| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> |
| |
| 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_events.h" |
| #include "SDL_timer.h" |
| #include "SDL_joystick.h" |
| #include "SDL_gamecontroller.h" |
| #include "../SDL_sysjoystick.h" |
| #include "SDL_hidapijoystick_c.h" |
| #include "SDL_hidapi_rumble.h" |
| |
| |
| #ifdef SDL_JOYSTICK_HIDAPI_XBOX360 |
| |
| #ifdef __WIN32__ |
| #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 |
| #include "../../core/windows/SDL_xinput.h" |
| #endif |
| |
| #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT |
| #include "../../core/windows/SDL_windows.h" |
| typedef struct WindowsGamingInputGamepadState WindowsGamingInputGamepadState; |
| #define GamepadButtons_GUIDE 0x40000000 |
| #define COBJMACROS |
| #include "windows.gaming.input.h" |
| #endif |
| |
| #if defined(SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT) || defined(SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT) |
| #define SDL_JOYSTICK_HIDAPI_WINDOWS_MATCHING |
| #endif |
| |
| typedef struct { |
| Uint8 last_state[USB_PACKET_LENGTH]; |
| #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 |
| #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT |
| SDL_bool xinput_enabled; |
| SDL_bool xinput_correlated; |
| Uint8 xinput_correlation_id; |
| Uint8 xinput_correlation_count; |
| Uint8 xinput_uncorrelate_count; |
| Uint8 xinput_slot; |
| #endif |
| #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT |
| SDL_bool wgi_correlated; |
| Uint8 wgi_correlation_id; |
| Uint8 wgi_correlation_count; |
| Uint8 wgi_uncorrelate_count; |
| WindowsGamingInputGamepadState *wgi_slot; |
| #endif |
| } SDL_DriverXbox360_Context; |
| |
| #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 |
| |
| #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT |
| 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; |
| } |
| } |
| } |
| } |
| } |
| |
| static void |
| HIDAPI_DriverXbox360_MarkXInputSlotUsed(Uint8 xinput_slot) |
| { |
| if (xinput_slot != XUSER_INDEX_ANY) { |
| xinput_state[xinput_slot].used = SDL_TRUE; |
| } |
| } |
| |
| static void |
| HIDAPI_DriverXbox360_MarkXInputSlotFree(Uint8 xinput_slot) |
| { |
| if (xinput_slot != XUSER_INDEX_ANY) { |
| xinput_state[xinput_slot].used = SDL_FALSE; |
| } |
| } |
| static SDL_bool |
| HIDAPI_DriverXbox360_MissingXInputSlot() |
| { |
| 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; |
| } |
| |
| static SDL_bool |
| HIDAPI_DriverXbox360_XInputSlotMatches(const WindowsMatchState *state, Uint8 slot_idx) |
| { |
| 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; |
| } |
| } |
| return SDL_FALSE; |
| } |
| |
| |
| static SDL_bool |
| HIDAPI_DriverXbox360_GuessXInputSlot(const WindowsMatchState *state, Uint8 *correlation_id, Uint8 *slot_idx) |
| { |
| int user_index; |
| int match_count; |
| |
| *slot_idx = 0; |
| |
| match_count = 0; |
| for (user_index = 0; user_index < XUSER_MAX_COUNT; ++user_index) { |
| 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; |
| } |
| } |
| /* 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; |
| } |
| |
| #endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */ |
| |
| #ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT |
| |
| 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; |
| |
| static void |
| 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() |
| { |
| int ii; |
| if (!wgi_state.gamepad_statics) |
| return; |
| |
| if (!wgi_state.dirty) |
| return; |
| 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 */ |
| } |
| } |
| } |
| 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; |
| } |
| |
| #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_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: */ |