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JoystickXInput.cpp
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JoystickXInput.cpp
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/*
* Copyright (C) 2014-2015 Garrett Brown
* Copyright (C) 2014-2015 Team XBMC
*
* This Program 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 Foundation; either version 2, or (at your option)
* any later version.
*
* This Program 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 XBMC; see the file COPYING. If not, see
* <http://www.gnu.org/licenses/>.
*
*/
#include "JoystickXInput.h"
#include "JoystickInterfaceXInput.h"
#include "XInputDLL.h"
#include "api/JoystickTypes.h"
#include <Xinput.h>
using namespace JOYSTICK;
#define XINPUT_ALIAS "Xbox 360-compatible controller"
#define BUTTON_COUNT 15
#define HAT_COUNT 0 // hats are treated as buttons
#define AXIS_COUNT 6
#define MAX_AXIS 32768
#define MAX_TRIGGER 255
#define MAX_MOTOR 65535
CJoystickXInput::CJoystickXInput(unsigned int controllerID)
: CJoystick(INTERFACE_XINPUT),
m_controllerID(controllerID),
m_dwPacketNumber(0)
{
SetName(XINPUT_ALIAS);
SetRequestedPort(m_controllerID);
SetButtonCount(BUTTON_COUNT);
SetHatCount(HAT_COUNT);
SetAxisCount(AXIS_COUNT);
SetMotorCount(MOTOR_COUNT);
m_motorSpeeds[MOTOR_LEFT] = 0.0f;
m_motorSpeeds[MOTOR_RIGHT] = 0.0f;
SetSupportsPowerOff(true);
}
bool CJoystickXInput::Equals(const CJoystick* rhs) const
{
if (rhs == nullptr)
return false;
const CJoystickXInput* rhsXInput = dynamic_cast<const CJoystickXInput*>(rhs);
if (rhsXInput == nullptr)
return false;
return m_controllerID == rhsXInput->m_controllerID;
}
void CJoystickXInput::PowerOff()
{
CXInputDLL::Get().PowerOff(m_controllerID);
}
bool CJoystickXInput::ScanEvents(void)
{
XINPUT_STATE_EX controllerState;
if (!CXInputDLL::Get().GetState(m_controllerID, controllerState))
return false;
m_dwPacketNumber = controllerState.dwPacketNumber;
SetButtonValue(0, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_A) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(1, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_B) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(2, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_X) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(3, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_Y) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(4, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(5, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(6, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(7, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_START) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(8, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(9, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(10, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(11, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(12, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(13, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetButtonValue(14, (controllerState.Gamepad.wButtons & XINPUT_GAMEPAD_GUIDE) ? JOYSTICK_STATE_BUTTON_PRESSED : JOYSTICK_STATE_BUTTON_UNPRESSED);
SetAxisValue(0, (long)controllerState.Gamepad.sThumbLX, MAX_AXIS);
SetAxisValue(1, (long)controllerState.Gamepad.sThumbLY, MAX_AXIS);
SetAxisValue(2, (long)controllerState.Gamepad.sThumbRX, MAX_AXIS);
SetAxisValue(3, (long)controllerState.Gamepad.sThumbRY, MAX_AXIS);
SetAxisValue(4, (long)controllerState.Gamepad.bLeftTrigger, MAX_TRIGGER);
SetAxisValue(5, (long)controllerState.Gamepad.bRightTrigger, MAX_TRIGGER);
return true;
}
bool CJoystickXInput::SetMotor(unsigned int motorIndex, float magnitude)
{
bool bSuccess = false;
if (motorIndex < MOTOR_COUNT && 0.0f <= magnitude && magnitude <= 1.0f)
{
m_motorSpeeds[motorIndex] = magnitude;
XINPUT_VIBRATION vibrationState;
vibrationState.wLeftMotorSpeed = static_cast<WORD>(m_motorSpeeds[MOTOR_LEFT] * MAX_MOTOR);
vibrationState.wRightMotorSpeed = static_cast<WORD>(m_motorSpeeds[MOTOR_RIGHT] * MAX_MOTOR);
// TODO: Only dispatch after both left and right events have been received
bSuccess = CXInputDLL::Get().SetState(m_controllerID, vibrationState);
}
return bSuccess;
}