g_xinput_states[xuser].xstate.Gamepad.wButtons;
|
||||
@ -342,10 +283,6 @@ static int16_t xinput_joypad_axis(unsigned port, uint32_t joyaxis)
|
||||
{
|
||||
int xuser = pad_index_to_xuser_index(port);
|
||||
XINPUT_GAMEPAD *pad = &(g_xinput_states[xuser].xstate.Gamepad);
|
||||
#ifdef HAVE_DINPUT
|
||||
if (xuser == -1)
|
||||
return dinput_joypad.axis(port, joyaxis);
|
||||
#endif
|
||||
if (!(g_xinput_states[xuser].connected))
|
||||
return 0;
|
||||
return xinput_joypad_axis_state(pad, port, joyaxis);
|
||||
@ -362,10 +299,6 @@ static int16_t xinput_joypad_state_func(
|
||||
uint16_t port_idx = joypad_info->joy_idx;
|
||||
int xuser = pad_index_to_xuser_index(port_idx);
|
||||
XINPUT_GAMEPAD *pad = &(g_xinput_states[xuser].xstate.Gamepad);
|
||||
#ifdef HAVE_DINPUT
|
||||
if (xuser == -1)
|
||||
return dinput_joypad.state(joypad_info, binds, port_idx);
|
||||
#endif
|
||||
if (!(g_xinput_states[xuser].connected))
|
||||
return 0;
|
||||
btn_word = g_xinput_states[xuser].xstate.Gamepad.wButtons;
|
||||
@ -400,7 +333,6 @@ static void xinput_joypad_poll(void)
|
||||
bool new_connected = g_XInputGetStateEx(i, &(g_xinput_states[i].xstate)) != ERROR_DEVICE_NOT_CONNECTED;
|
||||
if (new_connected != g_xinput_states[i].connected)
|
||||
{
|
||||
#ifndef HAVE_DINPUT
|
||||
/* Normally, dinput handles device insertion/removal for us, but
|
||||
* since dinput is not available on UWP we have to do it ourselves */
|
||||
/* Also note that on UWP, the controllers are not available on startup
|
||||
@ -413,16 +345,12 @@ static void xinput_joypad_poll(void)
|
||||
xinput_joypad_init(NULL);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
g_xinput_states[i].connected = new_connected;
|
||||
if (!g_xinput_states[i].connected)
|
||||
input_autoconfigure_disconnect(i, xinput_joypad_name(i));
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef HAVE_DINPUT
|
||||
dinput_joypad.poll();
|
||||
#endif
|
||||
}
|
||||
|
||||
static bool xinput_joypad_rumble(unsigned pad,
|
||||
@ -431,13 +359,7 @@ static bool xinput_joypad_rumble(unsigned pad,
|
||||
int xuser = pad_index_to_xuser_index(pad);
|
||||
|
||||
if (xuser == -1)
|
||||
{
|
||||
#ifdef HAVE_DINPUT
|
||||
if (dinput_joypad.set_rumble)
|
||||
return dinput_joypad.set_rumble(pad, effect, strength);
|
||||
#endif
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Consider the low frequency (left) motor the "strong" one. */
|
||||
if (effect == RETRO_RUMBLE_STRONG)
|
||||
|
Loading…
x
Reference in New Issue
Block a user