mirror of
https://github.com/RetroDECK/Duckstation.git
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86 lines
2.8 KiB
C++
86 lines
2.8 KiB
C++
#pragma once
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#include "common/windows_headers.h"
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#include "controller_interface.h"
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#include "core/types.h"
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#include <Xinput.h>
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#include <array>
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#include <functional>
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#include <mutex>
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#include <vector>
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class XInputControllerInterface final : public ControllerInterface
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{
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public:
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XInputControllerInterface();
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~XInputControllerInterface() override;
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Backend GetBackend() const override;
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bool Initialize(CommonHostInterface* host_interface) override;
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void Shutdown() override;
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// Removes all bindings. Call before setting new bindings.
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void ClearBindings() override;
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// Binding to events. If a binding for this axis/button already exists, returns false.
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bool BindControllerAxis(int controller_index, int axis_number, AxisSide axis_side, AxisCallback callback) override;
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bool BindControllerButton(int controller_index, int button_number, ButtonCallback callback) override;
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bool BindControllerAxisToButton(int controller_index, int axis_number, bool direction,
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ButtonCallback callback) override;
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bool BindControllerHatToButton(int controller_index, int hat_number, std::string_view hat_position,
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ButtonCallback callback) override;
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bool BindControllerButtonToAxis(int controller_index, int button_number, AxisCallback callback) override;
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// Changing rumble strength.
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u32 GetControllerRumbleMotorCount(int controller_index) override;
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void SetControllerRumbleStrength(int controller_index, const float* strengths, u32 num_motors) override;
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// Set deadzone that will be applied on axis-to-button mappings
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bool SetControllerDeadzone(int controller_index, float size = 0.25f) override;
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void PollEvents() override;
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private:
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enum : u32
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{
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NUM_AXES = 6,
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NUM_BUTTONS = 15,
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NUM_RUMBLE_MOTORS = 2
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};
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enum class Axis : u32
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{
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LeftX,
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LeftY,
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RightX,
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RightY,
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LeftTrigger,
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RightTrigger
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};
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struct ControllerData
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{
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XINPUT_STATE last_state = {};
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bool connected = false;
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float deadzone = 0.25f;
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std::array<std::array<AxisCallback, 3>, NUM_AXES> axis_mapping;
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std::array<ButtonCallback, NUM_BUTTONS> button_mapping;
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std::array<std::array<ButtonCallback, 2>, NUM_AXES> axis_button_mapping;
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std::array<AxisCallback, NUM_BUTTONS> button_axis_mapping;
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};
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using ControllerDataArray = std::array<ControllerData, XUSER_MAX_COUNT>;
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void CheckForStateChanges(u32 index, const XINPUT_STATE& new_state);
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bool HandleAxisEvent(u32 index, Axis axis, s32 value);
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bool HandleButtonEvent(u32 index, u32 button, bool pressed);
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ControllerDataArray m_controllers;
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HMODULE m_xinput_module{};
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DWORD(WINAPI* m_xinput_get_state)(DWORD, XINPUT_STATE*);
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DWORD(WINAPI* m_xinput_set_state)(DWORD, XINPUT_VIBRATION*);
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std::mutex m_event_intercept_mutex;
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Hook::Callback m_event_intercept_callback;
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};
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