Opentk/Source/OpenTK/Platform/Windows/XInputJoystick.cs
Stefanos A 8968f7ff38 [Win] XInputJoystick is now IJoystickDriver2
The IGamePadDriver interface is now implemented using
MappedGamePadDriver on all platforms. This minimizes code duplication
and simplifies all input driver implementations, since we only need
backends for IJoystickDriver2.
2014-09-11 12:51:45 +02:00

432 lines
14 KiB
C#

#region License
//
// XInputJoystick.cs
//
// Author:
// Stefanos A. <stapostol@gmail.com>
//
// Copyright (c) 2006-2013 Stefanos Apostolopoulos
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using OpenTK.Input;
using System.Runtime.InteropServices;
using System.Security;
using System.Diagnostics;
namespace OpenTK.Platform.Windows
{
class XInputJoystick : IJoystickDriver2, IDisposable
{
// All XInput devices use the same Guid
// (only one GamePadConfiguration entry required)
static readonly Guid guid =
new Guid("78696e70757400000000000000000000"); // equiv. to "xinput"
XInput xinput = new XInput();
#region IJoystickDriver2 Members
public JoystickState GetState(int index)
{
XInputState xstate;
XInputErrorCode error = xinput.GetState((XInputUserIndex)index, out xstate);
JoystickState state = new JoystickState();
if (error == XInputErrorCode.Success)
{
state.SetIsConnected(true);
state.SetAxis(JoystickAxis.Axis0, xstate.GamePad.ThumbLX);
state.SetAxis(JoystickAxis.Axis1, xstate.GamePad.ThumbLY);
state.SetAxis(JoystickAxis.Axis2, xstate.GamePad.ThumbRX);
state.SetAxis(JoystickAxis.Axis3, xstate.GamePad.ThumbRY);
state.SetAxis(JoystickAxis.Axis4, xstate.GamePad.LeftTrigger);
state.SetAxis(JoystickAxis.Axis5, xstate.GamePad.RightTrigger);
state.SetButton(JoystickButton.Button0, (xstate.GamePad.Buttons & XInputButtons.DPadUp) != 0);
state.SetButton(JoystickButton.Button1, (xstate.GamePad.Buttons & XInputButtons.DPadDown) != 0);
state.SetButton(JoystickButton.Button2, (xstate.GamePad.Buttons & XInputButtons.DPadLeft) != 0);
state.SetButton(JoystickButton.Button3, (xstate.GamePad.Buttons & XInputButtons.DPadRight) != 0);
state.SetButton(JoystickButton.Button4, (xstate.GamePad.Buttons & XInputButtons.Start) != 0);
state.SetButton(JoystickButton.Button5, (xstate.GamePad.Buttons & XInputButtons.Back) != 0);
state.SetButton(JoystickButton.Button6, (xstate.GamePad.Buttons & XInputButtons.LeftThumb) != 0);
state.SetButton(JoystickButton.Button7, (xstate.GamePad.Buttons & XInputButtons.RightThumb) != 0);
state.SetButton(JoystickButton.Button8, (xstate.GamePad.Buttons & XInputButtons.LeftShoulder) != 0);
state.SetButton(JoystickButton.Button9, (xstate.GamePad.Buttons & XInputButtons.RightShoulder) != 0);
state.SetButton(JoystickButton.Button10, (xstate.GamePad.Buttons & XInputButtons.A) != 0);
state.SetButton(JoystickButton.Button11, (xstate.GamePad.Buttons & XInputButtons.B) != 0);
state.SetButton(JoystickButton.Button12, (xstate.GamePad.Buttons & XInputButtons.X) != 0);
state.SetButton(JoystickButton.Button13, (xstate.GamePad.Buttons & XInputButtons.Y) != 0);
state.SetButton(JoystickButton.Button14, (xstate.GamePad.Buttons & XInputButtons.Guide) != 0);
}
return state;
}
public JoystickCapabilities GetCapabilities(int index)
{
XInputDeviceCapabilities xcaps;
XInputErrorCode error = xinput.GetCapabilities(
(XInputUserIndex)index,
XInputCapabilitiesFlags.Default,
out xcaps);
if (error == XInputErrorCode.Success)
{
//GamePadType type = TranslateSubType(xcaps.SubType);
int buttons = TranslateButtons(xcaps.GamePad.Buttons);
int axes = TranslateAxes(ref xcaps.GamePad);
return new JoystickCapabilities(axes, buttons, true);
}
return new JoystickCapabilities();
}
public string GetName(int index)
{
return String.Empty;
}
public Guid GetGuid(int index)
{
return guid;
}
public bool SetVibration(int index, float left, float right)
{
return false;
}
#endregion
#region Private Members
int TranslateAxes(ref XInputGamePad pad)
{
int count = 0;
count += pad.ThumbLX != 0 ? 1 : 0;
count += pad.ThumbLY != 0 ? 1 : 0;
count += pad.ThumbRX != 0 ? 1 : 0;
count += pad.ThumbRY != 0 ? 1 : 0;
count += pad.LeftTrigger != 0 ? 1 : 0;
count += pad.RightTrigger != 0 ? 1 : 0;
return count;
}
int NumberOfSetBits(int i)
{
i = i - ((i >> 1) & 0x55555555);
i = (i & 0x33333333) + ((i >> 2) & 0x33333333);
return (((i + (i >> 4)) & 0x0F0F0F0F) * 0x01010101) >> 24;
}
int TranslateButtons(XInputButtons xbuttons)
{
return NumberOfSetBits((int)xbuttons);
}
#if false
// Todo: Implement JoystickType enumeration
GamePadType TranslateSubType(XInputDeviceSubType xtype)
{
switch (xtype)
{
case XInputDeviceSubType.ArcadePad: return GamePadType.ArcadePad;
case XInputDeviceSubType.ArcadeStick: return GamePadType.ArcadeStick;
case XInputDeviceSubType.DancePad: return GamePadType.DancePad;
case XInputDeviceSubType.DrumKit: return GamePadType.DrumKit;
case XInputDeviceSubType.FlightStick: return GamePadType.FlightStick;
case XInputDeviceSubType.GamePad: return GamePadType.GamePad;
case XInputDeviceSubType.Guitar: return GamePadType.Guitar;
case XInputDeviceSubType.GuitarAlternate: return GamePadType.AlternateGuitar;
case XInputDeviceSubType.GuitarBass: return GamePadType.BassGuitar;
case XInputDeviceSubType.Wheel: return GamePadType.Wheel;
case XInputDeviceSubType.Unknown:
default:
return GamePadType.Unknown;
}
}
#endif
enum XInputErrorCode
{
Success = 0,
DeviceNotConnected
}
enum XInputDeviceType : byte
{
GamePad
}
enum XInputDeviceSubType : byte
{
Unknown = 0,
GamePad = 1,
Wheel = 2,
ArcadeStick = 3,
FlightStick = 4,
DancePad = 5,
Guitar = 6,
GuitarAlternate = 7,
DrumKit = 8,
GuitarBass = 0xb,
ArcadePad = 0x13
}
enum XInputCapabilities
{
ForceFeedback = 0x0001,
Wireless = 0x0002,
Voice = 0x0004,
PluginModules = 0x0008,
NoNavigation = 0x0010,
}
enum XInputButtons : ushort
{
DPadUp = 0x0001,
DPadDown = 0x0002,
DPadLeft = 0x0004,
DPadRight = 0x0008,
Start = 0x0010,
Back = 0x0020,
LeftThumb = 0x0040,
RightThumb = 0x0080,
LeftShoulder = 0x0100,
RightShoulder = 0x0200,
Guide = 0x0400, // Undocumented, requires XInputGetStateEx + XINPUT_1_3.dll or higher
A = 0x1000,
B = 0x2000,
X = 0x4000,
Y = 0x8000
}
[Flags]
enum XInputCapabilitiesFlags
{
Default = 0,
GamePadOnly = 1
}
enum XInputBatteryType : byte
{
Disconnected = 0x00,
Wired = 0x01,
Alkaline = 0x02,
NiMH = 0x03,
Unknown = 0xff
}
enum XInputBatteryLevel : byte
{
Empty = 0x00,
Low = 0x01,
Medium = 0x02,
Full = 0x03
}
enum XInputUserIndex
{
First = 0,
Second,
Third,
Fourth,
Any = 0xff
}
#pragma warning disable 0649 // field is never assigned
struct XInputThresholds
{
public const int LeftThumbDeadzone = 7849;
public const int RightThumbDeadzone = 8689;
public const int TriggerThreshold = 30;
}
struct XInputGamePad
{
public XInputButtons Buttons;
public byte LeftTrigger;
public byte RightTrigger;
public short ThumbLX;
public short ThumbLY;
public short ThumbRX;
public short ThumbRY;
}
struct XInputState
{
public int PacketNumber;
public XInputGamePad GamePad;
}
struct XInputVibration
{
public short LeftMotorSpeed;
public short RightMotorSpeed;
}
struct XInputDeviceCapabilities
{
public XInputDeviceType Type;
public XInputDeviceSubType SubType;
public short Flags;
public XInputGamePad GamePad;
public XInputVibration Vibration;
}
struct XInputBatteryInformation
{
public XInputBatteryType Type;
public XInputBatteryLevel Level;
}
class XInput : IDisposable
{
IntPtr dll;
internal XInput()
{
// Try to load the newest XInput***.dll installed on the system
// The delegates below will be loaded dynamically from that dll
dll = Functions.LoadLibrary("XINPUT1_4");
if (dll == IntPtr.Zero)
dll = Functions.LoadLibrary("XINPUT1_3");
if (dll == IntPtr.Zero)
dll = Functions.LoadLibrary("XINPUT1_2");
if (dll == IntPtr.Zero)
dll = Functions.LoadLibrary("XINPUT1_1");
if (dll == IntPtr.Zero)
dll = Functions.LoadLibrary("XINPUT9_1_0");
if (dll == IntPtr.Zero)
throw new NotSupportedException("XInput was not found on this platform");
// Load the entry points we are interested in from that dll
GetCapabilities = (XInputGetCapabilities)Load("XInputGetCapabilities", typeof(XInputGetCapabilities));
GetState =
// undocumented XInputGetStateEx with support for the "Guide" button (requires XINPUT_1_3+)
(XInputGetState)Load("XInputGetStateEx", typeof(XInputGetState)) ??
// documented XInputGetState (no support for the "Guide" button)
(XInputGetState)Load("XInputGetState", typeof(XInputGetState));
SetState = (XInputSetState)Load("XInputSetState", typeof(XInputSetState));
}
#region Private Members
Delegate Load(string name, Type type)
{
IntPtr pfunc = Functions.GetProcAddress(dll, name);
if (pfunc != IntPtr.Zero)
return Marshal.GetDelegateForFunctionPointer(pfunc, type);
return null;
}
#endregion
#region Internal Members
internal XInputGetCapabilities GetCapabilities;
internal XInputGetState GetState;
internal XInputSetState SetState;
[SuppressUnmanagedCodeSecurity]
internal delegate XInputErrorCode XInputGetCapabilities(
XInputUserIndex dwUserIndex,
XInputCapabilitiesFlags dwFlags,
out XInputDeviceCapabilities pCapabilities);
[SuppressUnmanagedCodeSecurity]
internal delegate XInputErrorCode XInputGetState
(
XInputUserIndex dwUserIndex,
out XInputState pState
);
[SuppressUnmanagedCodeSecurity]
internal delegate XInputErrorCode XInputSetState
(
XInputUserIndex dwUserIndex,
ref XInputVibration pVibration
);
#endregion
#region IDisposable Members
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
void Dispose(bool manual)
{
if (manual)
{
if (dll != IntPtr.Zero)
{
Functions.FreeLibrary(dll);
dll = IntPtr.Zero;
}
}
}
#endregion
}
#endregion
#region IDisposable Members
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
void Dispose(bool manual)
{
if (manual)
{
xinput.Dispose();
}
else
{
Debug.Print("{0} leaked, did you forget to call Dispose()?", typeof(XInputJoystick).Name);
}
}
#if DEBUG
~XInputJoystick()
{
Dispose(false);
}
#endif
#endregion
}
}