72 lines
2.2 KiB
C++
72 lines
2.2 KiB
C++
#include "stdafx.h"
|
|
#include "XInputManager.h"
|
|
|
|
XInputManager::XInputManager()
|
|
{
|
|
for(int i = 0; i < XUSER_MAX_COUNT; i++) {
|
|
_gamePadStates.push_back(shared_ptr<XINPUT_STATE>(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 {
|
|
switch(button) {
|
|
case 17: return gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
|
|
case 18: return gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
|
|
case 19: return gamepad.sThumbRY > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE;
|
|
case 20: return gamepad.sThumbRY < -XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE;
|
|
case 21: return gamepad.sThumbRX < -XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE;
|
|
case 22: return gamepad.sThumbRX > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE;
|
|
case 23: return gamepad.sThumbLY > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
|
|
case 24: return gamepad.sThumbLY < -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
|
|
case 25: return gamepad.sThumbLX < -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
|
|
case 26: return gamepad.sThumbLX > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|