1 /* RetroArch - A frontend for libretro.
2 * Copyright (C) 2013-2015 - pinumbernumber
3 * Copyright (C) 2011-2020 - Daniel De Matteis
4 *
5 * RetroArch is free software: you can redistribute it and/or modify it under the terms
6 * of the GNU General Public License as published by the Free Software Found-
7 * ation, either version 3 of the License, or (at your option) any later version.
8 *
9 * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
10 * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
11 * PURPOSE. See the GNU General Public License for more details.
12 *
13 * You should have received a copy of the GNU General Public License along with RetroArch.
14 * If not, see <http://www.gnu.org/licenses/>.
15 */
16
17 /* Support 360 controllers on Windows.
18 * Said controllers do show under DInput but they have limitations in this mode;
19 * The triggers are combined rather than seperate and it is not possible to use
20 * the guide button.
21 *
22 * Some wrappers for other controllers also simulate xinput (as it is easier to implement)
23 * so this may be useful for those also.
24 **/
25 #include <stdlib.h>
26 #include <stddef.h>
27 #include <string.h>
28
29 #include <boolean.h>
30 #include <retro_inline.h>
31 #include <compat/strl.h>
32 #include <dynamic/dylib.h>
33 #include <string/stdstring.h>
34
35 #ifdef HAVE_CONFIG_H
36 #include "../../config.h"
37 #endif
38
39 #include "../../config.def.h"
40
41 #include "../../tasks/tasks_internal.h"
42 #include "../input_driver.h"
43
44 #include "../../verbosity.h"
45
46 #include "xinput_joypad.h"
47
48 typedef struct
49 {
50 XINPUT_STATE xstate;
51 bool connected;
52 } xinput_joypad_state;
53
54 /* Function pointer, to be assigned with dylib_proc */
55 typedef uint32_t (__stdcall *XInputGetStateEx_t)(uint32_t, XINPUT_STATE*);
56 typedef uint32_t (__stdcall *XInputSetState_t)(uint32_t, XINPUT_VIBRATION*);
57
58 /* TODO/FIXME - static globals */
59 #ifdef HAVE_DYNAMIC
60 /* For xinput1_n.dll */
61 static dylib_t g_xinput_dll = NULL;
62 #endif
63 /* Guide button may or may not be available */
64 static bool g_xinput_guide_button_supported = false;
65 static unsigned g_xinput_num_buttons = 0;
66 static XInputSetState_t g_XInputSetState;
67 static XInputGetStateEx_t g_XInputGetStateEx;
68 #ifdef _XBOX1
69 static XINPUT_FEEDBACK g_xinput_rumble_states[4];
70 #else
71 static XINPUT_VIBRATION g_xinput_rumble_states[4];
72 #endif
73 static xinput_joypad_state g_xinput_states[4];
74
75 /* Buttons are provided by XInput as bits of a uint16.
76 * Map from rarch button index (0..10) to a mask to
77 * bitwise-& the buttons against.
78 * dpad is handled seperately. */
79 static const uint16_t button_index_to_bitmap_code[] = {
80 XINPUT_GAMEPAD_A,
81 XINPUT_GAMEPAD_B,
82 XINPUT_GAMEPAD_X,
83 XINPUT_GAMEPAD_Y,
84 XINPUT_GAMEPAD_LEFT_SHOULDER,
85 XINPUT_GAMEPAD_RIGHT_SHOULDER,
86 XINPUT_GAMEPAD_START,
87 XINPUT_GAMEPAD_BACK,
88 XINPUT_GAMEPAD_LEFT_THUMB,
89 XINPUT_GAMEPAD_RIGHT_THUMB
90 #ifndef _XBOX
91 ,
92 XINPUT_GAMEPAD_GUIDE
93 #endif
94 };
95
96 #include "xinput_joypad_inl.h"
97
pad_index_to_xuser_index(unsigned pad)98 static INLINE int pad_index_to_xuser_index(unsigned pad)
99 {
100 return pad < DEFAULT_MAX_PADS
101 && g_xinput_states[pad].connected ? pad : -1;
102 }
103
xinput_joypad_name(unsigned pad)104 static const char *xinput_joypad_name(unsigned pad)
105 {
106 /* Generic 'XInput' instead of 'Xbox 360', because
107 * there are some other non-Xbox third party PC
108 * controllers */
109 static const char XBOX_CONTROLLER_NAME[] = "XInput Controller";
110 if (pad_index_to_xuser_index(pad) < 0)
111 return NULL;
112
113 /* On platforms without dinput support, no
114 * device-specific name is available
115 * > Have to use generic names instead */
116 return XBOX_CONTROLLER_NAME;
117 }
118
xinput_joypad_init(void * data)119 static void *xinput_joypad_init(void *data)
120 {
121 unsigned i, j;
122 XINPUT_STATE dummy_state;
123
124 #if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
125 if (!g_xinput_dll)
126 if (!load_xinput_dll())
127 goto error;
128
129 /* If we get here then an xinput DLL is correctly loaded.
130 * First try to load ordinal 100 (XInputGetStateEx).
131 */
132 g_XInputGetStateEx = (XInputGetStateEx_t)dylib_proc(
133 g_xinput_dll, (const char*)100);
134 #elif defined(__WINRT__)
135 /* XInputGetStateEx is not available on WinRT */
136 g_XInputGetStateEx = NULL;
137 #else
138 g_XInputGetStateEx = (XInputGetStateEx_t)XInputGetStateEx;
139 #endif
140 g_xinput_guide_button_supported = true;
141
142 if (!g_XInputGetStateEx)
143 {
144 /* no ordinal 100. (Presumably a wrapper.) Load the ordinary
145 * XInputGetState, at the cost of losing guide button support.
146 */
147 g_xinput_guide_button_supported = false;
148 #if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
149 g_XInputGetStateEx = (XInputGetStateEx_t)dylib_proc(
150 g_xinput_dll, "XInputGetState");
151 #else
152 g_XInputGetStateEx = (XInputGetStateEx_t)XInputGetState;
153 #endif
154
155 if (!g_XInputGetStateEx)
156 {
157 RARCH_ERR("[XInput]: Failed to init: DLL is invalid or corrupt.\n");
158 #if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
159 dylib_close(g_xinput_dll);
160 #endif
161 /* DLL was loaded but did not contain the correct function. */
162 goto error;
163 }
164 RARCH_WARN("[XInput]: No guide button support.\n");
165 }
166
167 #if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
168 g_XInputSetState = (XInputSetState_t)dylib_proc(
169 g_xinput_dll, "XInputSetState");
170 #else
171 g_XInputSetState = (XInputSetState_t)XInputSetState;
172 #endif
173 if (!g_XInputSetState)
174 {
175 RARCH_ERR("[XInput]: Failed to init: DLL is invalid or corrupt.\n");
176 #if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
177 dylib_close(g_xinput_dll);
178 #endif
179 goto error; /* DLL was loaded but did not contain the correct function. */
180 }
181
182 /* Zero out the states. */
183 for (i = 0; i < 4; ++i)
184 {
185 g_xinput_states[i].xstate.dwPacketNumber = 0;
186 g_xinput_states[i].xstate.Gamepad.wButtons = 0;
187 g_xinput_states[i].xstate.Gamepad.bLeftTrigger = 0;
188 g_xinput_states[i].xstate.Gamepad.bRightTrigger = 0;
189 g_xinput_states[i].xstate.Gamepad.sThumbLX = 0;
190 g_xinput_states[i].xstate.Gamepad.sThumbLY = 0;
191 g_xinput_states[i].xstate.Gamepad.sThumbRX = 0;
192 g_xinput_states[i].xstate.Gamepad.sThumbRY = 0;
193 g_xinput_states[i].connected =
194 !(g_XInputGetStateEx(i, &dummy_state) == ERROR_DEVICE_NOT_CONNECTED);
195 }
196
197 if ( (!g_xinput_states[0].connected) &&
198 (!g_xinput_states[1].connected) &&
199 (!g_xinput_states[2].connected) &&
200 (!g_xinput_states[3].connected))
201 #ifdef __WINRT__
202 goto succeeded;
203 #else
204 goto error;
205 #endif
206
207 for (j = 0; j < MAX_USERS; j++)
208 {
209 const char *name = xinput_joypad_name(j);
210
211 if (pad_index_to_xuser_index(j) > -1)
212 {
213 /* TODO/FIXME - fill in VID/PID? */
214 int32_t vid = 0;
215 int32_t pid = 0;
216 input_autoconfigure_connect(
217 name,
218 NULL,
219 xinput_joypad.ident,
220 j,
221 vid,
222 pid);
223 }
224 }
225
226 #ifdef __WINRT__
227 succeeded:
228 #endif
229 /* non-hat button. */
230 g_xinput_num_buttons = g_xinput_guide_button_supported ? 11 : 10;
231
232 return (void*)-1;
233
234 error:
235 /* non-hat button. */
236 g_xinput_num_buttons = g_xinput_guide_button_supported ? 11 : 10;
237
238 return NULL;
239 }
240
xinput_joypad_query_pad(unsigned pad)241 static bool xinput_joypad_query_pad(unsigned pad)
242 {
243 int xuser = pad_index_to_xuser_index(pad);
244 if (xuser > -1)
245 return g_xinput_states[xuser].connected;
246 return false;
247 }
248
xinput_joypad_destroy(void)249 static void xinput_joypad_destroy(void)
250 {
251 unsigned i;
252
253 for (i = 0; i < 4; ++i)
254 {
255 g_xinput_states[i].xstate.dwPacketNumber = 0;
256 g_xinput_states[i].xstate.Gamepad.wButtons = 0;
257 g_xinput_states[i].xstate.Gamepad.bLeftTrigger = 0;
258 g_xinput_states[i].xstate.Gamepad.bRightTrigger = 0;
259 g_xinput_states[i].xstate.Gamepad.sThumbLX = 0;
260 g_xinput_states[i].xstate.Gamepad.sThumbLY = 0;
261 g_xinput_states[i].xstate.Gamepad.sThumbRX = 0;
262 g_xinput_states[i].xstate.Gamepad.sThumbRY = 0;
263 g_xinput_states[i].connected = false;
264 }
265
266 #if defined(HAVE_DYNAMIC) && !defined(__WINRT__)
267 dylib_close(g_xinput_dll);
268
269 g_xinput_dll = NULL;
270 #endif
271 g_XInputGetStateEx = NULL;
272 g_XInputSetState = NULL;
273 }
274
275
xinput_joypad_button(unsigned port,uint16_t joykey)276 static int16_t xinput_joypad_button(unsigned port, uint16_t joykey)
277 {
278 int xuser = pad_index_to_xuser_index(port);
279 uint16_t btn_word = 0;
280 xinput_joypad_state *state = &g_xinput_states[xuser];
281 if (!state->connected)
282 return 0;
283 btn_word = state->xstate.Gamepad.wButtons;
284 return xinput_joypad_button_state(xuser, btn_word, port, joykey);
285 }
286
xinput_joypad_axis(unsigned port,uint32_t joyaxis)287 static int16_t xinput_joypad_axis(unsigned port, uint32_t joyaxis)
288 {
289 int xuser = pad_index_to_xuser_index(port);
290 xinput_joypad_state *state = &g_xinput_states[xuser];
291 XINPUT_GAMEPAD *pad = &(state->xstate.Gamepad);
292 if (!state->connected)
293 return 0;
294 return xinput_joypad_axis_state(pad, port, joyaxis);
295 }
296
xinput_joypad_state_func(rarch_joypad_info_t * joypad_info,const struct retro_keybind * binds,unsigned port)297 static int16_t xinput_joypad_state_func(
298 rarch_joypad_info_t *joypad_info,
299 const struct retro_keybind *binds,
300 unsigned port)
301 {
302 unsigned i;
303 uint16_t btn_word;
304 int16_t ret = 0;
305 uint16_t port_idx = joypad_info->joy_idx;
306 int xuser = pad_index_to_xuser_index(port_idx);
307 xinput_joypad_state *state = &g_xinput_states[xuser];
308 XINPUT_GAMEPAD *pad = &state->xstate.Gamepad;
309 if (!state->connected)
310 return 0;
311 btn_word = state->xstate.Gamepad.wButtons;
312
313 for (i = 0; i < RARCH_FIRST_CUSTOM_BIND; i++)
314 {
315 /* Auto-binds are per joypad, not per user. */
316 const uint64_t joykey = (binds[i].joykey != NO_BTN)
317 ? binds[i].joykey : joypad_info->auto_binds[i].joykey;
318 const uint32_t joyaxis = (binds[i].joyaxis != AXIS_NONE)
319 ? binds[i].joyaxis : joypad_info->auto_binds[i].joyaxis;
320 if (
321 (uint16_t)joykey != NO_BTN
322 && xinput_joypad_button_state(
323 xuser, btn_word, port_idx, (uint16_t)joykey))
324 ret |= ( 1 << i);
325 else if (joyaxis != AXIS_NONE &&
326 ((float)abs(xinput_joypad_axis_state(pad, port_idx, joyaxis))
327 / 0x8000) > joypad_info->axis_threshold)
328 ret |= (1 << i);
329 }
330
331 return ret;
332 }
333
xinput_joypad_poll(void)334 static void xinput_joypad_poll(void)
335 {
336 unsigned i;
337
338 for (i = 0; i < 4; ++i)
339 {
340 xinput_joypad_state
341 *state = &g_xinput_states[i];
342 DWORD status = g_XInputGetStateEx(i, &state->xstate);
343 bool success = status == ERROR_SUCCESS;
344 bool new_connected = status != ERROR_DEVICE_NOT_CONNECTED;
345 if (new_connected != state->connected)
346 {
347 /* Normally, dinput handles device insertion/removal for us, but
348 * since dinput is not available on UWP we have to do it ourselves */
349 /* Also note that on UWP, the controllers are not available on startup
350 * and are instead 'plugged in' a moment later because Microsoft reasons */
351 /* TODO: This may be bad for performance? */
352 if (new_connected)
353 {
354 /* This is kinda ugly, but it's the same thing that dinput does */
355 xinput_joypad_destroy();
356 xinput_joypad_init(NULL);
357 return;
358 }
359
360 state->connected = new_connected;
361 if (!success)
362 input_autoconfigure_disconnect(i, xinput_joypad_name(i));
363 }
364 }
365 }
366
xinput_joypad_rumble(unsigned pad,enum retro_rumble_effect effect,uint16_t strength)367 static bool xinput_joypad_rumble(unsigned pad,
368 enum retro_rumble_effect effect, uint16_t strength)
369 {
370 int xuser = pad_index_to_xuser_index(pad);
371
372 if (xuser == -1)
373 return false;
374
375 /* Consider the low frequency (left) motor the "strong" one. */
376 if (effect == RETRO_RUMBLE_STRONG)
377 g_xinput_rumble_states[xuser].wLeftMotorSpeed = strength;
378 else if (effect == RETRO_RUMBLE_WEAK)
379 g_xinput_rumble_states[xuser].wRightMotorSpeed = strength;
380
381 if (!g_XInputSetState)
382 return false;
383
384 return (g_XInputSetState(xuser, &g_xinput_rumble_states[xuser])
385 == 0);
386 }
387
388 input_device_driver_t xinput_joypad = {
389 xinput_joypad_init,
390 xinput_joypad_query_pad,
391 xinput_joypad_destroy,
392 xinput_joypad_button,
393 xinput_joypad_state_func,
394 NULL,
395 xinput_joypad_axis,
396 xinput_joypad_poll,
397 xinput_joypad_rumble,
398 xinput_joypad_name,
399 "xinput",
400 };
401