Esempio n. 1
0
//-----------------------------------------------------------------------------
// Name: XBInput_CreateGamepads()
// Desc: Creates the gamepad devices
//-----------------------------------------------------------------------------
HRESULT XBInput_CreateGamepads( XBGAMEPAD** ppGamepads )
{
    // Get a mask of all currently available devices
    DWORD dwDeviceMask = XGetDevices( XDEVICE_TYPE_GAMEPAD );

    // Open the devices
    for( DWORD i=0; i < XGetPortCount(); i++ )
    {
        ZeroMemory( &g_InputStates[i], sizeof(XINPUT_STATE) );
        ZeroMemory( &g_Gamepads[i], sizeof(XBGAMEPAD) );
        if( dwDeviceMask & (1<<i) ) 
        {
            // Get a handle to the device
            g_Gamepads[i].hDevice = XInputOpen( XDEVICE_TYPE_GAMEPAD, i, 
                                                XDEVICE_NO_SLOT, NULL );

            // Store capabilities of the device
            XInputGetCapabilities( g_Gamepads[i].hDevice, &g_Gamepads[i].caps );
        }
    }

    // Created devices are kept global, but for those who prefer member
    // variables, they can get a pointer to the gamepads returned.
    if( ppGamepads )
        (*ppGamepads) = g_Gamepads;

    return S_OK;
}
Esempio n. 2
0
static void xinput_input_poll(void *data)
{
   (void)data;

   pads_connected = 0;

   for (unsigned i = 0; i < 4; i++)
   {
      XINPUT_STATE state_tmp;
      unsigned long retval;
      gamepads[i] = XInputOpen(XDEVICE_TYPE_GAMEPAD, i, XDEVICE_NO_SLOT, NULL); 
      if(gamepads[i] != NULL)
      {
         retval = XInputGetState(gamepads[i], &state_tmp);
         pads_connected += (retval != ERROR_SUCCESS) ? 0 : 1;
         state[i] = state_tmp.Gamepad.wButtons;
         state[i] |= ((state_tmp.Gamepad.sThumbLX < -DEADZONE))        << 16;
         state[i] |= ((state_tmp.Gamepad.sThumbLX > DEADZONE))         << 17;
         state[i] |= ((state_tmp.Gamepad.sThumbLY > DEADZONE))         << 18;
         state[i] |= ((state_tmp.Gamepad.sThumbLY < -DEADZONE))        << 19;
         state[i] |= ((state_tmp.Gamepad.sThumbRX < -DEADZONE))        << 20;
         state[i] |= ((state_tmp.Gamepad.sThumbRX > DEADZONE))         << 21;
         state[i] |= ((state_tmp.Gamepad.sThumbRY > DEADZONE))         << 22;
         state[i] |= ((state_tmp.Gamepad.sThumbRY < -DEADZONE))        << 23;
         state[i] |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER] > 128 ? 1 : 0))  << 24;
         state[i] |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER] > 128 ? 1 : 0)) << 25;
      }
   }
}
Esempio n. 3
0
void CXBoxMouse::Initialize(void *appData)
{
  m_dwMousePort = XGetDevices( XDEVICE_TYPE_DEBUG_MOUSE );

  // See if a mouse is attached and get a handle to it, if it is.
  for ( DWORD i = 0; i < XGetPortCount()*2; i++ )
  {
    if ( ( m_hMouseDevice[i] == NULL ) && ( m_dwMousePort & anMouseBitmapTable[i] ) )
    {
      // Get a handle to the device
      if (i < XGetPortCount())
      {
        m_hMouseDevice[i] = XInputOpen( XDEVICE_TYPE_DEBUG_MOUSE, i,
                                        XDEVICE_NO_SLOT, NULL );
      }
      else
      {
        m_hMouseDevice[i] = XInputOpen( XDEVICE_TYPE_DEBUG_MOUSE, i - XGetPortCount(),
                                        XDEVICE_BOTTOM_SLOT, NULL );
      }
      CLog::Log(LOGINFO, "Found mouse on port %i", i);
    }
  }
}
Esempio n. 4
0
// Process all the insertions and removals, updating handles and such
void IN_ProcessChanges(DWORD dwInsert, DWORD dwRemove)
{
	for(int port = 0; port < IN_MAX_CONTROLLERS; ++port)
	{
		// Close removals.
		if( ((1 << port) & dwRemove) && in_state->controllers[port].handle )
		{
			XInputClose( in_state->controllers[port].handle );
			in_state->controllers[port].handle = 0;
			IN_PadUnplugged(port);
		}

		// Open insertions.
		if( (1 << port) & dwInsert )
		{
			in_state->controllers[port].handle = XInputOpen( XDEVICE_TYPE_GAMEPAD, port, XDEVICE_NO_SLOT, NULL );
			IN_PadPlugged(port);
		}
	}

	return;
}
Esempio n. 5
0
static void xdk_joypad_poll(void)
{
   unsigned port;
#ifdef _XBOX1
   unsigned int dwInsertions, dwRemovals;
#endif

#if defined(_XBOX1)
   XGetDeviceChanges(XDEVICE_TYPE_GAMEPAD,
         reinterpret_cast<PDWORD>(&dwInsertions),
         reinterpret_cast<PDWORD>(&dwRemovals));
#endif

   for (port = 0; port < MAX_PADS; port++)
   {
#ifdef _XBOX1
      XINPUT_CAPABILITIES caps[MAX_PADS];
      (void)caps;

      /* handle removed devices. */
      bRemoved[port] = (dwRemovals & (1 << port)) ? true : false;

      if(bRemoved[port])
      {
         /* if the controller was removed after 
          * XGetDeviceChanges but before
          * XInputOpen, the device handle will be NULL. */
         if(gamepads[port])
            XInputClose(gamepads[port]);

         gamepads[port]  = 0;
         pad_state[port] = 0;

         input_autoconfigure_disconnect(port, xdk_joypad.ident);
      }

      /* handle inserted devices. */
      bInserted[port] = (dwInsertions & (1 << port)) ? true : false;

      if(bInserted[port])
      {
         XINPUT_POLLING_PARAMETERS m_pollingParameters;
         m_pollingParameters.fAutoPoll = FALSE;
         m_pollingParameters.fInterruptOut = TRUE;
         m_pollingParameters.bInputInterval = 8;
         m_pollingParameters.bOutputInterval = 8;
         gamepads[port] = XInputOpen(XDEVICE_TYPE_GAMEPAD, port,
               XDEVICE_NO_SLOT, NULL);
         
         xdk_joypad_autodetect_add(port);
      }

      if (!gamepads[port])
         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(gamepads[port]) != ERROR_SUCCESS)
         continue;

      if (XInputGetState(gamepads[port], &state_tmp) != ERROR_SUCCESS)
         continue;
#elif defined(_XBOX360)
      if (XInputGetState(port, &state_tmp) == ERROR_DEVICE_NOT_CONNECTED)
         continue;
#endif

      uint64_t *state_cur = &pad_state[port];

      *state_cur = 0;
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_LEFT) : 0);
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_RIGHT) : 0);
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_UP) : 0);
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_DOWN) : 0);
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_START) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_START) : 0);
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_SELECT) : 0);

#if defined(_XBOX1)
      *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B]) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_A) : 0);
      *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_B) : 0);
      *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_X) : 0);
      *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_Y) : 0);
      *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_L) : 0);
      *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_R) : 0);
      *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_L2) : 0);
      *state_cur |= ((state_tmp.Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_R2) : 0);
#elif defined(_XBOX360)
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_B) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_A) : 0);
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_A) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_B) : 0);
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_Y) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_X) : 0);
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_X) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_Y) : 0);
      *state_cur |= ((state_tmp.Gamepad.bLeftTrigger > 128) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_L) : 0);
      *state_cur |= ((state_tmp.Gamepad.bRightTrigger > 128) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_R) : 0);
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_L2) : 0);
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_R2) : 0);
#endif
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_L3) : 0);
      *state_cur |= ((state_tmp.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? (UINT64_C(1) << RETRO_DEVICE_ID_JOYPAD_R3) : 0);

      analog_state[port][RETRO_DEVICE_INDEX_ANALOG_LEFT][RETRO_DEVICE_ID_ANALOG_X] = state_tmp.Gamepad.sThumbLX;
      analog_state[port][RETRO_DEVICE_INDEX_ANALOG_LEFT][RETRO_DEVICE_ID_ANALOG_Y] = state_tmp.Gamepad.sThumbLY;
      analog_state[port][RETRO_DEVICE_INDEX_ANALOG_RIGHT][RETRO_DEVICE_ID_ANALOG_X] = state_tmp.Gamepad.sThumbRX;
      analog_state[port][RETRO_DEVICE_INDEX_ANALOG_RIGHT][RETRO_DEVICE_ID_ANALOG_Y] = state_tmp.Gamepad.sThumbRY;

      for (int i = 0; i < 2; i++)
         for (int j = 0; j < 2; j++)
            if (analog_state[port][i][j] == -0x8000)
               analog_state[port][i][j] = -0x7fff;
   }
}
Esempio n. 6
0
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<PDWORD>(&dwInsertions), reinterpret_cast<PDWORD>(&dwRemovals));
#endif

   for (unsigned port = 0; port < MAX_PADS; port++)
   {
#ifdef _XBOX1
      XINPUT_CAPABILITIES caps[MAX_PADS];
      (void)caps;
      // handle removed devices
      xdk->bRemoved[port] = (dwRemovals & (1 << port)) ? true : false;

      if(xdk->bRemoved[port])
      {
         // if the controller was removed after XGetDeviceChanges but before
         // XInputOpen, the device handle will be NULL
         if(xdk->gamepads[port])
            XInputClose(xdk->gamepads[port]);

         xdk->gamepads[port] = 0;
         xdk->pad_state[port] = 0;
      }

      // handle inserted devices
      xdk->bInserted[port] = (dwInsertions & (1 << port)) ? true : false;

      if(xdk->bInserted[port])
      {
         XINPUT_POLLING_PARAMETERS m_pollingParameters;
         m_pollingParameters.fAutoPoll = FALSE;
         m_pollingParameters.fInterruptOut = TRUE;
         m_pollingParameters.bInputInterval = 8;
         m_pollingParameters.bOutputInterval = 8;
         xdk->gamepads[port] = XInputOpen(XDEVICE_TYPE_GAMEPAD, port, XDEVICE_NO_SLOT, NULL);
      }

      if (!xdk->gamepads[port])
         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[port]) != ERROR_SUCCESS)
         continue;

      if (XInputGetState(xdk->gamepads[port], &state_tmp) != ERROR_SUCCESS)
         continue;
#elif defined(_XBOX360)
      if (XInputGetState(port, &state_tmp) == ERROR_DEVICE_NOT_CONNECTED)
         continue;
#endif

      uint64_t *state_cur = &xdk->pad_state[port];

      *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);

      xdk->analog_state[port][RETRO_DEVICE_INDEX_ANALOG_LEFT][RETRO_DEVICE_ID_ANALOG_X] = state_tmp.Gamepad.sThumbLX;
      xdk->analog_state[port][RETRO_DEVICE_INDEX_ANALOG_LEFT][RETRO_DEVICE_ID_ANALOG_Y] = state_tmp.Gamepad.sThumbLY;
      xdk->analog_state[port][RETRO_DEVICE_INDEX_ANALOG_RIGHT][RETRO_DEVICE_ID_ANALOG_X] = state_tmp.Gamepad.sThumbRX;
      xdk->analog_state[port][RETRO_DEVICE_INDEX_ANALOG_RIGHT][RETRO_DEVICE_ID_ANALOG_Y] = state_tmp.Gamepad.sThumbRY;

      if (g_settings.input.autodetect_enable)
      {
         if (strcmp(g_settings.input.device_names[port], "Xbox") != 0)
            xdk_input_set_keybinds(NULL, DEVICE_XBOX_PAD, port, 0, (1ULL << KEYBINDS_ACTION_SET_DEFAULT_BINDS));
      }

      for (int i = 0; i < 2; i++)
         for (int j = 0; j < 2; j++)
            if (xdk->analog_state[port][i][j] == -0x8000)
               xdk->analog_state[port][i][j] = -0x7fff;
   }

   uint64_t *state_p1 = &xdk->pad_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);
}
Esempio n. 7
0
//-----------------------------------------------------------------------------
// Name: XBInput_GetInput()
// Desc: Processes input from the gamepads
//-----------------------------------------------------------------------------
VOID XBInput_GetInput( XBGAMEPAD* pGamepads )
{
    if( NULL == pGamepads )
        pGamepads = g_Gamepads;

    // TCR 3-21 Controller Discovery
    // Get status about gamepad insertions and removals. Note that, in order to
    // not miss devices, we will check for removed device BEFORE checking for
    // insertions
    DWORD dwInsertions, dwRemovals;
    XGetDeviceChanges( XDEVICE_TYPE_GAMEPAD, &dwInsertions, &dwRemovals );

    // Loop through all gamepads
    for( DWORD i=0; i < XGetPortCount(); i++ )
    {
        // Handle removed devices.
        pGamepads[i].bRemoved = ( dwRemovals & (1<<i) ) ? TRUE : FALSE;
        if( pGamepads[i].bRemoved )
        {
            // if the controller was removed after XGetDeviceChanges but before
            // XInputOpen, the device handle will be NULL
            if( pGamepads[i].hDevice )
                XInputClose( pGamepads[i].hDevice );
            pGamepads[i].hDevice = NULL;
            pGamepads[i].Feedback.Rumble.wLeftMotorSpeed  = 0;
            pGamepads[i].Feedback.Rumble.wRightMotorSpeed = 0;
        }

        // Handle inserted devices
        pGamepads[i].bInserted = ( dwInsertions & (1<<i) ) ? TRUE : FALSE;
        if( pGamepads[i].bInserted ) 
        {
            // TCR 1-14 Device Types
            pGamepads[i].hDevice = XInputOpen( XDEVICE_TYPE_GAMEPAD, i, 
                                               XDEVICE_NO_SLOT, NULL );

            // if the controller is removed after XGetDeviceChanges but before
            // XInputOpen, the device handle will be NULL
            if( pGamepads[i].hDevice )
                XInputGetCapabilities( pGamepads[i].hDevice, &pGamepads[i].caps );
        }

        // If we have a valid device, poll it's state and track button changes
        if( pGamepads[i].hDevice )
        {
            // Read the input state
            XInputGetState( pGamepads[i].hDevice, &g_InputStates[i] );

            // Copy gamepad to local structure
            memcpy( &pGamepads[i], &g_InputStates[i].Gamepad, sizeof(XINPUT_GAMEPAD) );

            // Put Xbox device input for the gamepad into our custom format
            FLOAT fX1 = (pGamepads[i].sThumbLX+0.5f)/32767.5f;
            pGamepads[i].fX1 = ( fX1 >= 0.0f ? 1.0f : -1.0f ) *
                               max( 0.0f, (fabsf(fX1)-XBINPUT_DEADZONE)/(1.0f-XBINPUT_DEADZONE) );

            FLOAT fY1 = (pGamepads[i].sThumbLY+0.5f)/32767.5f;
            pGamepads[i].fY1 = ( fY1 >= 0.0f ? 1.0f : -1.0f ) *
                               max( 0.0f, (fabsf(fY1)-XBINPUT_DEADZONE)/(1.0f-XBINPUT_DEADZONE) );

            FLOAT fX2 = (pGamepads[i].sThumbRX+0.5f)/32767.5f;
            pGamepads[i].fX2 = ( fX2 >= 0.0f ? 1.0f : -1.0f ) *
                               max( 0.0f, (fabsf(fX2)-XBINPUT_DEADZONE)/(1.0f-XBINPUT_DEADZONE) );

            FLOAT fY2 = (pGamepads[i].sThumbRY+0.5f)/32767.5f;
            pGamepads[i].fY2 = ( fY2 >= 0.0f ? 1.0f : -1.0f ) *
                               max( 0.0f, (fabsf(fY2)-XBINPUT_DEADZONE)/(1.0f-XBINPUT_DEADZONE) );

            // Get the boolean buttons that have been pressed since the last
            // call. Each button is represented by one bit.
            pGamepads[i].wPressedButtons = ( pGamepads[i].wLastButtons ^ pGamepads[i].wButtons ) & pGamepads[i].wButtons;
            pGamepads[i].wLastButtons    = pGamepads[i].wButtons;

            // Get the analog buttons that have been pressed or released since
            // the last call.
            for( DWORD b=0; b<8; b++ )
            {
                // Turn the 8-bit polled value into a boolean value
                BOOL bPressed = ( pGamepads[i].bAnalogButtons[b] > XINPUT_GAMEPAD_MAX_CROSSTALK );

                if( bPressed )
                    pGamepads[i].bPressedAnalogButtons[b] = !pGamepads[i].bLastAnalogButtons[b];
                else
                    pGamepads[i].bPressedAnalogButtons[b] = FALSE;
                
                // Store the current state for the next time
                pGamepads[i].bLastAnalogButtons[b] = bPressed;
            }
        }
    }
}
Esempio n. 8
0
bool CXBoxMouse::Update(MouseState &state)
{
  // Check if mouse or mice were removed or attached.
  // We'll get the handle(s) next frame in the above code.
  DWORD dwNumInsertions, dwNumRemovals;
  if ( XGetDeviceChanges( XDEVICE_TYPE_DEBUG_MOUSE, &dwNumInsertions,
                          &dwNumRemovals ) )
  {
    // Loop through all ports and remove any mice that have been unplugged
    for ( DWORD i = 0; i < XGetPortCount()*2; i++ )
    {
      if ( ( dwNumRemovals & anMouseBitmapTable[i]) && ( m_hMouseDevice[i] != NULL ) )
      {
        XInputClose( m_hMouseDevice[i] );
        m_hMouseDevice[i] = NULL;
        CLog::Log(LOGINFO, "Mouse removed from port %i", i);
      }
    }

    // Set the bits for all of the mice plugged in.
    // We get the handles on the next pass through.
    m_dwMousePort = dwNumInsertions;
    for ( DWORD i = 0; i < XGetPortCount()*2; i++ )
    {
      if ( ( m_hMouseDevice[i] == NULL ) && ( m_dwMousePort & anMouseBitmapTable[i] ) )
      {
        // Get a handle to the device
        if (i < XGetPortCount())
        {
          m_hMouseDevice[i] = XInputOpen( XDEVICE_TYPE_DEBUG_MOUSE, i,
                                          XDEVICE_NO_SLOT, NULL );
        }
        else
        {
          m_hMouseDevice[i] = XInputOpen( XDEVICE_TYPE_DEBUG_MOUSE, i - XGetPortCount(),
                                          XDEVICE_BOTTOM_SLOT, NULL );
        }
        CLog::Log(LOGINFO, "Mouse inserted on port %i", i);
      }
    }
  }

  // Poll the mouse.
  DWORD bMouseMoved = 0;
  for ( DWORD i = 0; i < XGetPortCount()*2; i++ )
  {
    if ( m_hMouseDevice[i] )
      XInputGetState( m_hMouseDevice[i], &m_MouseState[i] );

    if ( m_dwLastMousePacket[i] != m_MouseState[i].dwPacketNumber )
    {
      bMouseMoved |= anMouseBitmapTable[i];
      m_dwLastMousePacket[i] = m_MouseState[i].dwPacketNumber;
    }
  }

  // Check if we have an update...
  if (bMouseMoved)
  {
    // Yes - update our current state
    for ( DWORD i = 0; i < XGetPortCount()*2; i++ )
    {
      if ( bMouseMoved & anMouseBitmapTable[i] )
      {
        m_CurrentState = m_MouseState[i];
      }
    }
    state.dx = m_CurrentState.DebugMouse.cMickeysX;
    state.dy = m_CurrentState.DebugMouse.cMickeysY;
    state.x += state.dx;
    state.y += state.dy;
    state.dz = m_CurrentState.DebugMouse.cWheel;

    state.button[MOUSE_LEFT_BUTTON] = (m_CurrentState.DebugMouse.bButtons & XINPUT_DEBUG_MOUSE_LEFT_BUTTON) != 0;
    state.button[MOUSE_RIGHT_BUTTON] = (m_CurrentState.DebugMouse.bButtons & XINPUT_DEBUG_MOUSE_RIGHT_BUTTON) != 0;
    state.button[MOUSE_MIDDLE_BUTTON] = (m_CurrentState.DebugMouse.bButtons & XINPUT_DEBUG_MOUSE_MIDDLE_BUTTON) != 0;
    state.button[MOUSE_EXTRA_BUTTON1] = (m_CurrentState.DebugMouse.bButtons & XINPUT_DEBUG_MOUSE_XBUTTON1) != 0;
    state.button[MOUSE_EXTRA_BUTTON2] = (m_CurrentState.DebugMouse.bButtons & XINPUT_DEBUG_MOUSE_XBUTTON2) != 0;
    return true;
  }
  return false;
}
Esempio n. 9
0
static void xinput_input_poll(void *data)
{
   (void)data;
   unsigned int dwInsertions, dwRemovals;
   
   XGetDeviceChanges(XDEVICE_TYPE_GAMEPAD, reinterpret_cast<PDWORD>(&dwInsertions), reinterpret_cast<PDWORD>(&dwRemovals));

   pads_connected = 0;

   for (unsigned i = 0; i < 4; i++)
   {
      XINPUT_STATE state[4];
      XINPUT_CAPABILITIES caps[4];
      (void)caps;
      real_state[i] = 0;
      // handle removed devices
      bRemoved[i] = (dwRemovals & (1<<i)) ? true : false;

      if(bRemoved[i])
      {
         // if the controller was removed after XGetDeviceChanges but before
         // XInputOpen, the device handle will be NULL
         if(gamepads[i])
            XInputClose(gamepads[i]);

          gamepads[i] = NULL;
      }

      // handle inserted devices
      bInserted[i] = (dwInsertions & (1<<i)) ? true : false;

      if(bInserted[i])
      {
         XINPUT_POLLING_PARAMETERS m_pollingParameters;
         m_pollingParameters.fAutoPoll = TRUE;
         m_pollingParameters.fInterruptOut = TRUE;
         m_pollingParameters.bInputInterval = 8;
         m_pollingParameters.bOutputInterval = 8;
         gamepads[i] = XInputOpen(XDEVICE_TYPE_GAMEPAD, i, XDEVICE_NO_SLOT, NULL);
      }
	  
      if (gamepads[i])
      {
         unsigned long retval;

         // if the controller is removed after XGetDeviceChanges but before
         // XInputOpen, the device handle will be NULL

         retval = XInputGetState(gamepads[i], &state[i]);
         if(retval == ERROR_SUCCESS)
         {
            pads_connected++;
            real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B]) ? XINPUT1_GAMEPAD_B : 0);
            real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? XINPUT1_GAMEPAD_A : 0);
            real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? XINPUT1_GAMEPAD_Y : 0);
            real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? XINPUT1_GAMEPAD_X : 0);
            real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) || (state[i].Gamepad.sThumbLX < -DEADZONE) ? XINPUT1_GAMEPAD_DPAD_LEFT : 0);
            real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) || (state[i].Gamepad.sThumbLX > DEADZONE) ? XINPUT1_GAMEPAD_DPAD_RIGHT : 0);
            real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) || (state[i].Gamepad.sThumbLY > DEADZONE) ? XINPUT1_GAMEPAD_DPAD_UP : 0);
            real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN)|| (state[i].Gamepad.sThumbLY < -DEADZONE) ? XINPUT1_GAMEPAD_DPAD_DOWN : 0);
            real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_START) ? XINPUT1_GAMEPAD_START : 0);
            real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? XINPUT1_GAMEPAD_BACK : 0);
            real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? XINPUT1_GAMEPAD_LEFT_TRIGGER : 0);
            real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? XINPUT1_GAMEPAD_RIGHT_TRIGGER : 0);
            real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? XINPUT1_GAMEPAD_WHITE : 0);
            real_state[i] |= ((state[i].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? XINPUT1_GAMEPAD_BLACK : 0);
            real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? XINPUT1_GAMEPAD_LEFT_THUMB : 0);
            real_state[i] |= ((state[i].Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? XINPUT1_GAMEPAD_RIGHT_THUMB : 0);
         }
      }
   }
}