/*
* Copyright (c) 2008-2024 Jonathan Schleifer <js@nil.im>
*
* All rights reserved.
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License version 3.0 only,
* as published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License
* version 3.0 for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* version 3.0 along with this program. If not, see
* <https://www.gnu.org/licenses/>.
*/
#include "config.h"
#import "OFXInputGameController.h"
#import "OFArray.h"
#import "OFNumber.h"
#import "OFSet.h"
#import "OFInitializationFailedException.h"
#import "OFReadFailedException.h"
#include <xinput.h>
struct XInputCapabilitiesEx {
XINPUT_CAPABILITIES capabilities;
WORD vendorID;
WORD productID;
WORD versionNumber;
WORD unknown1;
DWORD unknown2;
};
static WINAPI DWORD (*XInputGetStateFuncPtr)(DWORD, XINPUT_STATE *);
static WINAPI DWORD (*XInputGetCapabilitiesExFuncPtr)(DWORD, DWORD, DWORD,
struct XInputCapabilitiesEx *);
static const char *XInputVersion;
@implementation OFXInputGameController
@synthesize vendorID = _vendorID, productID = _productID;
@synthesize leftAnalogStickPosition = _leftAnalogStickPosition;
@synthesize rightAnalogStickPosition = _rightAnalogStickPosition;
+ (void)initialize
{
HMODULE module;
if (self != [OFXInputGameController class])
return;
if ((module = LoadLibraryA("xinput1_4.dll")) != NULL) {
XInputGetStateFuncPtr =
(WINAPI DWORD (*)(DWORD, XINPUT_STATE *))
GetProcAddress(module, "XInputGetState");
XInputGetCapabilitiesExFuncPtr = (WINAPI DWORD (*)(DWORD, DWORD,
DWORD, struct XInputCapabilitiesEx *))
GetProcAddress(module, "XInputGetCapabilitiesEx");
XInputVersion = "1.4";
} else if ((module = LoadLibraryA("xinput1_3.dll")) != NULL) {
XInputGetStateFuncPtr =
(WINAPI DWORD (*)(DWORD, XINPUT_STATE *))
GetProcAddress(module, "XInputGetState");
XInputVersion = "1.3";
} else if ((module = LoadLibraryA("xinput9_1_0.dll")) != NULL) {
XInputGetStateFuncPtr =
(WINAPI DWORD (*)(DWORD, XINPUT_STATE *))
GetProcAddress(module, "XInputGetState");
XInputVersion = "9.1.0";
}
}
+ (OFArray OF_GENERIC(OFGameController *) *)controllers
{
OFMutableArray *controllers = [OFMutableArray array];
if (XInputGetStateFuncPtr != NULL) {
void *pool = objc_autoreleasePoolPush();
for (DWORD i = 0; i < XUSER_MAX_COUNT; i++) {
OFGameController *controller;
@try {
controller = [[[OFXInputGameController alloc]
of_initWithIndex: i] autorelease];
} @catch (OFInitializationFailedException *e) {
/* Controller does not exist. */
continue;
}
[controllers addObject: controller];
}
objc_autoreleasePoolPop(pool);
}
[controllers makeImmutable];
return controllers;
}
- (instancetype)of_initWithIndex: (DWORD)index
{
self = [super init];
@try {
XINPUT_STATE state = { 0 };
if (XInputGetStateFuncPtr(index, &state) ==
ERROR_DEVICE_NOT_CONNECTED)
@throw [OFInitializationFailedException exception];
_index = index;
if (XInputGetCapabilitiesExFuncPtr != NULL) {
struct XInputCapabilitiesEx capabilities;
if (XInputGetCapabilitiesExFuncPtr(1, _index,
XINPUT_FLAG_GAMEPAD, &capabilities) ==
ERROR_SUCCESS) {
_vendorID = [[OFNumber alloc]
initWithUnsignedShort:
capabilities.vendorID];
_productID = [[OFNumber alloc]
initWithUnsignedShort:
capabilities.productID];
}
}
_pressedButtons = [[OFMutableSet alloc] initWithCapacity: 16];
[self retrieveState];
} @catch (id e) {
[self release];
@throw e;
}
return self;
}
- (void)dealloc
{
[_vendorID release];
[_productID release];
[_pressedButtons release];
[super dealloc];
}
- (void)retrieveState
{
XINPUT_STATE state = { 0 };
if (XInputGetStateFuncPtr(_index, &state) != ERROR_SUCCESS)
@throw [OFReadFailedException exceptionWithObject: self
requestedLength: sizeof(state)
errNo: 0];
[_pressedButtons removeAllObjects];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_Y)
[_pressedButtons addObject: OFGameControllerNorthButton];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_A)
[_pressedButtons addObject: OFGameControllerSouthButton];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_X)
[_pressedButtons addObject: OFGameControllerWestButton];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_B)
[_pressedButtons addObject: OFGameControllerEastButton];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER)
[_pressedButtons addObject: OFGameControllerLeftShoulderButton];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER)
[_pressedButtons addObject:
OFGameControllerRightShoulderButton];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB)
[_pressedButtons addObject: OFGameControllerLeftStickButton];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB)
[_pressedButtons addObject: OFGameControllerRightStickButton];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP)
[_pressedButtons addObject: OFGameControllerDPadUpButton];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN)
[_pressedButtons addObject: OFGameControllerDPadDownButton];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT)
[_pressedButtons addObject: OFGameControllerDPadLeftButton];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT)
[_pressedButtons addObject: OFGameControllerDPadRightButton];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_START)
[_pressedButtons addObject: OFGameControllerStartButton];
if (state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK)
[_pressedButtons addObject: OFGameControllerSelectButton];
_leftTriggerPressure = (float)state.Gamepad.bLeftTrigger / 255;
_rightTriggerPressure = (float)state.Gamepad.bRightTrigger / 255;
if (_leftTriggerPressure > 0)
[_pressedButtons addObject: OFGameControllerLeftTriggerButton];
if (_rightTriggerPressure > 0)
[_pressedButtons addObject: OFGameControllerRightTriggerButton];
_leftAnalogStickPosition = OFMakePoint(
(float)state.Gamepad.sThumbLX /
(state.Gamepad.sThumbLX < 0 ? -INT16_MIN : INT16_MAX),
-(float)state.Gamepad.sThumbLY /
(state.Gamepad.sThumbLY < 0 ? -INT16_MIN : INT16_MAX));
_rightAnalogStickPosition = OFMakePoint(
(float)state.Gamepad.sThumbRX /
(state.Gamepad.sThumbRX < 0 ? -INT16_MIN : INT16_MAX),
-(float)state.Gamepad.sThumbRY /
(state.Gamepad.sThumbRY < 0 ? -INT16_MIN : INT16_MAX));
}
- (OFString *)name
{
return [OFString stringWithFormat: @"XInput %s device", XInputVersion];
}
- (OFSet OF_GENERIC(OFGameControllerButton) *)buttons
{
return [OFSet setWithObjects:
OFGameControllerNorthButton,
OFGameControllerSouthButton,
OFGameControllerWestButton,
OFGameControllerEastButton,
OFGameControllerLeftTriggerButton,
OFGameControllerRightTriggerButton,
OFGameControllerLeftShoulderButton,
OFGameControllerRightShoulderButton,
OFGameControllerLeftStickButton,
OFGameControllerRightStickButton,
OFGameControllerDPadLeftButton,
OFGameControllerDPadRightButton,
OFGameControllerDPadUpButton,
OFGameControllerDPadDownButton,
OFGameControllerStartButton,
OFGameControllerSelectButton, nil];
}
- (OFSet OF_GENERIC(OFGameControllerButton) *)pressedButtons
{
return [[_pressedButtons copy] autorelease];
}
- (bool)hasLeftAnalogStick
{
return true;
}
- (bool)hasRightAnalogStick
{
return true;
}
- (float)pressureForButton: (OFGameControllerButton)button
{
if (button == OFGameControllerLeftTriggerButton)
return _leftTriggerPressure;
if (button == OFGameControllerRightTriggerButton)
return _rightTriggerPressure;
return [super pressureForButton: button];
}
@end