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#include "../ControllerInterface.h"
#ifdef CIFACE_USE_XINPUT
#include "XInput.h"
namespace ciface
{
namespace XInput
{
struct
{
const char* const name;
const WORD bitmask;
} named_buttons[] =
{
{ "Button A", XINPUT_GAMEPAD_A },
{ "Button B", XINPUT_GAMEPAD_B },
{ "Button X", XINPUT_GAMEPAD_X },
{ "Button Y", XINPUT_GAMEPAD_Y },
{ "Pad N", XINPUT_GAMEPAD_DPAD_UP },
{ "Pad S", XINPUT_GAMEPAD_DPAD_DOWN },
{ "Pad W", XINPUT_GAMEPAD_DPAD_LEFT },
{ "Pad E", XINPUT_GAMEPAD_DPAD_RIGHT },
{ "Start", XINPUT_GAMEPAD_START },
{ "Back", XINPUT_GAMEPAD_BACK },
{ "Shoulder L", XINPUT_GAMEPAD_LEFT_SHOULDER },
{ "Shoulder R", XINPUT_GAMEPAD_RIGHT_SHOULDER },
{ "Thumb L", XINPUT_GAMEPAD_LEFT_THUMB },
{ "Thumb R", XINPUT_GAMEPAD_RIGHT_THUMB }
};
const char* named_triggers[] =
{
"Trigger L",
"Trigger R"
};
const char* named_axes[] =
{
"Left X",
"Left Y",
"Right X",
"Right Y"
};
const char* named_motors[] =
{
"Motor L",
"Motor R"
};
void Init( std::vector<ControllerInterface::Device*>& devices )
{
XINPUT_CAPABILITIES caps;
for ( int i = 0; i < 4; ++i )
if ( ERROR_SUCCESS == XInputGetCapabilities( i, 0, &caps ) )
devices.push_back( new Device( &caps, i ) );
}
Device::Device( const XINPUT_CAPABILITIES* const caps, const unsigned int index )
: m_index(index), m_subtype(caps->SubType)
{
ZeroMemory( &m_state_out, sizeof(m_state_out) );
ZeroMemory( &m_current_state_out, sizeof(m_current_state_out) );
// XInputGetCaps seems to always claim all capabilities are supported
// but i will leave all this stuff in, incase m$ fixes xinput up a bit
// get supported buttons
for ( int i = 0; i < sizeof(named_buttons)/sizeof(*named_buttons); ++i )
if ( named_buttons[i].bitmask & caps->Gamepad.wButtons )
inputs.push_back( new Button( /*xinput_named_buttons[i].bitmask, */i ) );
// get supported triggers
for ( int i = 0; i < sizeof(named_triggers)/sizeof(*named_triggers); ++i )
{
//BYTE val = (&caps->Gamepad.bLeftTrigger)[i]; // should be max value / msdn lies
if ( (&caps->Gamepad.bLeftTrigger)[i] )
inputs.push_back( new Trigger( i, 255 ) );
}
// get supported axes
for ( int i = 0; i < sizeof(named_axes)/sizeof(*named_axes); ++i )
{
//SHORT val = (&caps->Gamepad.sThumbLX)[i]; // xinput doesnt give the range / msdn is lier
if ( (&caps->Gamepad.sThumbLX)[i] )
{
// each axis gets a negative and a positive input instance associated with it
inputs.push_back( new Axis( i, -32768 ) );
inputs.push_back( new Axis( i, 32767 ) );
}
}
// get supported motors
for ( int i = 0; i < sizeof(named_motors)/sizeof(*named_motors); ++i )
{
//WORD val = (&caps->Vibration.wLeftMotorSpeed)[i]; // should be max value / nope, more lies
if ( (&caps->Vibration.wLeftMotorSpeed)[i] )
outputs.push_back( new Motor(i, 65535 ) );
}
ClearInputState();
}
void Device::ClearInputState()
{
ZeroMemory( &m_state_in, sizeof(m_state_in) );
}
std::string Device::GetName() const
{
// why aren't these defined
// subtype doesn't seem to work, i tested with 2 diff arcade sticks, both were shown as gamepad
// ill leave it in anyway, maybe m$ will fix it
switch ( m_subtype )
{
case XINPUT_DEVSUBTYPE_GAMEPAD : return "Gamepad"; break;
case 0x02 /*XINPUT_DEVSUBTYPE_WHEEL*/ : return "Wheel"; break;
case 0x03 /*XINPUT_DEVSUBTYPE_ARCADE_STICK*/ : return "Arcade Stick"; break;
case 0x04 /*XINPUT_DEVSUBTYPE_FLIGHT_STICK*/ : return "Flight Stick"; break;
case 0x05 /*XINPUT_DEVSUBTYPE_DANCE_PAD*/ : return "Dance Pad"; break;
case 0x06 /*XINPUT_DEVSUBTYPE_GUITAR*/ : return "Guitar"; break;
case 0x08 /*XINPUT_DEVSUBTYPE_DRUM_KIT*/ : return "Drum Kit"; break;
default : return "Device"; break;
}
}
int Device::GetId() const
{
return m_index;
}
std::string Device::GetSource() const
{
return "XInput";
}
// update i/o
bool Device::UpdateInput()
{
return ( ERROR_SUCCESS == XInputGetState( m_index, &m_state_in ) );
}
bool Device::UpdateOutput()
{
// this if statement is to make rumble work better when multiple ControllerInterfaces are using the device
// only calls XInputSetState if the state changed
if ( memcmp( &m_state_out, &m_current_state_out, sizeof(m_state_out) ) )
{
m_current_state_out = m_state_out;
return ( ERROR_SUCCESS == XInputSetState( m_index, &m_state_out ) );
}
else
return true;
}
// GET name/source/id
std::string Device::Button::GetName() const
{
return named_buttons[m_index].name;
}
std::string Device::Axis::GetName() const
{
return std::string(named_axes[m_index]) + ( m_range>0 ? '+' : '-' );
}
std::string Device::Trigger::GetName() const
{
return named_triggers[m_index];
}
std::string Device::Motor::GetName() const
{
return named_motors[m_index];
}
// get/set control state
ControlState Device::GetInputState( const ControllerInterface::Device::Input* const input )
{
return ((Input*)input)->GetState( &m_state_in.Gamepad );
}
void Device::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state )
{
return ((Output*)output)->SetState( state, &m_state_out );
}
// GET / SET STATES
ControlState Device::Button::GetState( const XINPUT_GAMEPAD* const gamepad )
{
return (gamepad->wButtons & named_buttons[m_index].bitmask) > 0;
}
ControlState Device::Trigger::GetState( const XINPUT_GAMEPAD* const gamepad )
{
return ControlState((&gamepad->bLeftTrigger)[m_index]) / m_range;
}
ControlState Device::Axis::GetState( const XINPUT_GAMEPAD* const gamepad )
{
return std::max( 0.0f, ControlState((&gamepad->sThumbLX)[m_index]) / m_range );
}
void Device::Motor::SetState( const ControlState state, XINPUT_VIBRATION* const vibration )
{
(&vibration->wLeftMotorSpeed)[m_index] = (WORD)(state * m_range);
}
}
}
#endif
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