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c1d51031ef
Signed-off-by: Andrew Eikum <aeikum@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
470 lines
14 KiB
C
470 lines
14 KiB
C
/*
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* The Wine project - Xinput Joystick Library
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* Copyright 2008 Andrew Fenn
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <assert.h>
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#include <stdarg.h>
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#include <string.h>
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#include "wine/debug.h"
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#include "windef.h"
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#include "winbase.h"
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#include "winerror.h"
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#include "xinput.h"
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#include "xinput_private.h"
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/* Not defined in the headers, used only by XInputGetStateEx */
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#define XINPUT_GAMEPAD_GUIDE 0x0400
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WINE_DEFAULT_DEBUG_CHANNEL(xinput);
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/* xinput_crit guards controllers array */
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static CRITICAL_SECTION_DEBUG xinput_critsect_debug =
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{
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0, 0, &xinput_crit,
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{ &xinput_critsect_debug.ProcessLocksList, &xinput_critsect_debug.ProcessLocksList },
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0, 0, { (DWORD_PTR)(__FILE__ ": xinput_crit") }
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};
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CRITICAL_SECTION xinput_crit = { &xinput_critsect_debug, -1, 0, 0, 0, 0 };
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static CRITICAL_SECTION_DEBUG controller_critsect_debug[XUSER_MAX_COUNT] =
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{
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{
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0, 0, &controllers[0].crit,
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{ &controller_critsect_debug[0].ProcessLocksList, &controller_critsect_debug[0].ProcessLocksList },
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0, 0, { (DWORD_PTR)(__FILE__ ": controllers[0].crit") }
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},
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{
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0, 0, &controllers[1].crit,
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{ &controller_critsect_debug[1].ProcessLocksList, &controller_critsect_debug[1].ProcessLocksList },
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0, 0, { (DWORD_PTR)(__FILE__ ": controllers[1].crit") }
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},
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{
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0, 0, &controllers[2].crit,
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{ &controller_critsect_debug[2].ProcessLocksList, &controller_critsect_debug[2].ProcessLocksList },
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0, 0, { (DWORD_PTR)(__FILE__ ": controllers[2].crit") }
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},
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{
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0, 0, &controllers[3].crit,
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{ &controller_critsect_debug[3].ProcessLocksList, &controller_critsect_debug[3].ProcessLocksList },
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0, 0, { (DWORD_PTR)(__FILE__ ": controllers[3].crit") }
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},
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};
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xinput_controller controllers[XUSER_MAX_COUNT] = {
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{{ &controller_critsect_debug[0], -1, 0, 0, 0, 0 }},
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{{ &controller_critsect_debug[1], -1, 0, 0, 0, 0 }},
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{{ &controller_critsect_debug[2], -1, 0, 0, 0, 0 }},
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{{ &controller_critsect_debug[3], -1, 0, 0, 0, 0 }},
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};
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static BOOL verify_and_lock_device(xinput_controller *device)
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{
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if (!device->platform_private)
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return FALSE;
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EnterCriticalSection(&device->crit);
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if (!device->platform_private)
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{
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LeaveCriticalSection(&device->crit);
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return FALSE;
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}
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return TRUE;
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}
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static void unlock_device(xinput_controller *device)
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{
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LeaveCriticalSection(&device->crit);
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}
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BOOL WINAPI DllMain(HINSTANCE inst, DWORD reason, LPVOID reserved)
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{
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switch(reason)
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{
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case DLL_PROCESS_ATTACH:
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DisableThreadLibraryCalls(inst);
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break;
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case DLL_PROCESS_DETACH:
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if (reserved) break;
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HID_destroy_gamepads(controllers);
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break;
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}
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return TRUE;
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}
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void WINAPI DECLSPEC_HOTPATCH XInputEnable(BOOL enable)
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{
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int index;
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TRACE("(enable %d)\n", enable);
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/* Setting to false will stop messages from XInputSetState being sent
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to the controllers. Setting to true will send the last vibration
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value (sent to XInputSetState) to the controller and allow messages to
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be sent */
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HID_find_gamepads(controllers);
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for (index = 0; index < XUSER_MAX_COUNT; index ++)
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{
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if (!verify_and_lock_device(&controllers[index])) continue;
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HID_enable(&controllers[index], enable);
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unlock_device(&controllers[index]);
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}
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}
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DWORD WINAPI DECLSPEC_HOTPATCH XInputSetState(DWORD index, XINPUT_VIBRATION* vibration)
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{
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DWORD ret;
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TRACE("(index %u, vibration %p)\n", index, vibration);
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HID_find_gamepads(controllers);
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if (index >= XUSER_MAX_COUNT)
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return ERROR_BAD_ARGUMENTS;
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if (!verify_and_lock_device(&controllers[index]))
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return ERROR_DEVICE_NOT_CONNECTED;
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ret = HID_set_state(&controllers[index], vibration);
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unlock_device(&controllers[index]);
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return ret;
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}
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/* Some versions of SteamOverlayRenderer hot-patch XInputGetStateEx() and call
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* XInputGetState() in the hook, so we need a wrapper. */
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static DWORD xinput_get_state(DWORD index, XINPUT_STATE *state)
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{
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if (!state)
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return ERROR_BAD_ARGUMENTS;
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HID_find_gamepads(controllers);
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if (index >= XUSER_MAX_COUNT)
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return ERROR_BAD_ARGUMENTS;
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if (!verify_and_lock_device(&controllers[index]))
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return ERROR_DEVICE_NOT_CONNECTED;
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HID_update_state(&controllers[index], state);
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if (!controllers[index].platform_private)
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{
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/* update_state may have disconnected the controller */
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unlock_device(&controllers[index]);
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return ERROR_DEVICE_NOT_CONNECTED;
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}
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unlock_device(&controllers[index]);
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return ERROR_SUCCESS;
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}
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DWORD WINAPI DECLSPEC_HOTPATCH XInputGetState(DWORD index, XINPUT_STATE* state)
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{
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DWORD ret;
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TRACE("(index %u, state %p)!\n", index, state);
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ret = xinput_get_state(index, state);
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if (ret != ERROR_SUCCESS)
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return ret;
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/* The main difference between this and the Ex version is the media guide button */
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state->Gamepad.wButtons &= ~XINPUT_GAMEPAD_GUIDE;
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return ERROR_SUCCESS;
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}
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DWORD WINAPI DECLSPEC_HOTPATCH XInputGetStateEx(DWORD index, XINPUT_STATE* state)
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{
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TRACE("(index %u, state %p)!\n", index, state);
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return xinput_get_state(index, state);
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}
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static const int JS_STATE_OFF = 0;
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static const int JS_STATE_LOW = 1;
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static const int JS_STATE_HIGH = 2;
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static int joystick_state(const SHORT value)
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{
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if (value > 20000)
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return JS_STATE_HIGH;
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if (value < -20000)
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return JS_STATE_LOW;
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return JS_STATE_OFF;
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}
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static WORD js_vk_offs(const int x, const int y)
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{
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if (y == JS_STATE_OFF)
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{
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/*if (x == JS_STATE_OFF) shouldn't get here */
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if (x == JS_STATE_LOW) return 3; /* LEFT */
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/*if (x == JS_STATE_HIGH)*/ return 2; /* RIGHT */
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}
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if (y == JS_STATE_HIGH)
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{
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if (x == JS_STATE_OFF) return 0; /* UP */
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if (x == JS_STATE_LOW) return 4; /* UPLEFT */
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/*if (x == JS_STATE_HIGH)*/ return 5; /* UPRIGHT */
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}
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/*if (y == JS_STATE_LOW)*/
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{
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if (x == JS_STATE_OFF) return 1; /* DOWN */
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if (x == JS_STATE_LOW) return 7; /* DOWNLEFT */
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/*if (x == JS_STATE_HIGH)*/ return 6; /* DOWNRIGHT */
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}
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}
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static DWORD check_joystick_keystroke(const DWORD index, XINPUT_KEYSTROKE *keystroke,
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const SHORT *cur_x, const SHORT *cur_y, SHORT *last_x, SHORT *last_y,
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const WORD base_vk)
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{
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int cur_vk = 0, cur_x_st, cur_y_st;
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int last_vk = 0, last_x_st, last_y_st;
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cur_x_st = joystick_state(*cur_x);
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cur_y_st = joystick_state(*cur_y);
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if (cur_x_st || cur_y_st)
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cur_vk = base_vk + js_vk_offs(cur_x_st, cur_y_st);
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last_x_st = joystick_state(*last_x);
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last_y_st = joystick_state(*last_y);
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if (last_x_st || last_y_st)
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last_vk = base_vk + js_vk_offs(last_x_st, last_y_st);
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if (cur_vk != last_vk)
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{
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if (last_vk)
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{
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/* joystick was set, and now different. send a KEYUP event, and set
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* last pos to centered, so the appropriate KEYDOWN event will be
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* sent on the next call. */
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keystroke->VirtualKey = last_vk;
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keystroke->Unicode = 0; /* unused */
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keystroke->Flags = XINPUT_KEYSTROKE_KEYUP;
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keystroke->UserIndex = index;
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keystroke->HidCode = 0;
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*last_x = 0;
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*last_y = 0;
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return ERROR_SUCCESS;
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}
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/* joystick was unset, send KEYDOWN. */
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keystroke->VirtualKey = cur_vk;
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keystroke->Unicode = 0; /* unused */
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keystroke->Flags = XINPUT_KEYSTROKE_KEYDOWN;
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keystroke->UserIndex = index;
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keystroke->HidCode = 0;
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*last_x = *cur_x;
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*last_y = *cur_y;
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return ERROR_SUCCESS;
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}
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*last_x = *cur_x;
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*last_y = *cur_y;
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return ERROR_EMPTY;
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}
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static BOOL trigger_is_on(const BYTE value)
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{
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return value > 30;
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}
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static DWORD check_for_keystroke(const DWORD index, XINPUT_KEYSTROKE *keystroke)
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{
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xinput_controller *device = &controllers[index];
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const XINPUT_GAMEPAD *cur;
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DWORD ret = ERROR_EMPTY;
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int i;
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static const struct {
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int mask;
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WORD vk;
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} buttons[] = {
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{ XINPUT_GAMEPAD_DPAD_UP, VK_PAD_DPAD_UP },
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{ XINPUT_GAMEPAD_DPAD_DOWN, VK_PAD_DPAD_DOWN },
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{ XINPUT_GAMEPAD_DPAD_LEFT, VK_PAD_DPAD_LEFT },
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{ XINPUT_GAMEPAD_DPAD_RIGHT, VK_PAD_DPAD_RIGHT },
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{ XINPUT_GAMEPAD_START, VK_PAD_START },
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{ XINPUT_GAMEPAD_BACK, VK_PAD_BACK },
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{ XINPUT_GAMEPAD_LEFT_THUMB, VK_PAD_LTHUMB_PRESS },
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{ XINPUT_GAMEPAD_RIGHT_THUMB, VK_PAD_RTHUMB_PRESS },
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{ XINPUT_GAMEPAD_LEFT_SHOULDER, VK_PAD_LSHOULDER },
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{ XINPUT_GAMEPAD_RIGHT_SHOULDER, VK_PAD_RSHOULDER },
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{ XINPUT_GAMEPAD_A, VK_PAD_A },
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{ XINPUT_GAMEPAD_B, VK_PAD_B },
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{ XINPUT_GAMEPAD_X, VK_PAD_X },
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{ XINPUT_GAMEPAD_Y, VK_PAD_Y },
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/* note: guide button does not send an event */
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};
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if (!verify_and_lock_device(device))
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return ERROR_DEVICE_NOT_CONNECTED;
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cur = &device->state.Gamepad;
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/*** buttons ***/
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for (i = 0; i < ARRAY_SIZE(buttons); ++i)
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{
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if ((cur->wButtons & buttons[i].mask) ^ (device->last_keystroke.wButtons & buttons[i].mask))
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{
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keystroke->VirtualKey = buttons[i].vk;
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keystroke->Unicode = 0; /* unused */
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if (cur->wButtons & buttons[i].mask)
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{
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keystroke->Flags = XINPUT_KEYSTROKE_KEYDOWN;
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device->last_keystroke.wButtons |= buttons[i].mask;
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}
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else
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{
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keystroke->Flags = XINPUT_KEYSTROKE_KEYUP;
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device->last_keystroke.wButtons &= ~buttons[i].mask;
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}
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keystroke->UserIndex = index;
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keystroke->HidCode = 0;
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ret = ERROR_SUCCESS;
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goto done;
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}
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}
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/*** triggers ***/
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if (trigger_is_on(cur->bLeftTrigger) ^ trigger_is_on(device->last_keystroke.bLeftTrigger))
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{
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keystroke->VirtualKey = VK_PAD_LTRIGGER;
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keystroke->Unicode = 0; /* unused */
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keystroke->Flags = trigger_is_on(cur->bLeftTrigger) ? XINPUT_KEYSTROKE_KEYDOWN : XINPUT_KEYSTROKE_KEYUP;
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keystroke->UserIndex = index;
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keystroke->HidCode = 0;
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device->last_keystroke.bLeftTrigger = cur->bLeftTrigger;
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ret = ERROR_SUCCESS;
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goto done;
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}
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if (trigger_is_on(cur->bRightTrigger) ^ trigger_is_on(device->last_keystroke.bRightTrigger))
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{
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keystroke->VirtualKey = VK_PAD_RTRIGGER;
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keystroke->Unicode = 0; /* unused */
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keystroke->Flags = trigger_is_on(cur->bRightTrigger) ? XINPUT_KEYSTROKE_KEYDOWN : XINPUT_KEYSTROKE_KEYUP;
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keystroke->UserIndex = index;
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keystroke->HidCode = 0;
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device->last_keystroke.bRightTrigger = cur->bRightTrigger;
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ret = ERROR_SUCCESS;
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goto done;
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}
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/*** joysticks ***/
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ret = check_joystick_keystroke(index, keystroke, &cur->sThumbLX, &cur->sThumbLY,
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&device->last_keystroke.sThumbLX,
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&device->last_keystroke.sThumbLY, VK_PAD_LTHUMB_UP);
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if (ret == ERROR_SUCCESS)
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goto done;
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ret = check_joystick_keystroke(index, keystroke, &cur->sThumbRX, &cur->sThumbRY,
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&device->last_keystroke.sThumbRX,
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&device->last_keystroke.sThumbRY, VK_PAD_RTHUMB_UP);
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if (ret == ERROR_SUCCESS)
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goto done;
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done:
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unlock_device(device);
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return ret;
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}
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DWORD WINAPI DECLSPEC_HOTPATCH XInputGetKeystroke(DWORD index, DWORD reserved, PXINPUT_KEYSTROKE keystroke)
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{
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TRACE("(index %u, reserved %u, keystroke %p)\n", index, reserved, keystroke);
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if (index >= XUSER_MAX_COUNT && index != XUSER_INDEX_ANY)
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return ERROR_BAD_ARGUMENTS;
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if (index == XUSER_INDEX_ANY)
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{
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int i;
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for (i = 0; i < XUSER_MAX_COUNT; ++i)
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if (check_for_keystroke(i, keystroke) == ERROR_SUCCESS)
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return ERROR_SUCCESS;
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return ERROR_EMPTY;
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}
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return check_for_keystroke(index, keystroke);
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}
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DWORD WINAPI DECLSPEC_HOTPATCH XInputGetCapabilities(DWORD index, DWORD flags, XINPUT_CAPABILITIES* capabilities)
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{
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TRACE("(index %u, flags 0x%x, capabilities %p)\n", index, flags, capabilities);
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HID_find_gamepads(controllers);
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if (index >= XUSER_MAX_COUNT)
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return ERROR_BAD_ARGUMENTS;
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if (!verify_and_lock_device(&controllers[index]))
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return ERROR_DEVICE_NOT_CONNECTED;
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if (flags & XINPUT_FLAG_GAMEPAD && controllers[index].caps.SubType != XINPUT_DEVSUBTYPE_GAMEPAD)
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{
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unlock_device(&controllers[index]);
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return ERROR_DEVICE_NOT_CONNECTED;
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}
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memcpy(capabilities, &controllers[index].caps, sizeof(*capabilities));
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unlock_device(&controllers[index]);
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return ERROR_SUCCESS;
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}
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DWORD WINAPI DECLSPEC_HOTPATCH XInputGetDSoundAudioDeviceGuids(DWORD index, GUID* render_guid, GUID* capture_guid)
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{
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FIXME("(index %u, render guid %p, capture guid %p) Stub!\n", index, render_guid, capture_guid);
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if (index >= XUSER_MAX_COUNT)
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return ERROR_BAD_ARGUMENTS;
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if (!controllers[index].platform_private)
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return ERROR_DEVICE_NOT_CONNECTED;
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return ERROR_NOT_SUPPORTED;
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}
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DWORD WINAPI DECLSPEC_HOTPATCH XInputGetBatteryInformation(DWORD index, BYTE type, XINPUT_BATTERY_INFORMATION* battery)
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{
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static int once;
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if (!once++)
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FIXME("(index %u, type %u, battery %p) Stub!\n", index, type, battery);
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if (index >= XUSER_MAX_COUNT)
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return ERROR_BAD_ARGUMENTS;
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if (!controllers[index].platform_private)
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return ERROR_DEVICE_NOT_CONNECTED;
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return ERROR_NOT_SUPPORTED;
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}
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