#include "stdafx.h" #include "XInputManager.h" #include "../Core/Console.h" #include "../Core/EmulationSettings.h" XInputManager::XInputManager(shared_ptr console) { _console = console; for(int i = 0; i < XUSER_MAX_COUNT; i++) { _gamePadStates.push_back(shared_ptr(new XINPUT_STATE())); _gamePadConnected.push_back(true); } } void XInputManager::RefreshState() { XINPUT_STATE state; for(DWORD i = 0; i < XUSER_MAX_COUNT; i++) { if(_gamePadConnected[i]) { if(XInputGetState(i, &state) != ERROR_SUCCESS) { //XInputGetState is incredibly slow when no controller is plugged in ZeroMemory(_gamePadStates[i].get(), sizeof(XINPUT_STATE)); _gamePadConnected[i] = false; } else { *_gamePadStates[i] = state; } } } } bool XInputManager::NeedToUpdate() { for(int i = 0; i < XUSER_MAX_COUNT; i++) { if(!_gamePadConnected[i]) { XINPUT_STATE state; if(XInputGetState(i, &state) == ERROR_SUCCESS) { return true; } } } return false; } void XInputManager::UpdateDeviceList() { //Periodically detect if a controller has been plugged in to allow controllers to be plugged in after the emu is started for(int i = 0; i < XUSER_MAX_COUNT; i++) { _gamePadConnected[i] = true; } } bool XInputManager::IsPressed(uint8_t gamepadPort, uint8_t button) { if(_gamePadConnected[gamepadPort]) { XINPUT_GAMEPAD &gamepad = _gamePadStates[gamepadPort]->Gamepad; if(button <= 16) { WORD xinputButton = 1 << (button - 1); return (_gamePadStates[gamepadPort]->Gamepad.wButtons & xinputButton) != 0; } else { double ratio = _console->GetSettings()->GetControllerDeadzoneRatio() * 2; switch(button) { case 17: return gamepad.bLeftTrigger > (XINPUT_GAMEPAD_TRIGGER_THRESHOLD * ratio); case 18: return gamepad.bRightTrigger > (XINPUT_GAMEPAD_TRIGGER_THRESHOLD * ratio); case 19: return gamepad.sThumbRY > (XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE * ratio); case 20: return gamepad.sThumbRY < -(XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE * ratio); case 21: return gamepad.sThumbRX < -(XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE * ratio); case 22: return gamepad.sThumbRX > (XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE * ratio); case 23: return gamepad.sThumbLY > (XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE * ratio); case 24: return gamepad.sThumbLY < -(XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE * ratio); case 25: return gamepad.sThumbLX < -(XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE * ratio); case 26: return gamepad.sThumbLX > (XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE * ratio); } } } return false; }