/* SSNES - A Super Ninteno Entertainment System (SNES) Emulator frontend for libsnes. * Copyright (C) 2010 - Hans-Kristian Arntzen * Copyright (C) 2011 - Daniel De Matteis * * Some code herein may be based on code found in BSNES. * * SSNES 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. * * SSNES 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 SSNES. * If not, see . */ #include #include #include #include #include #include #include "../driver.h" #include "../libsnes.hpp" static XINPUT_STATE state[5]; static void xdk360_input_poll(void *data) { (void)data; ZeroMemory(&state, sizeof(XINPUT_STATE)); for (unsigned i = 0; i < 5; i++) XInputGetState(i, &state[i]); } static int16_t xdk360_input_state(void *data, const struct snes_keybind **binds, bool port, unsigned device, unsigned index, unsigned id) { (void)data; (void)binds; (void)index; if (device != SNES_DEVICE_JOYPAD) return 0; unsigned player = 0; if (port == SNES_PORT_2 && device == SNES_DEVICE_MULTITAP) player = index + 1; else if (port == SNES_PORT_2) player = 1; // Hardcoded binds. uint64_t button; switch (id) { case SNES_DEVICE_ID_JOYPAD_A: button = XINPUT_GAMEPAD_B; break; case SNES_DEVICE_ID_JOYPAD_B: button = XINPUT_GAMEPAD_A; break; case SNES_DEVICE_ID_JOYPAD_X: button = XINPUT_GAMEPAD_Y; break; case SNES_DEVICE_ID_JOYPAD_Y: button = XINPUT_GAMEPAD_X; break; case SNES_DEVICE_ID_JOYPAD_LEFT: button = XINPUT_GAMEPAD_DPAD_LEFT; break; case SNES_DEVICE_ID_JOYPAD_RIGHT: button = XINPUT_GAMEPAD_DPAD_RIGHT; break; case SNES_DEVICE_ID_JOYPAD_UP: button = XINPUT_GAMEPAD_DPAD_UP; break; case SNES_DEVICE_ID_JOYPAD_DOWN: button = XINPUT_GAMEPAD_DPAD_DOWN; break; case SNES_DEVICE_ID_JOYPAD_START: button = XINPUT_GAMEPAD_START; break; case SNES_DEVICE_ID_JOYPAD_SELECT: button = XINPUT_GAMEPAD_BACK; break; case SNES_DEVICE_ID_JOYPAD_L: button = XINPUT_GAMEPAD_LEFT_SHOULDER; break; case SNES_DEVICE_ID_JOYPAD_R: button = XINPUT_GAMEPAD_RIGHT_SHOULDER; break; default: button = 0; } return ((state[player]) & button) ? 1 : 0; } static void xdk360_free_input(void *data) { (void)data; } static void* xdk360_input_init(void) { return (void*)-1; } static bool xdk360_key_pressed(void *data, int key) { (void)data; (void)key; return false; } const input_driver_t input_xdk360 = { xdk360_input_init, xdk360_input_poll, xdk360_input_state, xdk360_key_pressed, xdk360_free_input, "xdk360"};