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XInput support
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183
GpInputDriver_XInput/GpInputDriverXInput.cpp
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183
GpInputDriver_XInput/GpInputDriverXInput.cpp
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#include "GpInputDriverXInput.h"
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#include "GpVOSEvent.h"
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#include "GpWindows.h"
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#include "IGpVOSEventQueue.h"
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#include <stdlib.h>
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#include <new>
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#pragma comment(lib, "xinput.lib")
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void GpInputDriverXInput::ProcessInput()
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{
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for (DWORD i = 0; i < XUSER_MAX_COUNT; i++)
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{
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XINPUT_STATE newState;
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memset(&newState, 0, sizeof(newState));
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DWORD result = XInputGetState(i, &newState);
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if (result == ERROR_SUCCESS)
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{
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bool isNewState = false;
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unsigned int playerNumber = 0;
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if (m_xUserToPlayerNumber[i] < 0)
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{
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// Newly-connected player
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for (int i = 0; i < XUSER_MAX_COUNT; i++)
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{
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if (!m_playerNumberIsConnected[i])
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{
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playerNumber = i;
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break;
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}
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}
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m_xUserToPlayerNumber[i] = playerNumber;
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m_playerNumberIsConnected[playerNumber] = true;
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isNewState = true;
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}
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else
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{
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playerNumber = m_xUserToPlayerNumber[i];
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isNewState = (newState.dwPacketNumber != m_controllerStates[i].dwPacketNumber);
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}
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if (isNewState)
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{
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this->ProcessControllerStateChange(playerNumber, m_controllerStates[i], newState);
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m_controllerStates[i] = newState;
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}
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}
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else
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{
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if (m_xUserToPlayerNumber[i] >= 0)
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{
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// Was connected last frame, process as a blank state and then free the player slot
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memset(&newState, 0, sizeof(newState));
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const unsigned int playerNumber = m_xUserToPlayerNumber[i];
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this->ProcessControllerStateChange(playerNumber, m_controllerStates[i], newState);
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m_controllerStates[i] = newState;
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m_playerNumberIsConnected[playerNumber] = false;
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m_xUserToPlayerNumber[i] = -1;
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}
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}
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}
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}
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void GpInputDriverXInput::Shutdown()
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{
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this->~GpInputDriverXInput();
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free(this);
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}
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GpInputDriverXInput *GpInputDriverXInput::Create(const GpInputDriverProperties &props)
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{
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void *storage = malloc(sizeof(GpInputDriverXInput));
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if (!storage)
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return nullptr;
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return new (storage) GpInputDriverXInput(props);
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}
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GpInputDriverXInput::GpInputDriverXInput(const GpInputDriverProperties &props)
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: m_properties(props)
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{
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for (int i = 0; i < XUSER_MAX_COUNT; i++)
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m_xUserToPlayerNumber[i] = -1;
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memset(m_controllerStates, 0, sizeof(m_controllerStates));
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memset(m_playerNumberIsConnected, 0, sizeof(m_playerNumberIsConnected));
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}
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GpInputDriverXInput::~GpInputDriverXInput()
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{
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}
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void GpInputDriverXInput::ProcessControllerStateChange(unsigned int playerNumber, const XINPUT_STATE &prevState, const XINPUT_STATE &newState)
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{
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const XINPUT_GAMEPAD &prevGamepad = prevState.Gamepad;
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const XINPUT_GAMEPAD &newGamepad = newState.Gamepad;
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DWORD prevButtons = prevGamepad.wButtons;
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DWORD newButtons = newGamepad.wButtons;
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_START, playerNumber, GpGamepadButtons::kMisc1);
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_BACK, playerNumber, GpGamepadButtons::kMisc2);
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_DPAD_UP, playerNumber, GpGamepadButtons::kDPadUp);
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_DPAD_DOWN, playerNumber, GpGamepadButtons::kDPadDown);
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_DPAD_LEFT, playerNumber, GpGamepadButtons::kDPadLeft);
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_DPAD_RIGHT, playerNumber, GpGamepadButtons::kDPadRight);
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_LEFT_THUMB, playerNumber, GpGamepadButtons::kLeftStick);
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_RIGHT_THUMB, playerNumber, GpGamepadButtons::kRightStick);
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_LEFT_SHOULDER, playerNumber, GpGamepadButtons::kLeftBumper);
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_RIGHT_SHOULDER, playerNumber, GpGamepadButtons::kRightBumper);
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_Y, playerNumber, GpGamepadButtons::kFaceUp);
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_A, playerNumber, GpGamepadButtons::kFaceDown);
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_X, playerNumber, GpGamepadButtons::kFaceLeft);
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ProcessButtonStateChange(prevButtons, newButtons, XINPUT_GAMEPAD_B, playerNumber, GpGamepadButtons::kFaceRight);
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ProcessAxisStateChange(ConvertTriggerValue(prevState.Gamepad.bLeftTrigger), ConvertTriggerValue(newState.Gamepad.bLeftTrigger), playerNumber, GpGamepadAxes::kLeftTrigger);
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ProcessAxisStateChange(ConvertTriggerValue(prevState.Gamepad.bRightTrigger), ConvertTriggerValue(newState.Gamepad.bRightTrigger), playerNumber, GpGamepadAxes::kRightTrigger);
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ProcessAxisStateChange(prevState.Gamepad.sThumbLX, newState.Gamepad.sThumbLX, playerNumber, GpGamepadAxes::kLeftStickX);
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ProcessAxisStateChange(prevState.Gamepad.sThumbLY, newState.Gamepad.sThumbLY, playerNumber, GpGamepadAxes::kLeftStickY);
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ProcessAxisStateChange(prevState.Gamepad.sThumbRX, newState.Gamepad.sThumbRX, playerNumber, GpGamepadAxes::kRightStickX);
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ProcessAxisStateChange(prevState.Gamepad.sThumbRY, newState.Gamepad.sThumbRY, playerNumber, GpGamepadAxes::kRightStickY);
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}
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void GpInputDriverXInput::ProcessButtonStateChange(DWORD prevState, DWORD newState, DWORD deltaBit, unsigned int playerNum, GpGamepadButton_t gamepadButton)
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{
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DWORD deltaState = prevState ^ newState;
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if ((deltaState & deltaBit) == 0)
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return;
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const GpKeyboardInputEventType_t eventType = ((prevState & deltaBit) == 0) ? GpKeyboardInputEventTypes::kDown : GpKeyboardInputEventTypes::kUp;
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if (GpVOSEvent *evt = m_properties.m_eventQueue->QueueEvent())
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{
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evt->m_eventType = GpVOSEventTypes::kKeyboardInput;
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evt->m_event.m_keyboardInputEvent.m_eventType = eventType;
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evt->m_event.m_keyboardInputEvent.m_keyIDSubset = GpKeyIDSubsets::kGamepadButton;
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evt->m_event.m_keyboardInputEvent.m_key.m_gamepadKey.m_button = gamepadButton;
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evt->m_event.m_keyboardInputEvent.m_key.m_gamepadKey.m_player = playerNum;
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}
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}
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int16_t GpInputDriverXInput::ConvertTriggerValue(uint8_t v)
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{
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return static_cast<int16_t>((v * 257) >> 1);
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}
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void GpInputDriverXInput::ProcessAxisStateChange(int16_t prevState, int16_t newState, unsigned int playerNum, GpGamepadAxis_t gamepadAxis)
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{
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if (prevState != newState)
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{
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if (prevState == -32768)
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prevState = -32767;
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if (newState == -32768)
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newState = -32767;
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if (GpVOSEvent *evt = m_properties.m_eventQueue->QueueEvent())
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{
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evt->m_eventType = GpVOSEventTypes::kGamepadInput;
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evt->m_event.m_gamepadInputEvent.m_eventType = GpGamepadInputEventTypes::kAnalogAxisChanged;
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evt->m_event.m_gamepadInputEvent.m_event.m_analogAxisEvent.m_axis = gamepadAxis;
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evt->m_event.m_gamepadInputEvent.m_event.m_analogAxisEvent.m_state = newState;
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evt->m_event.m_gamepadInputEvent.m_event.m_analogAxisEvent.m_player = playerNum;
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}
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}
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}
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extern "C" __declspec(dllexport) IGpInputDriver *GpDriver_CreateInputDriver_XInput(const GpInputDriverProperties &properties)
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{
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return GpInputDriverXInput::Create(properties);
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}
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