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https://github.com/Ryujinx/SDL.git
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83cddd2ebc
Currently, this is only supported by the PS4 HIDAPI driver.
1325 lines
57 KiB
C
1325 lines
57 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#ifdef SDL_JOYSTICK_HIDAPI
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#include "SDL_hints.h"
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#include "SDL_events.h"
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#include "SDL_timer.h"
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#include "SDL_joystick.h"
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#include "SDL_gamecontroller.h"
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#include "../SDL_sysjoystick.h"
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#include "SDL_hidapijoystick_c.h"
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#include "SDL_hidapi_rumble.h"
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#ifdef SDL_JOYSTICK_HIDAPI_XBOX360
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#ifdef __WIN32__
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#define SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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/* This requires the Windows 10 SDK to build */
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/*#define SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT*/
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#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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#include "../../core/windows/SDL_xinput.h"
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#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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#include "../../core/windows/SDL_windows.h"
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typedef struct WindowsGamingInputGamepadState WindowsGamingInputGamepadState;
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#define GamepadButtons_GUIDE 0x40000000
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#define COBJMACROS
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#include "windows.gaming.input.h"
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#endif
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#if defined(SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT) || defined(SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT)
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#define SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
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#endif
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typedef struct {
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Uint8 last_state[USB_PACKET_LENGTH];
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
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Uint32 match_state; /* Low 16 bits for button states, high 16 for 4 4bit axes */
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Uint32 last_state_packet;
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#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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SDL_bool xinput_enabled;
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SDL_bool xinput_correlated;
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Uint8 xinput_correlation_id;
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Uint8 xinput_correlation_count;
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Uint8 xinput_uncorrelate_count;
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Uint8 xinput_slot;
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#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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SDL_bool wgi_correlated;
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Uint8 wgi_correlation_id;
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Uint8 wgi_correlation_count;
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Uint8 wgi_uncorrelate_count;
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WindowsGamingInputGamepadState *wgi_slot;
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#endif
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} SDL_DriverXbox360_Context;
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
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static struct {
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Uint32 last_state_packet;
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SDL_Joystick *joystick;
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SDL_Joystick *last_joystick;
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} guide_button_candidate;
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typedef struct WindowsMatchState {
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SHORT match_axes[4];
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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WORD xinput_buttons;
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#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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Uint32 wgi_buttons;
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#endif
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SDL_bool any_data;
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} WindowsMatchState;
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static void HIDAPI_DriverXbox360_FillMatchState(WindowsMatchState *state, Uint32 match_state)
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{
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int ii;
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state->any_data = SDL_FALSE;
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/* SHORT state->match_axes[4] = {
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(match_state & 0x000F0000) >> 4,
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(match_state & 0x00F00000) >> 8,
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(match_state & 0x0F000000) >> 12,
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(match_state & 0xF0000000) >> 16,
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}; */
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for (ii = 0; ii < 4; ii++) {
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state->match_axes[ii] = (match_state & (0x000F0000 << (ii * 4))) >> (4 + ii * 4);
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if ((Uint32)(state->match_axes[ii] + 0x1000) > 0x2000) { /* match_state bit is not 0xF, 0x1, or 0x2 */
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state->any_data = SDL_TRUE;
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}
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}
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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/* Match axes by checking if the distance between the high 4 bits of axis and the 4 bits from match_state is 1 or less */
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#define XInputAxesMatch(gamepad) (\
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(Uint32)(gamepad.sThumbLX - state->match_axes[0] + 0x1000) <= 0x2fff && \
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(Uint32)(~gamepad.sThumbLY - state->match_axes[1] + 0x1000) <= 0x2fff && \
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(Uint32)(gamepad.sThumbRX - state->match_axes[2] + 0x1000) <= 0x2fff && \
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(Uint32)(~gamepad.sThumbRY - state->match_axes[3] + 0x1000) <= 0x2fff)
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/* Explicit
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#define XInputAxesMatch(gamepad) (\
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SDL_abs((Sint8)((gamepad.sThumbLX & 0xF000) >> 8) - ((match_state & 0x000F0000) >> 12)) <= 0x10 && \
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SDL_abs((Sint8)((~gamepad.sThumbLY & 0xF000) >> 8) - ((match_state & 0x00F00000) >> 16)) <= 0x10 && \
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SDL_abs((Sint8)((gamepad.sThumbRX & 0xF000) >> 8) - ((match_state & 0x0F000000) >> 20)) <= 0x10 && \
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SDL_abs((Sint8)((~gamepad.sThumbRY & 0xF000) >> 8) - ((match_state & 0xF0000000) >> 24)) <= 0x10) */
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state->xinput_buttons =
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/* Bitwise map .RLDUWVQTS.KYXBA -> YXBA..WVQTKSRLDU */
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match_state << 12 | (match_state & 0x0780) >> 1 | (match_state & 0x0010) << 1 | (match_state & 0x0040) >> 2 | (match_state & 0x7800) >> 11;
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/* Explicit
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((match_state & (1<<SDL_CONTROLLER_BUTTON_A)) ? XINPUT_GAMEPAD_A : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_B)) ? XINPUT_GAMEPAD_B : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_X)) ? XINPUT_GAMEPAD_X : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_Y)) ? XINPUT_GAMEPAD_Y : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_BACK)) ? XINPUT_GAMEPAD_BACK : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_START)) ? XINPUT_GAMEPAD_START : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSTICK)) ? XINPUT_GAMEPAD_LEFT_THUMB : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSTICK)) ? XINPUT_GAMEPAD_RIGHT_THUMB: 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) ? XINPUT_GAMEPAD_LEFT_SHOULDER : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) ? XINPUT_GAMEPAD_RIGHT_SHOULDER : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_UP)) ? XINPUT_GAMEPAD_DPAD_UP : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_DOWN)) ? XINPUT_GAMEPAD_DPAD_DOWN : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_LEFT)) ? XINPUT_GAMEPAD_DPAD_LEFT : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) ? XINPUT_GAMEPAD_DPAD_RIGHT : 0);
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*/
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if (state->xinput_buttons)
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state->any_data = SDL_TRUE;
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#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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/* Match axes by checking if the distance between the high 4 bits of axis and the 4 bits from match_state is 1 or less */
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#define WindowsGamingInputAxesMatch(gamepad) (\
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(Uint16)(((Sint16)(gamepad.LeftThumbstickX * SDL_MAX_SINT16) & 0xF000) - state->match_axes[0] + 0x1000) <= 0x2fff && \
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(Uint16)((~(Sint16)(gamepad.LeftThumbstickY * SDL_MAX_SINT16) & 0xF000) - state->match_axes[1] + 0x1000) <= 0x2fff && \
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(Uint16)(((Sint16)(gamepad.RightThumbstickX * SDL_MAX_SINT16) & 0xF000) - state->match_axes[2] + 0x1000) <= 0x2fff && \
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(Uint16)((~(Sint16)(gamepad.RightThumbstickY * SDL_MAX_SINT16) & 0xF000) - state->match_axes[3] + 0x1000) <= 0x2fff)
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state->wgi_buttons =
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/* Bitwise map .RLD UWVQ TS.K YXBA -> ..QT WVRL DUYX BAKS */
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/* RStick/LStick (QT) RShould/LShould (WV) DPad R/L/D/U YXBA bac(K) (S)tart */
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(match_state & 0x0180) << 5 | (match_state & 0x0600) << 1 | (match_state & 0x7800) >> 5 | (match_state & 0x000F) << 2 | (match_state & 0x0010) >> 3 | (match_state & 0x0040) >> 6;
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/* Explicit
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((match_state & (1<<SDL_CONTROLLER_BUTTON_A)) ? GamepadButtons_A : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_B)) ? GamepadButtons_B : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_X)) ? GamepadButtons_X : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_Y)) ? GamepadButtons_Y : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_BACK)) ? GamepadButtons_View : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_START)) ? GamepadButtons_Menu : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSTICK)) ? GamepadButtons_LeftThumbstick : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSTICK)) ? GamepadButtons_RightThumbstick: 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) ? GamepadButtons_LeftShoulder: 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) ? GamepadButtons_RightShoulder: 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_UP)) ? GamepadButtons_DPadUp : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_DOWN)) ? GamepadButtons_DPadDown : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_LEFT)) ? GamepadButtons_DPadLeft : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) ? GamepadButtons_DPadRight : 0); */
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if (state->wgi_buttons)
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state->any_data = SDL_TRUE;
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#endif
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}
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#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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static struct {
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XINPUT_STATE_EX state;
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SDL_bool connected; /* Currently has an active XInput device */
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SDL_bool used; /* Is currently mapped to an SDL device */
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Uint8 correlation_id;
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} xinput_state[XUSER_MAX_COUNT];
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static SDL_bool xinput_device_change = SDL_TRUE;
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static SDL_bool xinput_state_dirty = SDL_TRUE;
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static void
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HIDAPI_DriverXbox360_UpdateXInput()
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{
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DWORD user_index;
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if (xinput_device_change) {
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for (user_index = 0; user_index < XUSER_MAX_COUNT; user_index++) {
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XINPUT_CAPABILITIES capabilities;
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xinput_state[user_index].connected = XINPUTGETCAPABILITIES(user_index, XINPUT_FLAG_GAMEPAD, &capabilities) == ERROR_SUCCESS;
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}
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xinput_device_change = SDL_FALSE;
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xinput_state_dirty = SDL_TRUE;
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}
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if (xinput_state_dirty) {
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xinput_state_dirty = SDL_FALSE;
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for (user_index = 0; user_index < SDL_arraysize(xinput_state); ++user_index) {
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if (xinput_state[user_index].connected) {
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if (XINPUTGETSTATE(user_index, &xinput_state[user_index].state) != ERROR_SUCCESS) {
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xinput_state[user_index].connected = SDL_FALSE;
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}
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}
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}
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}
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}
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static void
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HIDAPI_DriverXbox360_MarkXInputSlotUsed(Uint8 xinput_slot)
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{
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if (xinput_slot != XUSER_INDEX_ANY) {
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xinput_state[xinput_slot].used = SDL_TRUE;
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}
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}
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static void
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HIDAPI_DriverXbox360_MarkXInputSlotFree(Uint8 xinput_slot)
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{
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if (xinput_slot != XUSER_INDEX_ANY) {
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xinput_state[xinput_slot].used = SDL_FALSE;
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}
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}
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static SDL_bool
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HIDAPI_DriverXbox360_MissingXInputSlot()
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{
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int ii;
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for (ii = 0; ii < SDL_arraysize(xinput_state); ii++) {
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if (xinput_state[ii].connected && !xinput_state[ii].used) {
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return SDL_TRUE;
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}
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}
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return SDL_FALSE;
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}
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static SDL_bool
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HIDAPI_DriverXbox360_XInputSlotMatches(const WindowsMatchState *state, Uint8 slot_idx)
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{
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if (xinput_state[slot_idx].connected) {
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WORD xinput_buttons = xinput_state[slot_idx].state.Gamepad.wButtons;
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if ((xinput_buttons & ~XINPUT_GAMEPAD_GUIDE) == state->xinput_buttons && XInputAxesMatch(xinput_state[slot_idx].state.Gamepad)) {
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return SDL_TRUE;
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}
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}
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return SDL_FALSE;
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}
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static SDL_bool
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HIDAPI_DriverXbox360_GuessXInputSlot(const WindowsMatchState *state, Uint8 *correlation_id, Uint8 *slot_idx)
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{
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int user_index;
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int match_count;
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*slot_idx = 0;
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match_count = 0;
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for (user_index = 0; user_index < XUSER_MAX_COUNT; ++user_index) {
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if (!xinput_state[user_index].used && HIDAPI_DriverXbox360_XInputSlotMatches(state, user_index)) {
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++match_count;
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*slot_idx = (Uint8)user_index;
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/* Incrementing correlation_id for any match, as negative evidence for others being correlated */
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*correlation_id = ++xinput_state[user_index].correlation_id;
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}
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}
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/* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched.
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Note that we're still invalidating *other* potential correlations if we have more than one match or we have no
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data. */
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if (match_count == 1 && state->any_data) {
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return SDL_TRUE;
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}
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return SDL_FALSE;
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}
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#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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typedef struct WindowsGamingInputGamepadState {
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__x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad;
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struct __x_ABI_CWindows_CGaming_CInput_CGamepadReading state;
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SDL_DriverXbox360_Context *correlated_context;
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SDL_bool used; /* Is currently mapped to an SDL device */
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SDL_bool connected; /* Just used during update to track disconnected */
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Uint8 correlation_id;
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struct __x_ABI_CWindows_CGaming_CInput_CGamepadVibration vibration;
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} WindowsGamingInputGamepadState;
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static struct {
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WindowsGamingInputGamepadState **per_gamepad;
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int per_gamepad_count;
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SDL_bool initialized;
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SDL_bool dirty;
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SDL_bool need_device_list_update;
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int ref_count;
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__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics *gamepad_statics;
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} wgi_state;
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static void
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HIDAPI_DriverXbox360_MarkWindowsGamingInputSlotUsed(WindowsGamingInputGamepadState *wgi_slot, SDL_DriverXbox360_Context *ctx)
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{
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wgi_slot->used = SDL_TRUE;
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wgi_slot->correlated_context = ctx;
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}
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static void
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HIDAPI_DriverXbox360_MarkWindowsGamingInputSlotFree(WindowsGamingInputGamepadState *wgi_slot)
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{
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wgi_slot->used = SDL_FALSE;
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wgi_slot->correlated_context = NULL;
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}
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static SDL_bool
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HIDAPI_DriverXbox360_MissingWindowsGamingInputSlot()
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{
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int ii;
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for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
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if (!wgi_state.per_gamepad[ii]->used) {
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return SDL_TRUE;
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}
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}
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return SDL_FALSE;
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}
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static void
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HIDAPI_DriverXbox360_UpdateWindowsGamingInput()
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{
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int ii;
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if (!wgi_state.gamepad_statics)
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return;
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if (!wgi_state.dirty)
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return;
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wgi_state.dirty = SDL_FALSE;
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if (wgi_state.need_device_list_update) {
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wgi_state.need_device_list_update = SDL_FALSE;
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for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
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wgi_state.per_gamepad[ii]->connected = SDL_FALSE;
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}
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HRESULT hr;
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__FIVectorView_1_Windows__CGaming__CInput__CGamepad *gamepads;
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hr = __x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_get_Gamepads(wgi_state.gamepad_statics, &gamepads);
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if (SUCCEEDED(hr)) {
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unsigned int num_gamepads;
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hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_get_Size(gamepads, &num_gamepads);
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if (SUCCEEDED(hr)) {
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unsigned int i;
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for (i = 0; i < num_gamepads; ++i) {
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__x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad;
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hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_GetAt(gamepads, i, &gamepad);
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if (SUCCEEDED(hr)) {
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SDL_bool found = SDL_FALSE;
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int jj;
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for (jj = 0; jj < wgi_state.per_gamepad_count ; jj++) {
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if (wgi_state.per_gamepad[jj]->gamepad == gamepad) {
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found = SDL_TRUE;
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wgi_state.per_gamepad[jj]->connected = SDL_TRUE;
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break;
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}
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}
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if (!found) {
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/* New device, add it */
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wgi_state.per_gamepad_count++;
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wgi_state.per_gamepad = SDL_realloc(wgi_state.per_gamepad, sizeof(wgi_state.per_gamepad[0]) * wgi_state.per_gamepad_count);
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if (!wgi_state.per_gamepad) {
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SDL_OutOfMemory();
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return;
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}
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|
WindowsGamingInputGamepadState *gamepad_state = SDL_calloc(1, sizeof(*gamepad_state));
|
|
if (!gamepad_state) {
|
|
SDL_OutOfMemory();
|
|
return;
|
|
}
|
|
wgi_state.per_gamepad[wgi_state.per_gamepad_count - 1] = gamepad_state;
|
|
gamepad_state->gamepad = gamepad;
|
|
gamepad_state->connected = SDL_TRUE;
|
|
} else {
|
|
/* Already tracked */
|
|
__x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(gamepad);
|
|
}
|
|
}
|
|
}
|
|
for (ii = wgi_state.per_gamepad_count - 1; ii >= 0; ii--) {
|
|
WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[ii];
|
|
if (!gamepad_state->connected) {
|
|
/* Device missing, must be disconnected */
|
|
if (gamepad_state->correlated_context) {
|
|
gamepad_state->correlated_context->wgi_correlated = SDL_FALSE;
|
|
gamepad_state->correlated_context->wgi_slot = NULL;
|
|
}
|
|
__x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(gamepad_state->gamepad);
|
|
SDL_free(gamepad_state);
|
|
wgi_state.per_gamepad[ii] = wgi_state.per_gamepad[wgi_state.per_gamepad_count - 1];
|
|
--wgi_state.per_gamepad_count;
|
|
}
|
|
}
|
|
}
|
|
__FIVectorView_1_Windows__CGaming__CInput__CGamepad_Release(gamepads);
|
|
}
|
|
} /* need_device_list_update */
|
|
|
|
for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
|
|
HRESULT hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_GetCurrentReading(wgi_state.per_gamepad[ii]->gamepad, &wgi_state.per_gamepad[ii]->state);
|
|
if (!SUCCEEDED(hr)) {
|
|
wgi_state.per_gamepad[ii]->connected = SDL_FALSE; /* Not used by anything, currently */
|
|
}
|
|
}
|
|
}
|
|
static void
|
|
HIDAPI_DriverXbox360_InitWindowsGamingInput(SDL_DriverXbox360_Context *ctx)
|
|
{
|
|
wgi_state.need_device_list_update = SDL_TRUE;
|
|
wgi_state.ref_count++;
|
|
if (!wgi_state.initialized) {
|
|
/* I think this takes care of RoInitialize() in a way that is compatible with the rest of SDL */
|
|
if (FAILED(WIN_CoInitialize())) {
|
|
return;
|
|
}
|
|
wgi_state.initialized = SDL_TRUE;
|
|
wgi_state.dirty = SDL_TRUE;
|
|
|
|
static const IID SDL_IID_IGamepadStatics = { 0x8BBCE529, 0xD49C, 0x39E9, { 0x95, 0x60, 0xE4, 0x7D, 0xDE, 0x96, 0xB7, 0xC8 } };
|
|
HRESULT hr;
|
|
HMODULE hModule = LoadLibraryA("combase.dll");
|
|
if (hModule != NULL) {
|
|
typedef HRESULT (WINAPI *WindowsCreateString_t)(PCNZWCH sourceString, UINT32 length, HSTRING* string);
|
|
typedef HRESULT (WINAPI *WindowsDeleteString_t)(HSTRING string);
|
|
typedef HRESULT (WINAPI *RoGetActivationFactory_t)(HSTRING activatableClassId, REFIID iid, void** factory);
|
|
|
|
WindowsCreateString_t WindowsCreateStringFunc = (WindowsCreateString_t)GetProcAddress(hModule, "WindowsCreateString");
|
|
WindowsDeleteString_t WindowsDeleteStringFunc = (WindowsDeleteString_t)GetProcAddress(hModule, "WindowsDeleteString");
|
|
RoGetActivationFactory_t RoGetActivationFactoryFunc = (RoGetActivationFactory_t)GetProcAddress(hModule, "RoGetActivationFactory");
|
|
if (WindowsCreateStringFunc && WindowsDeleteStringFunc && RoGetActivationFactoryFunc) {
|
|
LPTSTR pNamespace = L"Windows.Gaming.Input.Gamepad";
|
|
HSTRING hNamespaceString;
|
|
|
|
hr = WindowsCreateStringFunc(pNamespace, SDL_wcslen(pNamespace), &hNamespaceString);
|
|
if (SUCCEEDED(hr)) {
|
|
RoGetActivationFactoryFunc(hNamespaceString, &SDL_IID_IGamepadStatics, &wgi_state.gamepad_statics);
|
|
WindowsDeleteStringFunc(hNamespaceString);
|
|
}
|
|
}
|
|
FreeLibrary(hModule);
|
|
}
|
|
}
|
|
}
|
|
|
|
static SDL_bool
|
|
HIDAPI_DriverXbox360_WindowsGamingInputSlotMatches(const WindowsMatchState *state, WindowsGamingInputGamepadState *slot)
|
|
{
|
|
Uint32 wgi_buttons = slot->state.Buttons;
|
|
if ((wgi_buttons & 0x3FFF) == state->wgi_buttons && WindowsGamingInputAxesMatch(slot->state)) {
|
|
return SDL_TRUE;
|
|
}
|
|
return SDL_FALSE;
|
|
}
|
|
|
|
static SDL_bool
|
|
HIDAPI_DriverXbox360_GuessWindowsGamingInputSlot(const WindowsMatchState *state, Uint8 *correlation_id, WindowsGamingInputGamepadState **slot)
|
|
{
|
|
int match_count;
|
|
|
|
match_count = 0;
|
|
for (int user_index = 0; user_index < wgi_state.per_gamepad_count; ++user_index) {
|
|
WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[user_index];
|
|
if (HIDAPI_DriverXbox360_WindowsGamingInputSlotMatches(state, gamepad_state)) {
|
|
++match_count;
|
|
*slot = gamepad_state;
|
|
/* Incrementing correlation_id for any match, as negative evidence for others being correlated */
|
|
*correlation_id = ++gamepad_state->correlation_id;
|
|
}
|
|
}
|
|
/* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched.
|
|
Note that we're still invalidating *other* potential correlations if we have more than one match or we have no
|
|
data. */
|
|
if (match_count == 1 && state->any_data) {
|
|
return SDL_TRUE;
|
|
}
|
|
return SDL_FALSE;
|
|
}
|
|
|
|
static void
|
|
HIDAPI_DriverXbox360_QuitWindowsGamingInput(SDL_DriverXbox360_Context *ctx)
|
|
{
|
|
wgi_state.need_device_list_update = SDL_TRUE;
|
|
--wgi_state.ref_count;
|
|
if (!wgi_state.ref_count && wgi_state.initialized) {
|
|
for (int ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
|
|
__x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(wgi_state.per_gamepad[ii]->gamepad);
|
|
}
|
|
if (wgi_state.per_gamepad) {
|
|
SDL_free(wgi_state.per_gamepad);
|
|
wgi_state.per_gamepad = NULL;
|
|
}
|
|
wgi_state.per_gamepad_count = 0;
|
|
if (wgi_state.gamepad_statics) {
|
|
__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_Release(wgi_state.gamepad_statics);
|
|
wgi_state.gamepad_statics = NULL;
|
|
}
|
|
WIN_CoUninitialize();
|
|
wgi_state.initialized = SDL_FALSE;
|
|
}
|
|
}
|
|
|
|
#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT */
|
|
|
|
static void
|
|
HIDAPI_DriverXbox360_PostUpdate(void)
|
|
{
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
|
|
SDL_bool unmapped_guide_pressed = SDL_FALSE;
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
|
|
if (!wgi_state.dirty) {
|
|
int ii;
|
|
for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
|
|
WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[ii];
|
|
if (!gamepad_state->used && (gamepad_state->state.Buttons & GamepadButtons_GUIDE)) {
|
|
unmapped_guide_pressed = SDL_TRUE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
wgi_state.dirty = SDL_TRUE;
|
|
#endif
|
|
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
|
|
if (!xinput_state_dirty) {
|
|
int ii;
|
|
for (ii = 0; ii < SDL_arraysize(xinput_state); ii++) {
|
|
if (xinput_state[ii].connected && !xinput_state[ii].used && (xinput_state[ii].state.Gamepad.wButtons & XINPUT_GAMEPAD_GUIDE)) {
|
|
unmapped_guide_pressed = SDL_TRUE;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
xinput_state_dirty = SDL_TRUE;
|
|
#endif
|
|
|
|
if (unmapped_guide_pressed) {
|
|
if (guide_button_candidate.joystick && !guide_button_candidate.last_joystick) {
|
|
SDL_PrivateJoystickButton(guide_button_candidate.joystick, SDL_CONTROLLER_BUTTON_GUIDE, SDL_PRESSED);
|
|
guide_button_candidate.last_joystick = guide_button_candidate.joystick;
|
|
}
|
|
} else if (guide_button_candidate.last_joystick) {
|
|
SDL_PrivateJoystickButton(guide_button_candidate.last_joystick, SDL_CONTROLLER_BUTTON_GUIDE, SDL_RELEASED);
|
|
guide_button_candidate.last_joystick = NULL;
|
|
}
|
|
guide_button_candidate.joystick = NULL;
|
|
#endif
|
|
}
|
|
|
|
#if defined(__MACOSX__)
|
|
static SDL_bool
|
|
IsBluetoothXboxOneController(Uint16 vendor_id, Uint16 product_id)
|
|
{
|
|
/* Check to see if it's the Xbox One S or Xbox One Elite Series 2 in Bluetooth mode */
|
|
if (vendor_id == USB_VENDOR_MICROSOFT) {
|
|
if (product_id == USB_PRODUCT_XBOX_ONE_S_REV1_BLUETOOTH ||
|
|
product_id == USB_PRODUCT_XBOX_ONE_S_REV2_BLUETOOTH ||
|
|
product_id == USB_PRODUCT_XBOX_ONE_ELITE_SERIES_2_BLUETOOTH) {
|
|
return SDL_TRUE;
|
|
}
|
|
}
|
|
return SDL_FALSE;
|
|
}
|
|
#endif
|
|
|
|
static SDL_bool
|
|
HIDAPI_DriverXbox360_IsSupportedDevice(const char *name, SDL_GameControllerType type, Uint16 vendor_id, Uint16 product_id, Uint16 version, int interface_number, int interface_class, int interface_subclass, int interface_protocol)
|
|
{
|
|
const int XB360W_IFACE_PROTOCOL = 129; /* Wireless */
|
|
|
|
if (vendor_id == USB_VENDOR_NVIDIA) {
|
|
/* This is the NVIDIA Shield controller which doesn't talk Xbox controller protocol */
|
|
return SDL_FALSE;
|
|
}
|
|
if ((vendor_id == USB_VENDOR_MICROSOFT && (product_id == 0x0291 || product_id == 0x0719)) ||
|
|
(type == SDL_CONTROLLER_TYPE_XBOX360 && interface_protocol == XB360W_IFACE_PROTOCOL)) {
|
|
/* This is the wireless dongle, which talks a different protocol */
|
|
return SDL_FALSE;
|
|
}
|
|
if (interface_number > 0) {
|
|
/* This is the chatpad or other input interface, not the Xbox 360 interface */
|
|
return SDL_FALSE;
|
|
}
|
|
#if defined(__MACOSX__) || defined(__WIN32__)
|
|
if (vendor_id == USB_VENDOR_MICROSOFT && product_id == 0x028e && version == 1) {
|
|
/* This is the Steam Virtual Gamepad, which isn't supported by this driver */
|
|
return SDL_FALSE;
|
|
}
|
|
#if defined(__MACOSX__)
|
|
/* Wired Xbox One controllers are handled by this driver, interfacing with
|
|
the 360Controller driver available from:
|
|
https://github.com/360Controller/360Controller/releases
|
|
|
|
Bluetooth Xbox One controllers are handled by the SDL Xbox One driver
|
|
*/
|
|
if (IsBluetoothXboxOneController(vendor_id, product_id)) {
|
|
return SDL_FALSE;
|
|
}
|
|
#endif
|
|
return (type == SDL_CONTROLLER_TYPE_XBOX360 || type == SDL_CONTROLLER_TYPE_XBOXONE);
|
|
#else
|
|
return (type == SDL_CONTROLLER_TYPE_XBOX360);
|
|
#endif
|
|
}
|
|
|
|
static const char *
|
|
HIDAPI_DriverXbox360_GetDeviceName(Uint16 vendor_id, Uint16 product_id)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static SDL_bool SetSlotLED(hid_device *dev, Uint8 slot)
|
|
{
|
|
Uint8 mode = 0x02 + slot;
|
|
const Uint8 led_packet[] = { 0x01, 0x03, mode };
|
|
|
|
if (hid_write(dev, led_packet, sizeof(led_packet)) != sizeof(led_packet)) {
|
|
return SDL_FALSE;
|
|
}
|
|
return SDL_TRUE;
|
|
}
|
|
|
|
static SDL_bool
|
|
HIDAPI_DriverXbox360_InitDevice(SDL_HIDAPI_Device *device)
|
|
{
|
|
return HIDAPI_JoystickConnected(device, NULL, SDL_FALSE);
|
|
}
|
|
|
|
static int
|
|
HIDAPI_DriverXbox360_GetDevicePlayerIndex(SDL_HIDAPI_Device *device, SDL_JoystickID instance_id)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
static void
|
|
HIDAPI_DriverXbox360_SetDevicePlayerIndex(SDL_HIDAPI_Device *device, SDL_JoystickID instance_id, int player_index)
|
|
{
|
|
if (device->dev) {
|
|
SetSlotLED(device->dev, (player_index % 4));
|
|
}
|
|
}
|
|
|
|
static SDL_bool
|
|
HIDAPI_DriverXbox360_OpenJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joystick)
|
|
{
|
|
SDL_DriverXbox360_Context *ctx;
|
|
int player_index;
|
|
|
|
ctx = (SDL_DriverXbox360_Context *)SDL_calloc(1, sizeof(*ctx));
|
|
if (!ctx) {
|
|
SDL_OutOfMemory();
|
|
return SDL_FALSE;
|
|
}
|
|
|
|
if (device->path) { /* else opened for RAWINPUT driver */
|
|
device->dev = hid_open_path(device->path, 0);
|
|
if (!device->dev) {
|
|
SDL_SetError("Couldn't open %s", device->path);
|
|
SDL_free(ctx);
|
|
return SDL_FALSE;
|
|
}
|
|
}
|
|
device->context = ctx;
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
|
|
xinput_device_change = SDL_TRUE;
|
|
ctx->xinput_enabled = SDL_GetHintBoolean(SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT, SDL_TRUE);
|
|
if (ctx->xinput_enabled && (WIN_LoadXInputDLL() < 0 || !XINPUTGETSTATE)) {
|
|
ctx->xinput_enabled = SDL_FALSE;
|
|
}
|
|
ctx->xinput_slot = XUSER_INDEX_ANY;
|
|
#endif
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
|
|
HIDAPI_DriverXbox360_InitWindowsGamingInput(ctx);
|
|
#endif
|
|
|
|
/* Set the controller LED */
|
|
player_index = SDL_JoystickGetPlayerIndex(joystick);
|
|
if (player_index >= 0 && device->dev) {
|
|
SetSlotLED(device->dev, (player_index % 4));
|
|
}
|
|
|
|
/* Initialize the joystick capabilities */
|
|
joystick->nbuttons = SDL_CONTROLLER_BUTTON_MAX;
|
|
joystick->naxes = SDL_CONTROLLER_AXIS_MAX;
|
|
joystick->epowerlevel = SDL_JOYSTICK_POWER_WIRED;
|
|
|
|
return SDL_TRUE;
|
|
}
|
|
|
|
static int
|
|
HIDAPI_DriverXbox360_RumbleJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
|
|
{
|
|
#if defined(SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT) || defined(SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT)
|
|
SDL_DriverXbox360_Context *ctx = (SDL_DriverXbox360_Context *)device->context;
|
|
#endif
|
|
|
|
#ifdef __WIN32__
|
|
SDL_bool rumbled = SDL_FALSE;
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
|
|
if (!rumbled && ctx->wgi_correlated) {
|
|
WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot;
|
|
HRESULT hr;
|
|
gamepad_state->vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
|
|
gamepad_state->vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16;
|
|
hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration);
|
|
if (SUCCEEDED(hr)) {
|
|
rumbled = SDL_TRUE;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
|
|
if (!rumbled && ctx->xinput_correlated) {
|
|
XINPUT_VIBRATION XVibration;
|
|
|
|
if (!XINPUTSETSTATE) {
|
|
return SDL_Unsupported();
|
|
}
|
|
|
|
XVibration.wLeftMotorSpeed = low_frequency_rumble;
|
|
XVibration.wRightMotorSpeed = high_frequency_rumble;
|
|
if (XINPUTSETSTATE(ctx->xinput_slot, &XVibration) == ERROR_SUCCESS) {
|
|
rumbled = SDL_TRUE;
|
|
} else {
|
|
return SDL_SetError("XInputSetState() failed");
|
|
}
|
|
}
|
|
#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */
|
|
|
|
#else /* !__WIN32__ */
|
|
|
|
#ifdef __MACOSX__
|
|
if (IsBluetoothXboxOneController(device->vendor_id, device->product_id)) {
|
|
Uint8 rumble_packet[] = { 0x03, 0x0F, 0x00, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00 };
|
|
|
|
rumble_packet[4] = (low_frequency_rumble >> 8);
|
|
rumble_packet[5] = (high_frequency_rumble >> 8);
|
|
|
|
if (SDL_HIDAPI_SendRumble(device, rumble_packet, sizeof(rumble_packet)) != sizeof(rumble_packet)) {
|
|
return SDL_SetError("Couldn't send rumble packet");
|
|
}
|
|
} else {
|
|
/* On Mac OS X the 360Controller driver uses this short report,
|
|
and we need to prefix it with a magic token so hidapi passes it through untouched
|
|
*/
|
|
Uint8 rumble_packet[] = { 'M', 'A', 'G', 'I', 'C', '0', 0x00, 0x04, 0x00, 0x00 };
|
|
|
|
rumble_packet[6+2] = (low_frequency_rumble >> 8);
|
|
rumble_packet[6+3] = (high_frequency_rumble >> 8);
|
|
|
|
if (SDL_HIDAPI_SendRumble(device, rumble_packet, sizeof(rumble_packet)) != sizeof(rumble_packet)) {
|
|
return SDL_SetError("Couldn't send rumble packet");
|
|
}
|
|
}
|
|
#else
|
|
Uint8 rumble_packet[] = { 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 };
|
|
|
|
rumble_packet[3] = (low_frequency_rumble >> 8);
|
|
rumble_packet[4] = (high_frequency_rumble >> 8);
|
|
|
|
if (SDL_HIDAPI_SendRumble(device, rumble_packet, sizeof(rumble_packet)) != sizeof(rumble_packet)) {
|
|
return SDL_SetError("Couldn't send rumble packet");
|
|
}
|
|
#endif
|
|
#endif /* __WIN32__ */
|
|
|
|
return 0;
|
|
}
|
|
|
|
static int
|
|
HIDAPI_DriverXbox360_SetJoystickLED(SDL_HIDAPI_Device *device, SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue)
|
|
{
|
|
return SDL_Unsupported();
|
|
}
|
|
|
|
#ifdef __WIN32__
|
|
/* This is the packet format for Xbox 360 and Xbox One controllers on Windows,
|
|
however with this interface there is no rumble support, no guide button,
|
|
and the left and right triggers are tied together as a single axis.
|
|
|
|
We use XInput and Windows.Gaming.Input to make up for these shortcomings.
|
|
*/
|
|
static void
|
|
HIDAPI_DriverXbox360_HandleStatePacket(SDL_Joystick *joystick, hid_device *dev, SDL_DriverXbox360_Context *ctx, Uint8 *data, int size)
|
|
{
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
|
|
Uint32 match_state = ctx->match_state;
|
|
/* Update match_state with button bit, then fall through */
|
|
# define SDL_PrivateJoystickButton(joystick, button, state) if (state) match_state |= 1 << (button); else match_state &=~(1<<(button)); SDL_PrivateJoystickButton(joystick, button, state)
|
|
/* Grab high 4 bits of value, then fall through */
|
|
# define SDL_PrivateJoystickAxis(joystick, axis, value) if (axis < 4) match_state = (match_state & ~(0xF << (4 * axis + 16))) | ((value) & 0xF000) << (4 * axis + 4); SDL_PrivateJoystickAxis(joystick, axis, value)
|
|
#endif
|
|
Sint16 axis;
|
|
SDL_bool has_trigger_data = SDL_FALSE;
|
|
|
|
if (ctx->last_state[10] != data[10]) {
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_A, (data[10] & 0x01) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_B, (data[10] & 0x02) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_X, (data[10] & 0x04) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_Y, (data[10] & 0x08) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, (data[10] & 0x10) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, (data[10] & 0x20) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_BACK, (data[10] & 0x40) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_START, (data[10] & 0x80) ? SDL_PRESSED : SDL_RELEASED);
|
|
}
|
|
|
|
if (ctx->last_state[11] != data[11]) {
|
|
SDL_bool dpad_up = SDL_FALSE;
|
|
SDL_bool dpad_down = SDL_FALSE;
|
|
SDL_bool dpad_left = SDL_FALSE;
|
|
SDL_bool dpad_right = SDL_FALSE;
|
|
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_LEFTSTICK, (data[11] & 0x01) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_RIGHTSTICK, (data[11] & 0x02) ? SDL_PRESSED : SDL_RELEASED);
|
|
|
|
switch (data[11] & 0x3C) {
|
|
case 4:
|
|
dpad_up = SDL_TRUE;
|
|
break;
|
|
case 8:
|
|
dpad_up = SDL_TRUE;
|
|
dpad_right = SDL_TRUE;
|
|
break;
|
|
case 12:
|
|
dpad_right = SDL_TRUE;
|
|
break;
|
|
case 16:
|
|
dpad_right = SDL_TRUE;
|
|
dpad_down = SDL_TRUE;
|
|
break;
|
|
case 20:
|
|
dpad_down = SDL_TRUE;
|
|
break;
|
|
case 24:
|
|
dpad_left = SDL_TRUE;
|
|
dpad_down = SDL_TRUE;
|
|
break;
|
|
case 28:
|
|
dpad_left = SDL_TRUE;
|
|
break;
|
|
case 32:
|
|
dpad_up = SDL_TRUE;
|
|
dpad_left = SDL_TRUE;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_DOWN, dpad_down);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_UP, dpad_up);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_RIGHT, dpad_right);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_LEFT, dpad_left);
|
|
}
|
|
|
|
axis = (int)*(Uint16*)(&data[0]) - 0x8000;
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_LEFTX, axis);
|
|
axis = (int)*(Uint16*)(&data[2]) - 0x8000;
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_LEFTY, axis);
|
|
axis = (int)*(Uint16*)(&data[4]) - 0x8000;
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_RIGHTX, axis);
|
|
axis = (int)*(Uint16*)(&data[6]) - 0x8000;
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_RIGHTY, axis);
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
|
|
#undef SDL_PrivateJoystickAxis
|
|
#endif
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
|
|
/* Prefer XInput over WindowsGamingInput, it continues to provide data in the background */
|
|
if (!has_trigger_data && ctx->xinput_enabled && ctx->xinput_correlated) {
|
|
has_trigger_data = SDL_TRUE;
|
|
}
|
|
#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
|
|
if (!has_trigger_data && ctx->wgi_correlated) {
|
|
has_trigger_data = SDL_TRUE;
|
|
}
|
|
#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT */
|
|
|
|
if (!has_trigger_data) {
|
|
axis = (data[9] * 257) - 32768;
|
|
if (data[9] < 0x80) {
|
|
axis = -axis * 2 - 32769;
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_MIN_SINT16);
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, axis);
|
|
} else if (data[9] > 0x80) {
|
|
axis = axis * 2 - 32767;
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, axis);
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_MIN_SINT16);
|
|
} else {
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_MIN_SINT16);
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_MIN_SINT16);
|
|
}
|
|
}
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
|
|
ctx->match_state = match_state;
|
|
ctx->last_state_packet = SDL_GetTicks();
|
|
#undef SDL_PrivateJoystickButton
|
|
#endif
|
|
SDL_memcpy(ctx->last_state, data, SDL_min(size, sizeof(ctx->last_state)));
|
|
}
|
|
|
|
#ifdef SDL_JOYSTICK_RAWINPUT
|
|
static void
|
|
HIDAPI_DriverXbox360_HandleStatePacketFromRAWINPUT(SDL_HIDAPI_Device *device, SDL_Joystick *joystick, Uint8 *data, int size)
|
|
{
|
|
SDL_DriverXbox360_Context *ctx = (SDL_DriverXbox360_Context *)device->context;
|
|
HIDAPI_DriverXbox360_HandleStatePacket(joystick, NULL, ctx, data, size);
|
|
}
|
|
#endif
|
|
|
|
#else
|
|
|
|
static void
|
|
HIDAPI_DriverXbox360_HandleStatePacket(SDL_Joystick *joystick, hid_device *dev, SDL_DriverXbox360_Context *ctx, Uint8 *data, int size)
|
|
{
|
|
Sint16 axis;
|
|
#ifdef __MACOSX__
|
|
const SDL_bool invert_y_axes = SDL_FALSE;
|
|
#else
|
|
const SDL_bool invert_y_axes = SDL_TRUE;
|
|
#endif
|
|
|
|
if (ctx->last_state[2] != data[2]) {
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_UP, (data[2] & 0x01) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_DOWN, (data[2] & 0x02) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_LEFT, (data[2] & 0x04) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_DPAD_RIGHT, (data[2] & 0x08) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_START, (data[2] & 0x10) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_BACK, (data[2] & 0x20) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_LEFTSTICK, (data[2] & 0x40) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_RIGHTSTICK, (data[2] & 0x80) ? SDL_PRESSED : SDL_RELEASED);
|
|
}
|
|
|
|
if (ctx->last_state[3] != data[3]) {
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, (data[3] & 0x01) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, (data[3] & 0x02) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, (data[3] & 0x04) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_A, (data[3] & 0x10) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_B, (data[3] & 0x20) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_X, (data[3] & 0x40) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_Y, (data[3] & 0x80) ? SDL_PRESSED : SDL_RELEASED);
|
|
}
|
|
|
|
axis = ((int)data[4] * 257) - 32768;
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, axis);
|
|
axis = ((int)data[5] * 257) - 32768;
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, axis);
|
|
axis = *(Sint16*)(&data[6]);
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_LEFTX, axis);
|
|
axis = *(Sint16*)(&data[8]);
|
|
if (invert_y_axes) {
|
|
axis = ~axis;
|
|
}
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_LEFTY, axis);
|
|
axis = *(Sint16*)(&data[10]);
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_RIGHTX, axis);
|
|
axis = *(Sint16*)(&data[12]);
|
|
if (invert_y_axes) {
|
|
axis = ~axis;
|
|
}
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_RIGHTY, axis);
|
|
|
|
SDL_memcpy(ctx->last_state, data, SDL_min(size, sizeof(ctx->last_state)));
|
|
}
|
|
#endif /* __WIN32__ */
|
|
|
|
static void
|
|
HIDAPI_DriverXbox360_UpdateOtherAPIs(SDL_HIDAPI_Device *device, SDL_Joystick *joystick)
|
|
{
|
|
#if defined(SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING) || defined(SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT) || defined(SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT)
|
|
SDL_DriverXbox360_Context *ctx = (SDL_DriverXbox360_Context *)device->context;
|
|
SDL_bool has_trigger_data = SDL_FALSE;
|
|
SDL_bool correlated = SDL_FALSE;
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
|
|
WindowsMatchState match_state_xinput;
|
|
#endif
|
|
|
|
/* Poll for trigger data once (not per-state-packet) */
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
|
|
/* Prefer XInput over WindowsGamingInput, it continues to provide data in the background */
|
|
if (!has_trigger_data && ctx->xinput_enabled && ctx->xinput_correlated) {
|
|
HIDAPI_DriverXbox360_UpdateXInput();
|
|
if (xinput_state[ctx->xinput_slot].connected) {
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, (xinput_state[ctx->xinput_slot].state.Gamepad.wButtons & XINPUT_GAMEPAD_GUIDE) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, ((int)xinput_state[ctx->xinput_slot].state.Gamepad.bLeftTrigger * 257) - 32768);
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, ((int)xinput_state[ctx->xinput_slot].state.Gamepad.bRightTrigger * 257) - 32768);
|
|
has_trigger_data = SDL_TRUE;
|
|
}
|
|
}
|
|
#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
|
|
if (!has_trigger_data && ctx->wgi_correlated) {
|
|
HIDAPI_DriverXbox360_UpdateWindowsGamingInput(); /* May detect disconnect / cause uncorrelation */
|
|
if (ctx->wgi_correlated) { /* Still connected */
|
|
struct __x_ABI_CWindows_CGaming_CInput_CGamepadReading *state = &ctx->wgi_slot->state;
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, (state->Buttons & GamepadButtons_GUIDE) ? SDL_PRESSED : SDL_RELEASED);
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, ((int)(state->LeftTrigger * SDL_MAX_UINT16)) - 32768);
|
|
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, ((int)(state->RightTrigger * SDL_MAX_UINT16)) - 32768);
|
|
has_trigger_data = SDL_TRUE;
|
|
}
|
|
}
|
|
#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT */
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
|
|
HIDAPI_DriverXbox360_FillMatchState(&match_state_xinput, ctx->match_state);
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
|
|
/* Parallel logic to WINDOWS_XINPUT below */
|
|
HIDAPI_DriverXbox360_UpdateWindowsGamingInput();
|
|
if (ctx->wgi_correlated) {
|
|
/* We have been previously correlated, ensure we are still matching, see comments in XINPUT section */
|
|
if (HIDAPI_DriverXbox360_WindowsGamingInputSlotMatches(&match_state_xinput, ctx->wgi_slot)) {
|
|
ctx->wgi_uncorrelate_count = 0;
|
|
} else {
|
|
++ctx->wgi_uncorrelate_count;
|
|
/* Only un-correlate if this is consistent over multiple Update() calls - the timing of polling/event
|
|
pumping can easily cause this to uncorrelate for a frame. 2 seemed reliable in my testing, but
|
|
let's set it to 3 to be safe. An incorrect un-correlation will simply result in lower precision
|
|
triggers for a frame. */
|
|
if (ctx->wgi_uncorrelate_count >= 3) {
|
|
#ifdef DEBUG_JOYSTICK
|
|
SDL_Log("UN-Correlated joystick %d to WindowsGamingInput device #%d\n", joystick->instance_id, ctx->wgi_slot);
|
|
#endif
|
|
HIDAPI_DriverXbox360_MarkWindowsGamingInputSlotFree(ctx->wgi_slot);
|
|
ctx->wgi_correlated = SDL_FALSE;
|
|
ctx->wgi_correlation_count = 0;
|
|
/* Force immediate update of triggers */
|
|
HIDAPI_DriverXbox360_HandleStatePacket(joystick, NULL, ctx, ctx->last_state, sizeof(ctx->last_state));
|
|
/* Force release of Guide button, it can't possibly be down on this device now. */
|
|
/* It gets left down if we were actually correlated incorrectly and it was released on the WindowsGamingInput
|
|
device but we didn't get a state packet. */
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, SDL_RELEASED);
|
|
}
|
|
}
|
|
}
|
|
if (!ctx->wgi_correlated) {
|
|
SDL_bool new_correlation_count = 0;
|
|
if (HIDAPI_DriverXbox360_MissingWindowsGamingInputSlot()) {
|
|
Uint8 correlation_id;
|
|
WindowsGamingInputGamepadState *slot_idx;
|
|
if (HIDAPI_DriverXbox360_GuessWindowsGamingInputSlot(&match_state_xinput, &correlation_id, &slot_idx)) {
|
|
/* we match exactly one WindowsGamingInput device */
|
|
/* Probably can do without wgi_correlation_count, just check and clear wgi_slot to NULL, unless we need
|
|
even more frames to be sure. */
|
|
if (ctx->wgi_correlation_count && ctx->wgi_slot == slot_idx) {
|
|
/* was correlated previously, and still the same device */
|
|
if (ctx->wgi_correlation_id + 1 == correlation_id) {
|
|
/* no one else was correlated in the meantime */
|
|
new_correlation_count = ctx->wgi_correlation_count + 1;
|
|
if (new_correlation_count == 2) {
|
|
/* correlation stayed steady and uncontested across multiple frames, guaranteed match */
|
|
ctx->wgi_correlated = SDL_TRUE;
|
|
#ifdef DEBUG_JOYSTICK
|
|
SDL_Log("Correlated joystick %d to WindowsGamingInput device #%d\n", joystick->instance_id, slot_idx);
|
|
#endif
|
|
correlated = SDL_TRUE;
|
|
HIDAPI_DriverXbox360_MarkWindowsGamingInputSlotUsed(ctx->wgi_slot, ctx);
|
|
/* If the generalized Guide button was using us, it doesn't need to anymore */
|
|
if (guide_button_candidate.joystick == joystick)
|
|
guide_button_candidate.joystick = NULL;
|
|
if (guide_button_candidate.last_joystick == joystick)
|
|
guide_button_candidate.last_joystick = NULL;
|
|
/* Force immediate update of guide button / triggers */
|
|
HIDAPI_DriverXbox360_HandleStatePacket(joystick, NULL, ctx, ctx->last_state, sizeof(ctx->last_state));
|
|
}
|
|
} else {
|
|
/* someone else also possibly correlated to this device, start over */
|
|
new_correlation_count = 1;
|
|
}
|
|
} else {
|
|
/* new possible correlation */
|
|
new_correlation_count = 1;
|
|
ctx->wgi_slot = slot_idx;
|
|
}
|
|
ctx->wgi_correlation_id = correlation_id;
|
|
} else {
|
|
/* Match multiple WindowsGamingInput devices, or none (possibly due to no buttons pressed) */
|
|
}
|
|
}
|
|
ctx->wgi_correlation_count = new_correlation_count;
|
|
} else {
|
|
correlated = SDL_TRUE;
|
|
}
|
|
#endif
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
|
|
/* Parallel logic to WINDOWS_GAMING_INPUT above */
|
|
if (ctx->xinput_enabled) {
|
|
HIDAPI_DriverXbox360_UpdateXInput();
|
|
if (ctx->xinput_correlated) {
|
|
/* We have been previously correlated, ensure we are still matching */
|
|
/* This is required to deal with two (mostly) un-preventable mis-correlation situations:
|
|
A) Since the HID data stream does not provide an initial state (but polling XInput does), if we open
|
|
5 controllers (#1-4 XInput mapped, #5 is not), and controller 1 had the A button down (and we don't
|
|
know), and the user presses A on controller #5, we'll see exactly 1 controller with A down (#5) and
|
|
exactly 1 XInput device with A down (#1), and incorrectly correlate. This code will then un-correlate
|
|
when A is released from either controller #1 or #5.
|
|
B) Since the app may not open all controllers, we could have a similar situation where only controller #5
|
|
is opened, and the user holds A on controllers #1 and #5 simultaneously - again we see only 1 controller
|
|
with A down and 1 XInput device with A down, and incorrectly correlate. This should be very unusual
|
|
(only when apps do not open all controllers, yet are listening to Guide button presses, yet
|
|
for some reason want to ignore guide button presses on the un-opened controllers, yet users are
|
|
pressing buttons on the unopened controllers), and will resolve itself when either button is released
|
|
and we un-correlate. We could prevent this by processing the state packets for *all* controllers,
|
|
even un-opened ones, as that would allow more precise correlation.
|
|
*/
|
|
if (HIDAPI_DriverXbox360_XInputSlotMatches(&match_state_xinput, ctx->xinput_slot)) {
|
|
ctx->xinput_uncorrelate_count = 0;
|
|
} else {
|
|
++ctx->xinput_uncorrelate_count;
|
|
/* Only un-correlate if this is consistent over multiple Update() calls - the timing of polling/event
|
|
pumping can easily cause this to uncorrelate for a frame. 2 seemed reliable in my testing, but
|
|
let's set it to 3 to be safe. An incorrect un-correlation will simply result in lower precision
|
|
triggers for a frame. */
|
|
if (ctx->xinput_uncorrelate_count >= 3) {
|
|
#ifdef DEBUG_JOYSTICK
|
|
SDL_Log("UN-Correlated joystick %d to XInput device #%d\n", joystick->instance_id, ctx->xinput_slot);
|
|
#endif
|
|
HIDAPI_DriverXbox360_MarkXInputSlotFree(ctx->xinput_slot);
|
|
ctx->xinput_correlated = SDL_FALSE;
|
|
ctx->xinput_correlation_count = 0;
|
|
/* Force immediate update of triggers */
|
|
HIDAPI_DriverXbox360_HandleStatePacket(joystick, NULL, ctx, ctx->last_state, sizeof(ctx->last_state));
|
|
/* Force release of Guide button, it can't possibly be down on this device now. */
|
|
/* It gets left down if we were actually correlated incorrectly and it was released on the XInput
|
|
device but we didn't get a state packet. */
|
|
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, SDL_RELEASED);
|
|
}
|
|
}
|
|
}
|
|
if (!ctx->xinput_correlated) {
|
|
SDL_bool new_correlation_count = 0;
|
|
if (HIDAPI_DriverXbox360_MissingXInputSlot()) {
|
|
Uint8 correlation_id = 0;
|
|
Uint8 slot_idx = 0;
|
|
if (HIDAPI_DriverXbox360_GuessXInputSlot(&match_state_xinput, &correlation_id, &slot_idx)) {
|
|
/* we match exactly one XInput device */
|
|
/* Probably can do without xinput_correlation_count, just check and clear xinput_slot to ANY, unless
|
|
we need even more frames to be sure */
|
|
if (ctx->xinput_correlation_count && ctx->xinput_slot == slot_idx) {
|
|
/* was correlated previously, and still the same device */
|
|
if (ctx->xinput_correlation_id + 1 == correlation_id) {
|
|
/* no one else was correlated in the meantime */
|
|
new_correlation_count = ctx->xinput_correlation_count + 1;
|
|
if (new_correlation_count == 2) {
|
|
/* correlation stayed steady and uncontested across multiple frames, guaranteed match */
|
|
ctx->xinput_correlated = SDL_TRUE;
|
|
#ifdef DEBUG_JOYSTICK
|
|
SDL_Log("Correlated joystick %d to XInput device #%d\n", joystick->instance_id, slot_idx);
|
|
#endif
|
|
correlated = SDL_TRUE;
|
|
HIDAPI_DriverXbox360_MarkXInputSlotUsed(ctx->xinput_slot);
|
|
/* If the generalized Guide button was using us, it doesn't need to anymore */
|
|
if (guide_button_candidate.joystick == joystick)
|
|
guide_button_candidate.joystick = NULL;
|
|
if (guide_button_candidate.last_joystick == joystick)
|
|
guide_button_candidate.last_joystick = NULL;
|
|
/* Force immediate update of guide button / triggers */
|
|
HIDAPI_DriverXbox360_HandleStatePacket(joystick, NULL, ctx, ctx->last_state, sizeof(ctx->last_state));
|
|
}
|
|
} else {
|
|
/* someone else also possibly correlated to this device, start over */
|
|
new_correlation_count = 1;
|
|
}
|
|
} else {
|
|
/* new possible correlation */
|
|
new_correlation_count = 1;
|
|
ctx->xinput_slot = slot_idx;
|
|
}
|
|
ctx->xinput_correlation_id = correlation_id;
|
|
} else {
|
|
/* Match multiple XInput devices, or none (possibly due to no buttons pressed) */
|
|
}
|
|
}
|
|
ctx->xinput_correlation_count = new_correlation_count;
|
|
} else {
|
|
correlated = SDL_TRUE;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (!correlated) {
|
|
if (!guide_button_candidate.joystick ||
|
|
(ctx->last_state_packet && (
|
|
!guide_button_candidate.last_state_packet ||
|
|
SDL_TICKS_PASSED(ctx->last_state_packet, guide_button_candidate.last_state_packet)
|
|
))
|
|
) {
|
|
guide_button_candidate.joystick = joystick;
|
|
guide_button_candidate.last_state_packet = ctx->last_state_packet;
|
|
}
|
|
}
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
static SDL_bool
|
|
HIDAPI_DriverXbox360_UpdateDevice(SDL_HIDAPI_Device *device)
|
|
{
|
|
SDL_DriverXbox360_Context *ctx = (SDL_DriverXbox360_Context *)device->context;
|
|
SDL_Joystick *joystick = NULL;
|
|
Uint8 data[USB_PACKET_LENGTH];
|
|
int size = 0;
|
|
|
|
if (device->num_joysticks > 0) {
|
|
joystick = SDL_JoystickFromInstanceID(device->joysticks[0]);
|
|
}
|
|
if (!joystick) {
|
|
return SDL_FALSE;
|
|
}
|
|
|
|
while (device->dev && (size = hid_read_timeout(device->dev, data, sizeof(data), 0)) > 0) {
|
|
HIDAPI_DriverXbox360_HandleStatePacket(joystick, device->dev, ctx, data, size);
|
|
}
|
|
|
|
if (size < 0) {
|
|
/* Read error, device is disconnected */
|
|
HIDAPI_JoystickDisconnected(device, joystick->instance_id, SDL_FALSE);
|
|
} else {
|
|
HIDAPI_DriverXbox360_UpdateOtherAPIs(device, joystick);
|
|
}
|
|
|
|
return (size >= 0);
|
|
}
|
|
|
|
static void
|
|
HIDAPI_DriverXbox360_CloseJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joystick)
|
|
{
|
|
#if defined(SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT) || defined(SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT)
|
|
SDL_DriverXbox360_Context *ctx = (SDL_DriverXbox360_Context *)device->context;
|
|
#endif
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
|
|
if (guide_button_candidate.joystick == joystick)
|
|
guide_button_candidate.joystick = NULL;
|
|
if (guide_button_candidate.last_joystick == joystick)
|
|
guide_button_candidate.last_joystick = NULL;
|
|
#endif
|
|
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
|
|
xinput_device_change = SDL_TRUE;
|
|
if (ctx->xinput_enabled) {
|
|
if (ctx->xinput_correlated) {
|
|
HIDAPI_DriverXbox360_MarkXInputSlotFree(ctx->xinput_slot);
|
|
}
|
|
WIN_UnloadXInputDLL();
|
|
}
|
|
#endif
|
|
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
|
|
HIDAPI_DriverXbox360_QuitWindowsGamingInput(ctx);
|
|
#endif
|
|
|
|
if (device->dev) {
|
|
hid_close(device->dev);
|
|
device->dev = NULL;
|
|
}
|
|
|
|
SDL_free(device->context);
|
|
device->context = NULL;
|
|
}
|
|
|
|
static void
|
|
HIDAPI_DriverXbox360_FreeDevice(SDL_HIDAPI_Device *device)
|
|
{
|
|
}
|
|
|
|
SDL_HIDAPI_DeviceDriver SDL_HIDAPI_DriverXbox360 =
|
|
{
|
|
SDL_HINT_JOYSTICK_HIDAPI_XBOX,
|
|
SDL_TRUE,
|
|
HIDAPI_DriverXbox360_IsSupportedDevice,
|
|
HIDAPI_DriverXbox360_GetDeviceName,
|
|
HIDAPI_DriverXbox360_InitDevice,
|
|
HIDAPI_DriverXbox360_GetDevicePlayerIndex,
|
|
HIDAPI_DriverXbox360_SetDevicePlayerIndex,
|
|
HIDAPI_DriverXbox360_UpdateDevice,
|
|
HIDAPI_DriverXbox360_OpenJoystick,
|
|
HIDAPI_DriverXbox360_RumbleJoystick,
|
|
HIDAPI_DriverXbox360_SetJoystickLED,
|
|
HIDAPI_DriverXbox360_CloseJoystick,
|
|
HIDAPI_DriverXbox360_FreeDevice,
|
|
HIDAPI_DriverXbox360_PostUpdate,
|
|
#ifdef SDL_JOYSTICK_RAWINPUT
|
|
HIDAPI_DriverXbox360_HandleStatePacketFromRAWINPUT,
|
|
#endif
|
|
};
|
|
|
|
#endif /* SDL_JOYSTICK_HIDAPI_XBOX360 */
|
|
|
|
#endif /* SDL_JOYSTICK_HIDAPI */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|