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https://github.com/libretro/RetroArch
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(XInput) Cleanups
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@ -220,15 +220,9 @@ static bool dinput_joypad_get_vidpid_from_xinput_index(
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/* Found XInput pad? */
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if (index == g_xinput_pad_indexes[i])
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{
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if (vid)
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*vid = g_pads[i].vid;
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if (pid)
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*pid = g_pads[i].pid;
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if (dinput_index)
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*dinput_index = i;
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*vid = g_pads[i].vid;
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*pid = g_pads[i].pid;
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*dinput_index = i;
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return true;
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}
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}
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@ -520,23 +514,25 @@ static void xinput_joypad_destroy(void)
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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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int xuser = PAD_INDEX_TO_XUSER_INDEX(port);
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xinput_joypad_state *state = &g_xinput_states[xuser];
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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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if (!state->connected)
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return 0;
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btn_word = g_xinput_states[xuser].xstate.Gamepad.wButtons;
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btn_word = state->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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int xuser = PAD_INDEX_TO_XUSER_INDEX(port);
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xinput_joypad_state *state = &g_xinput_states[xuser];
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XINPUT_GAMEPAD *pad = &state->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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if (!state->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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@ -548,15 +544,16 @@ static int16_t xinput_joypad_state_func(
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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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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_joypad_state *state = &g_xinput_states[xuser];
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XINPUT_GAMEPAD *pad = &state->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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if (!state->connected)
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return 0;
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btn_word = g_xinput_states[xuser].xstate.Gamepad.wButtons;
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btn_word = state->xstate.Gamepad.wButtons;
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for (i = 0; i < RARCH_FIRST_CUSTOM_BIND; i++)
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{
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@ -585,12 +582,13 @@ static void xinput_joypad_poll(void)
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for (i = 0; i < 4; ++i)
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{
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DWORD status = g_XInputGetStateEx(i, &(g_xinput_states[i].xstate));
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bool success = status == ERROR_SUCCESS;
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bool new_connected = status != ERROR_DEVICE_NOT_CONNECTED;
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if (new_connected != g_xinput_states[i].connected)
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xinput_joypad_state *state = &g_xinput_states[i];
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DWORD status = g_XInputGetStateEx(i, &state->xstate);
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bool success = (status == ERROR_SUCCESS);
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bool new_connected = (status != ERROR_DEVICE_NOT_CONNECTED);
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if (new_connected != state->connected)
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{
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g_xinput_states[i].connected = new_connected;
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state->connected = new_connected;
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if (!success)
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input_autoconfigure_disconnect(i, xinput_joypad_name(i));
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}
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@ -602,9 +600,7 @@ static void xinput_joypad_poll(void)
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HRESULT ret;
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struct dinput_joypad_data *pad = &g_pads[i];
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bool polled = g_xinput_pad_indexes[i] < 0;
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if (!polled)
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continue;
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if (!pad || !pad->joypad)
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if (!polled || !pad || !pad->joypad)
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continue;
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pad->joy_state.lX = 0;
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@ -269,19 +269,21 @@ static void xinput_joypad_destroy(void)
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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 (!(g_xinput_states[xuser].connected))
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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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xinput_joypad_state *state = &g_xinput_states[xuser];
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if (!state->connected)
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return 0;
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btn_word = g_xinput_states[xuser].xstate.Gamepad.wButtons;
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btn_word = state->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 (!(g_xinput_states[xuser].connected))
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int xuser = pad_index_to_xuser_index(port);
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xinput_joypad_state *state = &g_xinput_states[xuser];
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XINPUT_GAMEPAD *pad = &(state->xstate.Gamepad);
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if (!state->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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@ -293,13 +295,14 @@ static int16_t xinput_joypad_state_func(
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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 (!(g_xinput_states[xuser].connected))
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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_joypad_state *state = &g_xinput_states[xuser];
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XINPUT_GAMEPAD *pad = &state->xstate.Gamepad;
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if (!state->connected)
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return 0;
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btn_word = g_xinput_states[xuser].xstate.Gamepad.wButtons;
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btn_word = state->xstate.Gamepad.wButtons;
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for (i = 0; i < RARCH_FIRST_CUSTOM_BIND; i++)
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{
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@ -328,10 +331,12 @@ static void xinput_joypad_poll(void)
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for (i = 0; i < 4; ++i)
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{
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DWORD status = g_XInputGetStateEx(i, &(g_xinput_states[i].xstate));
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xinput_joypad_state
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*state = &g_xinput_states[i];
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DWORD status = g_XInputGetStateEx(i, &state->xstate);
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bool success = status == ERROR_SUCCESS;
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bool new_connected = status != ERROR_DEVICE_NOT_CONNECTED;
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if (new_connected != g_xinput_states[i].connected)
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if (new_connected != state->connected)
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{
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/* Normally, dinput handles device insertion/removal for us, but
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* since dinput is not available on UWP we have to do it ourselves */
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@ -346,7 +351,7 @@ static void xinput_joypad_poll(void)
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return;
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}
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g_xinput_states[i].connected = new_connected;
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state->connected = new_connected;
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if (!success)
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input_autoconfigure_disconnect(i, xinput_joypad_name(i));
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}
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