/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2013 - Hans-Kristian Arntzen * Copyright (C) 2011-2013 - Daniel De Matteis * * RetroArch is free software: you can redistribute it and/or modify it under the terms * of the GNU General Public License as published by the Free Software Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR * PURPOSE. See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #include #include #ifdef _XBOX #include #endif #define MAX_PADS 4 #define DEADZONE (16000) #include "../driver.h" #include "../general.h" #include "../libretro.h" typedef struct xdk_input { uint64_t state[MAX_PADS]; #ifdef _XBOX1 HANDLE gamepads[MAX_PADS]; DWORD dwDeviceMask; bool bInserted[MAX_PADS]; bool bRemoved[MAX_PADS]; #endif } xdk_input_t; const struct platform_bind platform_keys[] = { { (1ULL << RETRO_DEVICE_ID_JOYPAD_B), "A button" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_Y), "X button" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_SELECT), "Back button" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_START), "Start button" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_UP), "D-Pad Up" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_DOWN), "D-Pad Down" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_LEFT), "D-Pad Left" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_RIGHT), "D-Pad Right" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_A), "B button" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_X), "Y button" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_L), "Left trigger" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_R), "Right trigger" }, #if defined(_XBOX360) { (1ULL << RETRO_DEVICE_ID_JOYPAD_L2), "Left shoulder" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_R2), "Right shoulder" }, #elif defined(_XBOX1) { (1ULL << RETRO_DEVICE_ID_JOYPAD_L2), "Black button" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_R2), "White button" }, #endif { (1ULL << RETRO_DEVICE_ID_JOYPAD_L3), "Left thumb" }, { (1ULL << RETRO_DEVICE_ID_JOYPAD_R3), "Right thumb" }, }; static void xdk_input_poll(void *data) { xdk_input_t *xdk = (xdk_input_t*)data; #if defined(_XBOX1) unsigned int dwInsertions, dwRemovals; XGetDeviceChanges(XDEVICE_TYPE_GAMEPAD, reinterpret_cast(&dwInsertions), reinterpret_cast(&dwRemovals)); #endif for (unsigned i = 0; i < MAX_PADS; i++) { #ifdef _XBOX1 XINPUT_CAPABILITIES caps[MAX_PADS]; (void)caps; // handle removed devices xdk->bRemoved[i] = (dwRemovals & (1<bRemoved[i]) { // if the controller was removed after XGetDeviceChanges but before // XInputOpen, the device handle will be NULL if(xdk->gamepads[i]) XInputClose(xdk->gamepads[i]); xdk->gamepads[i] = NULL; xdk->state[i] = 0; } // handle inserted devices xdk->bInserted[i] = (dwInsertions & (1<bInserted[i]) { XINPUT_POLLING_PARAMETERS m_pollingParameters; m_pollingParameters.fAutoPoll = FALSE; m_pollingParameters.fInterruptOut = TRUE; m_pollingParameters.bInputInterval = 8; m_pollingParameters.bOutputInterval = 8; xdk->gamepads[i] = XInputOpen(XDEVICE_TYPE_GAMEPAD, i, XDEVICE_NO_SLOT, NULL); } if (!xdk->gamepads[i]) continue; // if the controller is removed after XGetDeviceChanges but before // XInputOpen, the device handle will be NULL #endif XINPUT_STATE state_tmp; #if defined(_XBOX1) if (XInputPoll(xdk->gamepads[i]) != ERROR_SUCCESS) continue; if (XInputGetState(xdk->gamepads[i], &state_tmp) != ERROR_SUCCESS) continue; #elif defined(_XBOX360) if (XInputGetState(i, &state_tmp) == ERROR_DEVICE_NOT_CONNECTED) continue; #endif uint64_t *state_cur = &xdk->state[i]; *state_cur = 0; *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_LEFT) : 0); *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0); *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_UP) : 0); *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_DOWN) : 0); *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_START) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_START) : 0); *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_SELECT) : 0); #if defined(_XBOX1) *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_A) : 0); *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_B) : 0); *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_X) : 0); *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_Y) : 0); *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_L) : 0); *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_R) : 0); *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_L2) : 0); *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_R2) : 0); #elif defined(_XBOX360) *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_B) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_A) : 0); *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_A) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_B) : 0); *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_Y) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_X) : 0); *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_X) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_Y) : 0); *state_cur |= ((state_tmp.Gamepad.bLeftTrigger > 128) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_L) : 0); *state_cur |= ((state_tmp.Gamepad.bRightTrigger > 128) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_R) : 0); *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_L2) : 0); *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_R2) : 0); #endif *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_L3) : 0); *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? (1ULL << RETRO_DEVICE_ID_JOYPAD_R3) : 0); } uint64_t *state_p1 = &xdk->state[0]; uint64_t *lifecycle_state = &g_extern.lifecycle_state; *lifecycle_state &= ~((1ULL << RARCH_MENU_TOGGLE)); if((*state_p1 & (1ULL << RETRO_DEVICE_ID_JOYPAD_L3)) && (*state_p1 & (1ULL << RETRO_DEVICE_ID_JOYPAD_R3))) *lifecycle_state |= (1ULL << RARCH_MENU_TOGGLE); } static int16_t xdk_input_state(void *data, const struct retro_keybind **binds, unsigned port, unsigned device, unsigned index, unsigned id) { xdk_input_t *xdk = (xdk_input_t*)data; unsigned player = port; uint64_t button = binds[player][id].joykey; return (xdk->state[player] & button) ? 1 : 0; } static void xdk_input_free_input(void *data) { (void)data; } static void xdk_input_set_keybinds(void *data, unsigned device, unsigned port, unsigned id, unsigned keybind_action) { uint64_t *key = &g_settings.input.binds[port][id].joykey; uint64_t joykey = *key; size_t arr_size = sizeof(platform_keys) / sizeof(platform_keys[0]); (void)device; if (keybind_action & (1ULL << KEYBINDS_ACTION_SET_DEFAULT_BIND)) *key = g_settings.input.binds[port][id].def_joykey; if (keybind_action & (1ULL << KEYBINDS_ACTION_SET_DEFAULT_BINDS)) { for (int i = 0; i < RARCH_CUSTOM_BIND_LIST_END; i++) { g_settings.input.binds[port][i].id = i; g_settings.input.binds[port][i].def_joykey = platform_keys[i].joykey; g_settings.input.binds[port][i].joykey = g_settings.input.binds[port][i].def_joykey; } } if (keybind_action & (1ULL << KEYBINDS_ACTION_GET_BIND_LABEL)) { struct platform_bind *ret = (struct platform_bind*)data; if (ret->joykey == NO_BTN) strlcpy(ret->desc, "No button", sizeof(ret->desc)); else { for (size_t i = 0; i < arr_size; i++) { if (platform_keys[i].joykey == ret->joykey) { strlcpy(ret->desc, platform_keys[i].desc, sizeof(ret->desc)); return; } } strlcpy(ret->desc, "Unknown", sizeof(ret->desc)); } } } static void *xdk_input_init(void) { xdk_input_t *xdk = (xdk_input_t*)calloc(1, sizeof(*xdk)); if (!xdk) return NULL; #ifdef _XBOX1 XInitDevices(0, NULL); xdk->dwDeviceMask = XGetDevices(XDEVICE_TYPE_GAMEPAD); //Check the device status switch(XGetDeviceEnumerationStatus()) { case XDEVICE_ENUMERATION_IDLE: RARCH_LOG("Input state status: XDEVICE_ENUMERATION_IDLE\n"); break; case XDEVICE_ENUMERATION_BUSY: RARCH_LOG("Input state status: XDEVICE_ENUMERATION_BUSY\n"); break; } while(XGetDeviceEnumerationStatus() == XDEVICE_ENUMERATION_BUSY) {} #endif return xdk; } static bool xdk_input_key_pressed(void *data, int key) { return (g_extern.lifecycle_state & (1ULL << key)); } static uint64_t xdk_input_get_capabilities(void *data) { uint64_t caps = 0; caps |= (1 << RETRO_DEVICE_JOYPAD); return caps; } // FIXME - are we sure about treating low frequency motor as the "strong" motor? Does it apply for Xbox too? static bool xdk_input_set_rumble(void *data, unsigned port, enum retro_rumble_effect effect, uint16_t strength) { xdk_input_t *xdk = (xdk_input_t*)data; (void)xdk; bool val = false; #if defined(_XBOX360) XINPUT_VIBRATION rumble_state; if (effect == RETRO_RUMBLE_STRONG) rumble_state.wLeftMotorSpeed = strength; else if (effect == RETRO_RUMBLE_WEAK) rumble_state.wRightMotorSpeed = strength; val = XInputSetState(port, &rumble_state) == ERROR_SUCCESS; #elif defined(_XBOX1) #if 0 XINPUT_FEEDBACK rumble_state; if (effect == RETRO_RUMBLE_STRONG) rumble_state.Rumble.wLeftMotorSpeed = strength; else if (effect == RETRO_RUMBLE_WEAK) rumble_state.Rumble.wRightMotorSpeed = strength; val = XInputSetState(xdk->gamepads[port], &rumble_state) == ERROR_SUCCESS; #endif #endif return val; } const input_driver_t input_xinput = { xdk_input_init, xdk_input_poll, xdk_input_state, xdk_input_key_pressed, xdk_input_free_input, xdk_input_set_keybinds, NULL, xdk_input_get_capabilities, "xinput", NULL, xdk_input_set_rumble, NULL, };