/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
* Copyright (C) 2011-2012 - 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
#include "../driver.h"
#include "../general.h"
#include "../libretro.h"
#include "xinput_xbox_input.h"
static XINPUT_STATE state[4];
HANDLE gamepads[4];
DWORD dwDeviceMask;
bool bInserted[4];
bool bRemoved[4];
XINPUT_CAPABILITIES caps[4];
#define DEADZONE (16000)
static unsigned pads_connected;
static void xinput_input_poll(void *data)
{
(void)data;
unsigned int dwInsertions, dwRemovals;
XGetDeviceChanges(XDEVICE_TYPE_GAMEPAD, reinterpret_cast(&dwInsertions), reinterpret_cast(&dwRemovals));
pads_connected = 0;
for (unsigned i = 0; i < 4; i++)
{
// handle removed devices
bRemoved[i] = (dwRemovals & (1< DEADZONE) ? 1 : 0;
break;
case RETRO_DEVICE_ID_JOYPAD_UP:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) || (state[player].Gamepad.sThumbLY > DEADZONE) ? 1 : 0;
break;
case RETRO_DEVICE_ID_JOYPAD_DOWN:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN)|| (state[player].Gamepad.sThumbLY < -DEADZONE) ? 1 : 0;
break;
case RETRO_DEVICE_ID_JOYPAD_START:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_START) ? 1 : 0;
break;
case RETRO_DEVICE_ID_JOYPAD_SELECT:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? 1 : 0;
break;
case RETRO_DEVICE_ID_JOYPAD_L:
retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? 1 : 0;
break;
case RETRO_DEVICE_ID_JOYPAD_R:
retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? 1 : 0;
break;
case RETRO_DEVICE_ID_JOYPAD_L2:
retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? 1 : 0;
break;
case RETRO_DEVICE_ID_JOYPAD_R2:
retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? 1 : 0;
break;
case RETRO_DEVICE_ID_JOYPAD_L3:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? 1 : 0;
break;
case RETRO_DEVICE_ID_JOYPAD_R3:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? 1 : 0;
break;
default:
break;
}
return retval;
}
static void xinput_input_free_input(void *data)
{
(void)data;
}
static void* xinput_input_init(void)
{
XInitDevices(0, NULL);
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) {}
return (void*)-1;
}
static bool xinput_input_key_pressed(void *data, int key)
{
(void)data;
bool retval = false;
return retval;
}
const input_driver_t input_xinput =
{
xinput_input_init,
xinput_input_poll,
xinput_input_state,
xinput_input_key_pressed,
xinput_input_free_input,
"xinput"
};