mirror of https://github.com/encounter/SDL.git
Added experimental support for Windows.Gaming.Input
This commit is contained in:
parent
c19516b50c
commit
600126c90e
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@ -35,23 +35,41 @@
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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
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/* This requires the Windows 10 SDK to build */
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/*#define SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT*/
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#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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#include "../../core/windows/SDL_xinput.h"
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#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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#include "../../core/windows/SDL_windows.h"
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#define COBJMACROS
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#include "windows.gaming.input.h"
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#endif
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#define USB_PACKET_LENGTH 64
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typedef struct {
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Uint8 last_state[USB_PACKET_LENGTH];
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Uint32 rumble_expiration;
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#ifdef __WIN32__
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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SDL_bool xinput_enabled;
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Uint8 xinput_slot;
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#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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SDL_bool coinitialized;
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__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics *gamepad_statics;
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__x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad;
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struct __x_ABI_CWindows_CGaming_CInput_CGamepadVibration vibration;
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#endif
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} SDL_DriverXbox360_Context;
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#ifdef __WIN32__
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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static Uint8 xinput_slots;
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static void
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@ -104,7 +122,128 @@ HIDAPI_DriverXbox360_GuessXInputSlot(WORD wButtons)
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return XUSER_INDEX_ANY;
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}
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#endif /* __WIN32__ */
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#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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static void
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HIDAPI_DriverXbox360_InitWindowsGamingInput(SDL_DriverXbox360_Context *ctx)
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{
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/* I think this takes care of RoInitialize() in a way that is compatible with the rest of SDL */
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if (FAILED(WIN_CoInitialize())) {
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return;
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}
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ctx->coinitialized = SDL_TRUE;
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{
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static const IID SDL_IID_IGamepadStatics = { 0x8BBCE529, 0xD49C, 0x39E9, { 0x95, 0x60, 0xE4, 0x7D, 0xDE, 0x96, 0xB7, 0xC8 } };
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HRESULT hr;
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HMODULE hModule = LoadLibraryA("combase.dll");
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if (hModule != NULL) {
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typedef HRESULT(WINAPI *WindowsCreateString_t)(PCNZWCH sourceString, UINT32 length, HSTRING* string);
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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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RoGetActivationFactory_t RoGetActivationFactoryFunc = (RoGetActivationFactory_t)GetProcAddress(hModule, "RoGetActivationFactory");
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if (WindowsCreateStringFunc && RoGetActivationFactoryFunc) {
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LPTSTR pNamespace = L"Windows.Gaming.Input.Gamepad";
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HSTRING hNamespaceString;
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hr = WindowsCreateStringFunc(pNamespace, SDL_wcslen(pNamespace), &hNamespaceString);
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if (SUCCEEDED(hr)) {
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hr = RoGetActivationFactoryFunc(hNamespaceString, &SDL_IID_IGamepadStatics, &ctx->gamepad_statics);
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if (SUCCEEDED(hr)) {
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}
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}
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}
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FreeLibrary(hModule);
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}
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}
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}
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static Uint8
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HIDAPI_DriverXbox360_GetGamepadButtonsForMatch(__x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad)
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{
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HRESULT hr;
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struct __x_ABI_CWindows_CGaming_CInput_CGamepadReading state;
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Uint8 buttons = 0;
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hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_GetCurrentReading(gamepad, &state);
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if (SUCCEEDED(hr)) {
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if (state.Buttons & GamepadButtons_A) {
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buttons |= (1 << SDL_CONTROLLER_BUTTON_A);
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}
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if (state.Buttons & GamepadButtons_B) {
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buttons |= (1 << SDL_CONTROLLER_BUTTON_B);
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}
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if (state.Buttons & GamepadButtons_X) {
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buttons |= (1 << SDL_CONTROLLER_BUTTON_X);
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}
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if (state.Buttons & GamepadButtons_Y) {
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buttons |= (1 << SDL_CONTROLLER_BUTTON_Y);
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}
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}
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return buttons;
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}
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static void
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HIDAPI_DriverXbox360_GuessGamepad(SDL_DriverXbox360_Context *ctx, Uint8 buttons)
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{
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HRESULT hr;
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__FIVectorView_1_Windows__CGaming__CInput__CGamepad *gamepads;
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hr = __x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_get_Gamepads(ctx->gamepad_statics, &gamepads);
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if (SUCCEEDED(hr)) {
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unsigned int i, num_gamepads;
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hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_get_Size(gamepads, &num_gamepads);
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if (SUCCEEDED(hr)) {
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int match_count;
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unsigned int match_slot;
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match_count = 0;
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for (i = 0; i < num_gamepads; ++i) {
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__x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad;
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hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_GetAt(gamepads, i, &gamepad);
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if (SUCCEEDED(hr)) {
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Uint8 gamepad_buttons = HIDAPI_DriverXbox360_GetGamepadButtonsForMatch(gamepad);
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if (buttons == gamepad_buttons) {
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++match_count;
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match_slot = i;
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}
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__x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(gamepad);
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}
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}
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if (match_count == 1) {
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hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_GetAt(gamepads, match_slot, &ctx->gamepad);
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if (SUCCEEDED(hr)) {
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}
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}
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}
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__FIVectorView_1_Windows__CGaming__CInput__CGamepad_Release(gamepads);
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}
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}
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static void
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HIDAPI_DriverXbox360_QuitWindowsGamingInput(SDL_DriverXbox360_Context *ctx)
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{
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if (ctx->gamepad_statics) {
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__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_Release(ctx->gamepad_statics);
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ctx->gamepad_statics = NULL;
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}
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if (ctx->gamepad) {
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__x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(ctx->gamepad);
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ctx->gamepad = NULL;
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}
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if (ctx->coinitialized) {
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WIN_CoUninitialize();
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ctx->coinitialized = SDL_FALSE;
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}
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}
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#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT */
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static SDL_bool
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HIDAPI_DriverXbox360_IsSupportedDevice(Uint16 vendor_id, Uint16 product_id, Uint16 version, int interface_number)
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SDL_OutOfMemory();
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return SDL_FALSE;
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}
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#ifdef __WIN32__
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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ctx->xinput_enabled = SDL_GetHintBoolean(SDL_HINT_XINPUT_ENABLED, SDL_TRUE);
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if (ctx->xinput_enabled && WIN_LoadXInputDLL() < 0) {
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ctx->xinput_enabled = SDL_FALSE;
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}
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ctx->xinput_slot = XUSER_INDEX_ANY;
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#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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HIDAPI_DriverXbox360_InitWindowsGamingInput(ctx);
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#endif
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*context = ctx;
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@ -170,8 +312,25 @@ static int
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HIDAPI_DriverXbox360_Rumble(SDL_Joystick *joystick, hid_device *dev, void *context, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
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{
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SDL_DriverXbox360_Context *ctx = (SDL_DriverXbox360_Context *)context;
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#ifdef __WIN32__
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if (ctx->xinput_slot != XUSER_INDEX_ANY) {
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SDL_bool rumbled = SDL_FALSE;
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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if (!rumbled && ctx->gamepad) {
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HRESULT hr;
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ctx->vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
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ctx->vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16;
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hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(ctx->gamepad, ctx->vibration);
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if (SUCCEEDED(hr)) {
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rumbled = SDL_TRUE;
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}
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}
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#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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if (!rumbled && ctx->xinput_slot != XUSER_INDEX_ANY) {
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XINPUT_VIBRATION XVibration;
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if (!XINPUTSETSTATE) {
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XVibration.wLeftMotorSpeed = low_frequency_rumble;
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XVibration.wRightMotorSpeed = high_frequency_rumble;
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if (XINPUTSETSTATE(ctx->xinput_slot, &XVibration) != ERROR_SUCCESS) {
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if (XINPUTSETSTATE(ctx->xinput_slot, &XVibration) == ERROR_SUCCESS) {
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rumbled = SDL_TRUE;
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} else {
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return SDL_SetError("XInputSetState() failed");
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}
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}
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#else
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#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */
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#else /* !__WIN32__ */
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#ifdef __MACOSX__
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/* On Mac OS X the 360Controller driver uses this short report,
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and we need to prefix it with a magic token so hidapi passes it through untouched
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/* This is the packet format for Xbox 360 and Xbox One controllers on Windows,
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however with this interface there is no rumble support, no guide button,
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and the left and right triggers are tied together as a single axis.
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We use XInput and Windows.Gaming.Input to make up for these shortcomings.
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*/
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static void
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HIDAPI_DriverXbox360_HandleStatePacket(SDL_Joystick *joystick, hid_device *dev, SDL_DriverXbox360_Context *ctx, Uint8 *data, int size)
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{
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Sint16 axis;
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SDL_bool has_trigger_data = SDL_FALSE;
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if (ctx->last_state[10] != data[10]) {
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_A, (data[10] & 0x01) ? SDL_PRESSED : SDL_RELEASED);
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axis = (int)*(Uint16*)(&data[6]) - 0x8000;
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_RIGHTY, axis);
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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if (ctx->gamepad_statics && !ctx->gamepad) {
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Uint8 buttons = 0;
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if (data[10] & 0x01) {
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buttons |= (1 << SDL_CONTROLLER_BUTTON_A);
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}
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if (data[10] & 0x02) {
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buttons |= (1 << SDL_CONTROLLER_BUTTON_B);
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}
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if (data[10] & 0x04) {
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buttons |= (1 << SDL_CONTROLLER_BUTTON_X);
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}
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if (data[10] & 0x08) {
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buttons |= (1 << SDL_CONTROLLER_BUTTON_Y);
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}
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if (buttons != 0) {
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HIDAPI_DriverXbox360_GuessGamepad(ctx, buttons);
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}
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}
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if (ctx->gamepad) {
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HRESULT hr;
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struct __x_ABI_CWindows_CGaming_CInput_CGamepadReading state;
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hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_GetCurrentReading(ctx->gamepad, &state);
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if (SUCCEEDED(hr)) {
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SDL_Log("Windows.Gaming.Input buttons: 0x%x\n", state.Buttons);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, (state.Buttons & 0x40000000) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, ((int)(state.LeftTrigger * SDL_MAX_UINT16)) - 32768);
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, ((int)(state.RightTrigger * SDL_MAX_UINT16)) - 32768);
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has_trigger_data = SDL_TRUE;
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}
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}
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#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT */
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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if (ctx->xinput_enabled) {
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if (ctx->xinput_slot == XUSER_INDEX_ANY && HIDAPI_DriverXbox360_MissingXInputSlot()) {
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WORD wButtons = 0;
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}
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}
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if (ctx->xinput_slot == XUSER_INDEX_ANY) {
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if (!has_trigger_data && ctx->xinput_slot != XUSER_INDEX_ANY) {
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XINPUT_STATE_EX xinput_state;
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if (XINPUTGETSTATE(ctx->xinput_slot, &xinput_state) == ERROR_SUCCESS) {
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, (xinput_state.Gamepad.wButtons & XINPUT_GAMEPAD_GUIDE) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, ((int)xinput_state.Gamepad.bLeftTrigger * 257) - 32768);
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, ((int)xinput_state.Gamepad.bRightTrigger * 257) - 32768);
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has_trigger_data = SDL_TRUE;
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}
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}
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}
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#endif /* SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT */
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if (!has_trigger_data) {
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axis = (data[9] * 257) - 32768;
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if (data[9] < 0x80) {
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axis = -axis * 2 - 32769;
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, SDL_MIN_SINT16);
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, SDL_MIN_SINT16);
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}
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} else {
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XINPUT_STATE_EX xinput_state;
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if (XINPUTGETSTATE(ctx->xinput_slot, &xinput_state) == ERROR_SUCCESS) {
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_GUIDE, (xinput_state.Gamepad.wButtons & XINPUT_GAMEPAD_GUIDE) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERLEFT, ((int)xinput_state.Gamepad.bLeftTrigger * 257) - 32768);
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, ((int)xinput_state.Gamepad.bRightTrigger * 257) - 32768);
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}
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}
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SDL_memcpy(ctx->last_state, data, SDL_min(size, sizeof(ctx->last_state)));
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static void
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HIDAPI_DriverXbox360_Quit(SDL_Joystick *joystick, hid_device *dev, void *context)
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{
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#ifdef __WIN32__
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SDL_DriverXbox360_Context *ctx = (SDL_DriverXbox360_Context *)context;
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_XINPUT
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if (ctx->xinput_enabled) {
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HIDAPI_DriverXbox360_MarkXInputSlotFree(ctx->xinput_slot);
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WIN_UnloadXInputDLL();
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}
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#endif
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#ifdef SDL_JOYSTICK_HIDAPI_WINDOWS_GAMING_INPUT
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HIDAPI_DriverXbox360_InitWindowsGamingInput(ctx);
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#endif
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SDL_free(context);
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}
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