/*
* 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 "OHXInputGameController.h"
#import "OFArray.h"
#import "OFDictionary.h"
#import "OFNumber.h"
#import "OHGameControllerAxis.h"
#import "OHGameControllerButton.h"
#import "OHGameControllerDirectionalPad.h"
#import "OHXInputGamepad.h"
#import "OFInitializationFailedException.h"
#import "OFReadFailedException.h"
#include <xinput.h>
#ifndef XINPUT_GAMEPAD_GUIDE
# define XINPUT_GAMEPAD_GUIDE 0x400
#endif
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 int XInputVersion;
@implementation OHXInputGameController
@synthesize vendorID = _vendorID, productID = _productID, gamepad = _gamepad;
+ (void)initialize
{
HMODULE module;
if (self != [OHXInputGameController class])
return;
if ((module = LoadLibraryA("xinput1_4.dll")) != NULL) {
XInputGetStateFuncPtr =
(WINAPI DWORD (*)(DWORD, XINPUT_STATE *))
GetProcAddress(module, (LPCSTR)100);
XInputGetCapabilitiesExFuncPtr = (WINAPI DWORD (*)(DWORD, DWORD,
DWORD, struct XInputCapabilitiesEx *))
GetProcAddress(module, (LPCSTR)108);
XInputVersion = 14;
} else if ((module = LoadLibrary("xinput1_3.dll")) != NULL) {
XInputGetStateFuncPtr =
(WINAPI DWORD (*)(DWORD, XINPUT_STATE *))
GetProcAddress(module, (LPCSTR)100);
XInputVersion = 13;
} else if ((module = LoadLibrary("xinput9_1_0.dll")) != NULL) {
XInputGetStateFuncPtr =
(WINAPI DWORD (*)(DWORD, XINPUT_STATE *))
GetProcAddress(module, "XInputGetState");
XInputVersion = 910;
}
}
+ (OFArray OF_GENERIC(OHGameController *) *)controllers
{
OFMutableArray *controllers = [OFMutableArray array];
if (XInputGetStateFuncPtr != NULL) {
void *pool = objc_autoreleasePoolPush();
for (DWORD i = 0; i < XUSER_MAX_COUNT; i++) {
OHGameController *controller;
@try {
controller = [[[OHXInputGameController alloc]
oh_initWithIndex: i] autorelease];
} @catch (OFInitializationFailedException *e) {
/* Controller does not exist. */
continue;
}
[controllers addObject: controller];
}
objc_autoreleasePoolPop(pool);
}
[controllers makeImmutable];
return controllers;
}
- (instancetype)oh_initWithIndex: (DWORD)index
{
self = [super init];
@try {
XINPUT_STATE state = { 0 };
if (XInputGetStateFuncPtr(index, &state) ==
ERROR_DEVICE_NOT_CONNECTED)
@throw [OFInitializationFailedException
exceptionWithClass: self.class];
_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];
}
}
_gamepad = [[OHXInputGamepad alloc] init];
[self retrieveState];
} @catch (id e) {
[self release];
@throw e;
}
return self;
}
- (void)dealloc
{
[_vendorID release];
[_productID release];
[_gamepad release];
[super dealloc];
}
- (void)retrieveState
{
XINPUT_STATE state = { 0 };
if (XInputGetStateFuncPtr(_index, &state) != ERROR_SUCCESS)
@throw [OFReadFailedException exceptionWithObject: self
requestedLength: sizeof(state)
errNo: 0];
_gamepad.northButton.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_Y);
_gamepad.southButton.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_A);
_gamepad.westButton.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_X);
_gamepad.eastButton.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_B);
_gamepad.leftShoulderButton.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
_gamepad.rightShoulderButton.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
_gamepad.leftThumbstickButton.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
_gamepad.rightThumbstickButton.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
_gamepad.menuButton.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_START);
_gamepad.optionsButton.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK);
if (XInputVersion != 910)
_gamepad.homeButton.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_GUIDE);
_gamepad.leftTriggerButton.value =
(float)state.Gamepad.bLeftTrigger / 255;
_gamepad.rightTriggerButton.value =
(float)state.Gamepad.bRightTrigger / 255;
_gamepad.leftThumbstick.xAxis.value =
(float)state.Gamepad.sThumbLX /
(state.Gamepad.sThumbLX < 0 ? -INT16_MIN : INT16_MAX);
_gamepad.leftThumbstick.yAxis.value =
-(float)state.Gamepad.sThumbLY /
(state.Gamepad.sThumbLY < 0 ? -INT16_MIN : INT16_MAX);
_gamepad.rightThumbstick.xAxis.value =
(float)state.Gamepad.sThumbRX /
(state.Gamepad.sThumbRX < 0 ? -INT16_MIN : INT16_MAX);
_gamepad.rightThumbstick.yAxis.value =
-(float)state.Gamepad.sThumbRY /
(state.Gamepad.sThumbRY < 0 ? -INT16_MIN : INT16_MAX);
_gamepad.dPad.up.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP);
_gamepad.dPad.down.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
_gamepad.dPad.left.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
_gamepad.dPad.right.value =
!!(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
}
- (OFString *)name
{
switch (XInputVersion) {
case 14:
return @"XInput 1.4 device";
case 13:
return @"XInput 1.3 device";
case 910:
return @"XInput 9.1.0 device";
}
return nil;
}
- (OHGameControllerProfile *)rawProfile
{
return _gamepad;
}
@end