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SDL_hidapi_xbox360.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
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#ifdef SDL_JOYSTICK_HIDAPI
#include "SDL_hints.h"
#include "SDL_log.h"
#include "SDL_events.h"
#include "SDL_timer.h"
#include "SDL_joystick.h"
#include "SDL_gamecontroller.h"
#include "../SDL_sysjoystick.h"
#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
/* This requires the Windows 10 SDK to build */
/*#define SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT*/
#endif
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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#include "../../core/windows/SDL_xinput.h"
#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
#include "../../core/windows/SDL_windows.h"
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typedef struct WindowsGamingInputGamepadState WindowsGamingInputGamepadState;
#define GamepadButtons_GUIDE 0x40000000
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#define COBJMACROS
#include "windows.gaming.input.h"
#endif
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#if defined(SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT) || defined(SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT)
#define SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
#endif
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typedef struct {
Uint8 last_state[USB_PACKET_LENGTH];
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
Uint32 match_state; /* Low 16 bits for button states, high 16 for 4 4bit axes */
Uint32 last_state_packet;
#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;
Uint8 xinput_correlation_id;
Uint8 xinput_correlation_count;
Uint8 xinput_uncorrelate_count;
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Uint8 xinput_slot;
#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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SDL_bool wgi_correlated;
Uint8 wgi_correlation_id;
Uint8 wgi_correlation_count;
Uint8 wgi_uncorrelate_count;
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
static struct {
Uint32 last_state_packet;
SDL_Joystick *joystick;
SDL_Joystick *last_joystick;
} guide_button_candidate;
typedef struct WindowsMatchState {
SHORT match_axes[4];
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
WORD xinput_buttons;
#endif
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
Uint32 wgi_buttons;
#endif
SDL_bool any_data;
} WindowsMatchState;
static void HIDAPI_DriverXbox360_FillMatchState(WindowsMatchState *state, Uint32 match_state)
{
int ii;
state->any_data = SDL_FALSE;
/* SHORT state->match_axes[4] = {
(match_state & 0x000F0000) >> 4,
(match_state & 0x00F00000) >> 8,
(match_state & 0x0F000000) >> 12,
(match_state & 0xF0000000) >> 16,
}; */
for (ii = 0; ii < 4; ii++) {
state->match_axes[ii] = (match_state & (0x000F0000 << (ii * 4))) >> (4 + ii * 4);
if ((Uint32)(state->match_axes[ii] + 0x1000) > 0x2000) { /* match_state bit is not 0xF, 0x1, or 0x2 */
state->any_data = SDL_TRUE;
}
}
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
/* 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 */
#define XInputAxesMatch(gamepad) (\
(Uint32)(gamepad.sThumbLX - state->match_axes[0] + 0x1000) <= 0x2fff && \
(Uint32)(~gamepad.sThumbLY - state->match_axes[1] + 0x1000) <= 0x2fff && \
(Uint32)(gamepad.sThumbRX - state->match_axes[2] + 0x1000) <= 0x2fff && \
(Uint32)(~gamepad.sThumbRY - state->match_axes[3] + 0x1000) <= 0x2fff)
/* Explicit
#define XInputAxesMatch(gamepad) (\
SDL_abs((Sint8)((gamepad.sThumbLX & 0xF000) >> 8) - ((match_state & 0x000F0000) >> 12)) <= 0x10 && \
SDL_abs((Sint8)((~gamepad.sThumbLY & 0xF000) >> 8) - ((match_state & 0x00F00000) >> 16)) <= 0x10 && \
SDL_abs((Sint8)((gamepad.sThumbRX & 0xF000) >> 8) - ((match_state & 0x0F000000) >> 20)) <= 0x10 && \
SDL_abs((Sint8)((~gamepad.sThumbRY & 0xF000) >> 8) - ((match_state & 0xF0000000) >> 24)) <= 0x10) */
state->xinput_buttons =
/* Bitwise map .RLDUWVQTS.KYXBA -> YXBA..WVQTKSRLDU */
match_state << 12 | (match_state & 0x0780) >> 1 | (match_state & 0x0010) << 1 | (match_state & 0x0040) >> 2 | (match_state & 0x7800) >> 11;
/* Explicit
((match_state & (1<<SDL_CONTROLLER_BUTTON_A)) ? XINPUT_GAMEPAD_A : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_B)) ? XINPUT_GAMEPAD_B : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_X)) ? XINPUT_GAMEPAD_X : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_Y)) ? XINPUT_GAMEPAD_Y : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_BACK)) ? XINPUT_GAMEPAD_BACK : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_START)) ? XINPUT_GAMEPAD_START : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSTICK)) ? XINPUT_GAMEPAD_LEFT_THUMB : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSTICK)) ? XINPUT_GAMEPAD_RIGHT_THUMB: 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) ? XINPUT_GAMEPAD_LEFT_SHOULDER : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) ? XINPUT_GAMEPAD_RIGHT_SHOULDER : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_UP)) ? XINPUT_GAMEPAD_DPAD_UP : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_DOWN)) ? XINPUT_GAMEPAD_DPAD_DOWN : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_LEFT)) ? XINPUT_GAMEPAD_DPAD_LEFT : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) ? XINPUT_GAMEPAD_DPAD_RIGHT : 0);
*/
if (state->xinput_buttons)
state->any_data = SDL_TRUE;
#endif
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
/* 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 */
#define WindowsGamingInputAxesMatch(gamepad) (\
(Uint16)(((Sint16)(gamepad.LeftThumbstickX * SDL_MAX_SINT16) & 0xF000) - state->match_axes[0] + 0x1000) <= 0x2fff && \
(Uint16)((~(Sint16)(gamepad.LeftThumbstickY * SDL_MAX_SINT16) & 0xF000) - state->match_axes[1] + 0x1000) <= 0x2fff && \
(Uint16)(((Sint16)(gamepad.RightThumbstickX * SDL_MAX_SINT16) & 0xF000) - state->match_axes[2] + 0x1000) <= 0x2fff && \
(Uint16)((~(Sint16)(gamepad.RightThumbstickY * SDL_MAX_SINT16) & 0xF000) - state->match_axes[3] + 0x1000) <= 0x2fff)
state->wgi_buttons =
/* Bitwise map .RLD UWVQ TS.K YXBA -> ..QT WVRL DUYX BAKS */
/* RStick/LStick (QT) RShould/LShould (WV) DPad R/L/D/U YXBA bac(K) (S)tart */
(match_state & 0x0180) << 5 | (match_state & 0x0600) << 1 | (match_state & 0x7800) >> 5 | (match_state & 0x000F) << 2 | (match_state & 0x0010) >> 3 | (match_state & 0x0040) >> 6;
/* Explicit
((match_state & (1<<SDL_CONTROLLER_BUTTON_A)) ? GamepadButtons_A : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_B)) ? GamepadButtons_B : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_X)) ? GamepadButtons_X : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_Y)) ? GamepadButtons_Y : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_BACK)) ? GamepadButtons_View : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_START)) ? GamepadButtons_Menu : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSTICK)) ? GamepadButtons_LeftThumbstick : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSTICK)) ? GamepadButtons_RightThumbstick: 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) ? GamepadButtons_LeftShoulder: 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) ? GamepadButtons_RightShoulder: 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_UP)) ? GamepadButtons_DPadUp : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_DOWN)) ? GamepadButtons_DPadDown : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_LEFT)) ? GamepadButtons_DPadLeft : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) ? GamepadButtons_DPadRight : 0); */
if (state->wgi_buttons)
state->any_data = SDL_TRUE;
#endif
}
#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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static struct {
XINPUT_STATE_EX state;
SDL_bool connected; /* Currently has an active XInput device */
SDL_bool used; /* Is currently mapped to an SDL device */
Uint8 correlation_id;
} xinput_state[XUSER_MAX_COUNT];
static SDL_bool xinput_device_change = SDL_TRUE;
static SDL_bool xinput_state_dirty = SDL_TRUE;
static void
HIDAPI_DriverXbox360_UpdateXInput()
{
DWORD user_index;
if (xinput_device_change) {
for (user_index = 0; user_index < XUSER_MAX_COUNT; user_index++) {
XINPUT_CAPABILITIES capabilities;
xinput_state[user_index].connected = XINPUTGETCAPABILITIES(user_index, XINPUT_FLAG_GAMEPAD, &capabilities) == ERROR_SUCCESS;
}
xinput_device_change = SDL_FALSE;
xinput_state_dirty = SDL_TRUE;
}
if (xinput_state_dirty) {
xinput_state_dirty = SDL_FALSE;
for (user_index = 0; user_index < SDL_arraysize(xinput_state); ++user_index) {
if (xinput_state[user_index].connected) {
if (!XINPUTGETSTATE(user_index, &xinput_state[user_index].state) == ERROR_SUCCESS) {
xinput_state[user_index].connected = SDL_FALSE;
}
}
}
}
}
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static void
HIDAPI_DriverXbox360_MarkXInputSlotUsed(Uint8 xinput_slot)
{
if (xinput_slot != XUSER_INDEX_ANY) {
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xinput_state[xinput_slot].used = SDL_TRUE;
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}
}
static void
HIDAPI_DriverXbox360_MarkXInputSlotFree(Uint8 xinput_slot)
{
if (xinput_slot != XUSER_INDEX_ANY) {
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xinput_state[xinput_slot].used = SDL_FALSE;
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}
}
static SDL_bool
HIDAPI_DriverXbox360_MissingXInputSlot()
{
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int ii;
for (ii = 0; ii < SDL_arraysize(xinput_state); ii++) {
if (xinput_state[ii].connected && !xinput_state[ii].used) {
return SDL_TRUE;
}
}
return SDL_FALSE;
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}
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static SDL_bool
HIDAPI_DriverXbox360_XInputSlotMatches(const WindowsMatchState *state, Uint8 slot_idx)
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{
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if (xinput_state[slot_idx].connected) {
WORD xinput_buttons = xinput_state[slot_idx].state.Gamepad.wButtons;
if ((xinput_buttons & ~XINPUT_GAMEPAD_GUIDE) == state->xinput_buttons && XInputAxesMatch(xinput_state[slot_idx].state.Gamepad)) {
return SDL_TRUE;
}
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}
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return SDL_FALSE;
}
static SDL_bool
HIDAPI_DriverXbox360_GuessXInputSlot(const WindowsMatchState *state, Uint8 *correlation_id, Uint8 *slot_idx)
{
int user_index;
int match_count;
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match_count = 0;
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)) {
++match_count;
*slot_idx = (Uint8)user_index;
/* Incrementing correlation_id for any match, as negative evidence for others being correlated */
*correlation_id = ++xinput_state[user_index].correlation_id;
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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.
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;
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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 */
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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typedef struct WindowsGamingInputGamepadState {
__x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad;
struct __x_ABI_CWindows_CGaming_CInput_CGamepadReading state;
SDL_DriverXbox360_Context *correlated_context;
SDL_bool used; /* Is currently mapped to an SDL device */
SDL_bool connected; /* Just used during update to track disconnected */
Uint8 correlation_id;
struct __x_ABI_CWindows_CGaming_CInput_CGamepadVibration vibration;
} WindowsGamingInputGamepadState;
static struct {
WindowsGamingInputGamepadState **per_gamepad;
int per_gamepad_count;
SDL_bool initialized;
SDL_bool dirty;
SDL_bool need_device_list_update;
int ref_count;
__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics *gamepad_statics;
} wgi_state;
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static void
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HIDAPI_DriverXbox360_MarkWindowsGamingInputSlotUsed(WindowsGamingInputGamepadState *wgi_slot, SDL_DriverXbox360_Context *ctx)
{
wgi_slot->used = SDL_TRUE;
wgi_slot->correlated_context = ctx;
}
static void
HIDAPI_DriverXbox360_MarkWindowsGamingInputSlotFree(WindowsGamingInputGamepadState *wgi_slot)
{
wgi_slot->used = SDL_FALSE;
wgi_slot->correlated_context = NULL;
}
static SDL_bool
HIDAPI_DriverXbox360_MissingWindowsGamingInputSlot()
{
int ii;
for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
if (!wgi_state.per_gamepad[ii]->used) {
return SDL_TRUE;
}
}
return SDL_FALSE;
}
static void
HIDAPI_DriverXbox360_UpdateWindowsGamingInput()
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{
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int ii;
if (!wgi_state.gamepad_statics)
return;
if (!wgi_state.dirty)
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return;
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wgi_state.dirty = SDL_FALSE;
if (wgi_state.need_device_list_update) {
wgi_state.need_device_list_update = SDL_FALSE;
for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
wgi_state.per_gamepad[ii]->connected = SDL_FALSE;
}
HRESULT hr;
__FIVectorView_1_Windows__CGaming__CInput__CGamepad *gamepads;
hr = __x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_get_Gamepads(wgi_state.gamepad_statics, &gamepads);
if (SUCCEEDED(hr)) {
unsigned int num_gamepads;
hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_get_Size(gamepads, &num_gamepads);
if (SUCCEEDED(hr)) {
unsigned int i;
for (i = 0; i < num_gamepads; ++i) {
__x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad;
hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_GetAt(gamepads, i, &gamepad);
if (SUCCEEDED(hr)) {
SDL_bool found = SDL_FALSE;
int jj;
for (jj = 0; jj < wgi_state.per_gamepad_count ; jj++) {
if (wgi_state.per_gamepad[jj]->gamepad == gamepad) {
found = SDL_TRUE;
wgi_state.per_gamepad[jj]->connected = SDL_TRUE;
break;
}
}
if (!found) {
/* New device, add it */
wgi_state.per_gamepad_count++;
wgi_state.per_gamepad = SDL_realloc(wgi_state.per_gamepad, sizeof(wgi_state.per_gamepad[0]) * wgi_state.per_gamepad_count);
if (!wgi_state.per_gamepad) {
SDL_OutOfMemory();
return;
}
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 */
}
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}
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}
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;
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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) {
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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);
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WindowsCreateString_t WindowsCreateStringFunc = (WindowsCreateString_t)GetProcAddress(hModule, "WindowsCreateString");
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WindowsDeleteString_t WindowsDeleteStringFunc = (WindowsDeleteString_t)GetProcAddress(hModule, "WindowsDeleteString");
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RoGetActivationFactory_t RoGetActivationFactoryFunc = (RoGetActivationFactory_t)GetProcAddress(hModule, "RoGetActivationFactory");
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if (WindowsCreateStringFunc && WindowsDeleteStringFunc && RoGetActivationFactoryFunc) {
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LPTSTR pNamespace = L"Windows.Gaming.Input.Gamepad";
HSTRING hNamespaceString;
hr = WindowsCreateStringFunc(pNamespace, SDL_wcslen(pNamespace), &hNamespaceString);
if (SUCCEEDED(hr)) {
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RoGetActivationFactoryFunc(hNamespaceString, &SDL_IID_IGamepadStatics, &wgi_state.gamepad_statics);
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WindowsDeleteStringFunc(hNamespaceString);
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}
}
FreeLibrary(hModule);
}
}
}
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static SDL_bool
HIDAPI_DriverXbox360_WindowsGamingInputSlotMatches(const WindowsMatchState *state, WindowsGamingInputGamepadState *slot)
472
{
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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;
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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;
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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.
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);
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}
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if (wgi_state.per_gamepad) {
SDL_free(wgi_state.per_gamepad);
wgi_state.per_gamepad = NULL;
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}
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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;
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}
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WIN_CoUninitialize();
wgi_state.initialized = SDL_FALSE;
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}
}
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#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT */
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static void
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HIDAPI_DriverXbox360_PostUpdate(void)
531
{
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
SDL_bool unmapped_guide_pressed = SDL_FALSE;
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#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;
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}
}
}
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wgi_state.dirty = SDL_TRUE;
#endif
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#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;
}
}
559
}
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xinput_state_dirty = SDL_TRUE;
#endif
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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;
571
}
572
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guide_button_candidate.joystick = NULL;
#endif
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575
}
576
#if defined(__MACOSX__)
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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;
}
590
#endif
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static SDL_bool
593
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)
594
{
595
const int XB360W_IFACE_PROTOCOL = 129; /* Wireless */
596
597
if (vendor_id == USB_VENDOR_NVIDIA) {
598
/* This is the NVIDIA Shield controller which doesn't talk Xbox controller protocol */
599
600
return SDL_FALSE;
}
601
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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;
605
}
606
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609
if (interface_number > 0) {
/* This is the chatpad or other input interface, not the Xbox 360 interface */
return SDL_FALSE;
}
610
#if defined(__MACOSX__) || defined(__WIN32__)
611
if (vendor_id == USB_VENDOR_MICROSOFT && product_id == 0x028e && version == 1) {
612
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/* This is the Steam Virtual Gamepad, which isn't supported by this driver */
return SDL_FALSE;
}
615
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619
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625
#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
626
return (type == SDL_CONTROLLER_TYPE_XBOX360 || type == SDL_CONTROLLER_TYPE_XBOXONE);
627
#else
628
return (type == SDL_CONTROLLER_TYPE_XBOX360);
629
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#endif
}
static const char *
HIDAPI_DriverXbox360_GetDeviceName(Uint16 vendor_id, Uint16 product_id)
{
635
return NULL;
636
637
638
639
}
static SDL_bool SetSlotLED(hid_device *dev, Uint8 slot)
{
640
641
Uint8 mode = 0x02 + slot;
const Uint8 led_packet[] = { 0x01, 0x03, mode };
642
643
if (hid_write(dev, led_packet, sizeof(led_packet)) != sizeof(led_packet)) {
644
645
646
return SDL_FALSE;
}
return SDL_TRUE;
647
648
649
}
static SDL_bool
650
651
HIDAPI_DriverXbox360_InitDevice(SDL_HIDAPI_Device *device)
{
652
return HIDAPI_JoystickConnected(device, NULL, SDL_FALSE);
653
654
}
655
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657
658
659
660
661
662
663
664
665
666
667
668
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));
}
}
669
670
static SDL_bool
HIDAPI_DriverXbox360_OpenJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joystick)
671
672
{
SDL_DriverXbox360_Context *ctx;
673
int player_index;
674
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676
677
678
679
ctx = (SDL_DriverXbox360_Context *)SDL_calloc(1, sizeof(*ctx));
if (!ctx) {
SDL_OutOfMemory();
return SDL_FALSE;
}
680
681
682
683
684
685
686
687
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;
}
688
689
690
}
device->context = ctx;
691
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
692
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694
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)) {
695
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697
ctx->xinput_enabled = SDL_FALSE;
}
ctx->xinput_slot = XUSER_INDEX_ANY;
698
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700
#endif
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
HIDAPI_DriverXbox360_InitWindowsGamingInput(ctx);
701
#endif
702
703
/* Set the controller LED */
704
player_index = SDL_JoystickGetPlayerIndex(joystick);
705
if (player_index >= 0 && device->dev) {
706
707
SetSlotLED(device->dev, (player_index % 4));
}
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/* 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
718
HIDAPI_DriverXbox360_RumbleJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
719
{
720
#if defined(SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT) || defined(SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT)
721
SDL_DriverXbox360_Context *ctx = (SDL_DriverXbox360_Context *)device->context;
722
#endif
723
724
#ifdef __WIN32__
725
726
727
SDL_bool rumbled = SDL_FALSE;
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
728
729
if (!rumbled && ctx->wgi_correlated) {
WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot;
730
HRESULT hr;
731
732
733
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);
734
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736
737
738
739
740
if (SUCCEEDED(hr)) {
rumbled = SDL_TRUE;
}
}
#endif
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
741
if (!rumbled && ctx->xinput_correlated) {
742
743
744
745
746
747
748
749
XINPUT_VIBRATION XVibration;
if (!XINPUTSETSTATE) {
return SDL_Unsupported();
}
XVibration.wLeftMotorSpeed = low_frequency_rumble;
XVibration.wRightMotorSpeed = high_frequency_rumble;
750
751
752
if (XINPUTSETSTATE(ctx->xinput_slot, &XVibration) == ERROR_SUCCESS) {
rumbled = SDL_TRUE;
} else {
753
754
755
return SDL_SetError("XInputSetState() failed");
}
}
756
757
758
759
#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */
#else /* !__WIN32__ */
760
#ifdef __MACOSX__
761
762
763
764
765
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);
766
767
768
769
770
771
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774
775
776
777
778
779
780
781
782
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");
}
}
783
784
785
786
787
788
#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);
789
if (SDL_HIDAPI_SendRumble(device, rumble_packet, sizeof(rumble_packet)) != sizeof(rumble_packet)) {
790
791
return SDL_SetError("Couldn't send rumble packet");
}
792
#endif
793
#endif /* __WIN32__ */
794
795
796
797
return 0;
}
798
#ifdef __WIN32__
799
800
801
/* 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.
802
803
We use XInput and Windows.Gaming.Input to make up for these shortcomings.
804
805
*/
static void
806
HIDAPI_DriverXbox360_HandleStatePacket(SDL_Joystick *joystick, hid_device *dev, SDL_DriverXbox360_Context *ctx, Uint8 *data, int size)
807
{
808
809
810
811
812
813
814
#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
815
Sint16 axis;
816
SDL_bool has_trigger_data = SDL_FALSE;
817
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819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
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864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
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);
885
886
887
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
#undef SDL_PrivateJoystickAxis
#endif
888
889
890
891
892
#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;
893
}
894
#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */
895
896
897
898
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
if (!has_trigger_data && ctx->wgi_correlated) {
has_trigger_data = SDL_TRUE;
899
900
901
902
}
#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT */
if (!has_trigger_data) {
903
904
905
axis = (data[9] * 257) - 32768;
if (data[9] < 0x80) {
axis = -axis * 2 - 32769;
906
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_MIN_SINT16);
907
908
909
910
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);
911
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_MIN_SINT16);
912
913
914
915
} else {
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_MIN_SINT16);
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_MIN_SINT16);
}
916
917
}
918
919
920
921
922
#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING
ctx->match_state = match_state;
ctx->last_state_packet = SDL_GetTicks();
#undef SDL_PrivateJoystickButton
#endif
923
924
SDL_memcpy(ctx->last_state, data, SDL_min(size, sizeof(ctx->last_state)));
}
925
926
927
928
929
930
931
932
933
934
#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
935
#else
936
937
938
939
940
941
static void
HIDAPI_DriverXbox360_HandleStatePacket(SDL_Joystick *joystick, hid_device *dev, SDL_DriverXbox360_Context *ctx, Uint8 *data, int size)
{
Sint16 axis;
#ifdef __MACOSX__
942
const SDL_bool invert_y_axes = SDL_FALSE;
943
#else
944
const SDL_bool invert_y_axes = SDL_TRUE;
945
946
947
948
949
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953
954
955
956
957
958
959
960
961
962
963
964
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966
967
968
969
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#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]);
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if (invert_y_axes) {
axis = ~axis;
}
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_LEFTY, axis);
axis = *(Sint16*)(&data[10]);
SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_RIGHTX, axis);
axis = *(Sint16*)(&data[12]);
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if (invert_y_axes) {
axis = ~axis;
}
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_RIGHTY, axis);
SDL_memcpy(ctx->last_state, data, SDL_min(size, sizeof(ctx->last_state)));
}
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#endif /* __WIN32__ */
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static void
HIDAPI_DriverXbox360_UpdateOtherAPIs(SDL_HIDAPI_Device *device, SDL_Joystick *joystick)
{
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