Hash :
ce77966d
Author :
Date :
2020-11-27T10:44:49
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/*
Simple DirectMedia Layer
Copyright (C) 2019 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/*
RAWINPUT Joystick API for better handling XInput-capable devices on Windows.
XInput is limited to 4 devices.
Windows.Gaming.Input does not get inputs from XBox One controllers when not in the foreground.
DirectInput does not get inputs from XBox One controllers when not in the foreground, nor rumble or accurate triggers.
RawInput does not get rumble or accurate triggers.
So, combine them as best we can!
*/
#include "../../SDL_internal.h"
#if SDL_JOYSTICK_RAWINPUT
#include "SDL_assert.h"
#include "SDL_endian.h"
#include "SDL_events.h"
#include "SDL_hints.h"
#include "SDL_timer.h"
#include "../usb_ids.h"
#include "../SDL_sysjoystick.h"
#include "../../core/windows/SDL_windows.h"
#include "../../core/windows/SDL_hid.h"
#include "../hidapi/SDL_hidapijoystick_c.h"
#define SDL_JOYSTICK_RAWINPUT_XINPUT
#ifdef SDL_WINDOWS10_SDK
#define SDL_JOYSTICK_RAWINPUT_WGI
#endif
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
#include "../../core/windows/SDL_xinput.h"
#endif
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
#include "../../core/windows/SDL_windows.h"
typedef struct WindowsGamingInputGamepadState WindowsGamingInputGamepadState;
#define GamepadButtons_GUIDE 0x40000000
#define COBJMACROS
#include "windows.gaming.input.h"
#endif
#if defined(SDL_JOYSTICK_RAWINPUT_XINPUT) || defined(SDL_JOYSTICK_RAWINPUT_WGI)
#define SDL_JOYSTICK_RAWINPUT_MATCHING
#endif
/*#define DEBUG_RAWINPUT*/
#ifndef RIDEV_EXINPUTSINK
#define RIDEV_EXINPUTSINK 0x00001000
#define RIDEV_DEVNOTIFY 0x00002000
#endif
#ifndef WM_INPUT_DEVICE_CHANGE
#define WM_INPUT_DEVICE_CHANGE 0x00FE
#endif
#ifndef WM_INPUT
#define WM_INPUT 0x00FF
#endif
#ifndef GIDC_ARRIVAL
#define GIDC_ARRIVAL 1
#define GIDC_REMOVAL 2
#endif
/* external variables referenced. */
extern HWND SDL_HelperWindow;
static SDL_bool SDL_RAWINPUT_inited = SDL_FALSE;
static int SDL_RAWINPUT_numjoysticks = 0;
static void RAWINPUT_JoystickClose(SDL_Joystick *joystick);
typedef struct _SDL_RAWINPUT_Device
{
SDL_atomic_t refcount;
char *name;
Uint16 vendor_id;
Uint16 product_id;
Uint16 version;
SDL_JoystickGUID guid;
SDL_bool is_xinput;
PHIDP_PREPARSED_DATA preparsed_data;
HANDLE hDevice;
SDL_Joystick *joystick;
SDL_JoystickID joystick_id;
struct _SDL_RAWINPUT_Device *next;
} SDL_RAWINPUT_Device;
struct joystick_hwdata
{
SDL_bool is_xinput;
PHIDP_PREPARSED_DATA preparsed_data;
ULONG max_data_length;
HIDP_DATA *data;
USHORT *button_indices;
USHORT *axis_indices;
USHORT *hat_indices;
SDL_bool guide_hack;
SDL_bool trigger_hack;
USHORT trigger_hack_index;
#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
Uint32 match_state; /* Low 16 bits for button states, high 16 for 4 4bit axes */
Uint32 last_state_packet;
#endif
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
SDL_bool xinput_enabled;
SDL_bool xinput_correlated;
Uint8 xinput_correlation_id;
Uint8 xinput_correlation_count;
Uint8 xinput_uncorrelate_count;
Uint8 xinput_slot;
#endif
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
SDL_bool wgi_correlated;
Uint8 wgi_correlation_id;
Uint8 wgi_correlation_count;
Uint8 wgi_uncorrelate_count;
WindowsGamingInputGamepadState *wgi_slot;
#endif
SDL_RAWINPUT_Device *device;
};
typedef struct joystick_hwdata RAWINPUT_DeviceContext;
SDL_RAWINPUT_Device *SDL_RAWINPUT_devices;
static const Uint16 subscribed_devices[] = {
USB_USAGE_GENERIC_GAMEPAD,
/* Don't need Joystick for any devices we're handling here (XInput-capable)
USB_USAGE_GENERIC_JOYSTICK,
USB_USAGE_GENERIC_MULTIAXISCONTROLLER,
*/
};
#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
static struct {
Uint32 last_state_packet;
SDL_Joystick *joystick;
SDL_Joystick *last_joystick;
} guide_button_candidate;
typedef struct WindowsMatchState {
#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
SHORT match_axes[4];
#endif
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
WORD xinput_buttons;
#endif
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
Uint32 wgi_buttons;
#endif
SDL_bool any_data;
} WindowsMatchState;
static void RAWINPUT_FillMatchState(WindowsMatchState *state, Uint32 match_state)
{
#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
int ii;
#endif
state->any_data = SDL_FALSE;
#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
/* SHORT state->match_axes[4] = {
(match_state & 0x000F0000) >> 4,
(match_state & 0x00F00000) >> 8,
(match_state & 0x0F000000) >> 12,
(match_state & 0xF0000000) >> 16,
}; */
for (ii = 0; ii < 4; ii++) {
state->match_axes[ii] = (match_state & (0x000F0000 << (ii * 4))) >> (4 + ii * 4);
if ((Uint32)(state->match_axes[ii] + 0x1000) > 0x2000) { /* match_state bit is not 0xF, 0x1, or 0x2 */
state->any_data = SDL_TRUE;
}
}
#endif /* SDL_JOYSTICK_RAWINPUT_MATCH_AXES */
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
/* Match axes by checking if the distance between the high 4 bits of axis and the 4 bits from match_state is 1 or less */
#define XInputAxesMatch(gamepad) (\
(Uint32)(gamepad.sThumbLX - state->match_axes[0] + 0x1000) <= 0x2fff && \
(Uint32)(~gamepad.sThumbLY - state->match_axes[1] + 0x1000) <= 0x2fff && \
(Uint32)(gamepad.sThumbRX - state->match_axes[2] + 0x1000) <= 0x2fff && \
(Uint32)(~gamepad.sThumbRY - state->match_axes[3] + 0x1000) <= 0x2fff)
/* Explicit
#define XInputAxesMatch(gamepad) (\
SDL_abs((Sint8)((gamepad.sThumbLX & 0xF000) >> 8) - ((match_state & 0x000F0000) >> 12)) <= 0x10 && \
SDL_abs((Sint8)((~gamepad.sThumbLY & 0xF000) >> 8) - ((match_state & 0x00F00000) >> 16)) <= 0x10 && \
SDL_abs((Sint8)((gamepad.sThumbRX & 0xF000) >> 8) - ((match_state & 0x0F000000) >> 20)) <= 0x10 && \
SDL_abs((Sint8)((~gamepad.sThumbRY & 0xF000) >> 8) - ((match_state & 0xF0000000) >> 24)) <= 0x10) */
state->xinput_buttons =
/* Bitwise map .RLDUWVQTS.KYXBA -> YXBA..WVQTKSRLDU */
match_state << 12 | (match_state & 0x0780) >> 1 | (match_state & 0x0010) << 1 | (match_state & 0x0040) >> 2 | (match_state & 0x7800) >> 11;
/* Explicit
((match_state & (1<<SDL_CONTROLLER_BUTTON_A)) ? XINPUT_GAMEPAD_A : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_B)) ? XINPUT_GAMEPAD_B : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_X)) ? XINPUT_GAMEPAD_X : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_Y)) ? XINPUT_GAMEPAD_Y : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_BACK)) ? XINPUT_GAMEPAD_BACK : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_START)) ? XINPUT_GAMEPAD_START : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSTICK)) ? XINPUT_GAMEPAD_LEFT_THUMB : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSTICK)) ? XINPUT_GAMEPAD_RIGHT_THUMB: 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) ? XINPUT_GAMEPAD_LEFT_SHOULDER : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) ? XINPUT_GAMEPAD_RIGHT_SHOULDER : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_UP)) ? XINPUT_GAMEPAD_DPAD_UP : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_DOWN)) ? XINPUT_GAMEPAD_DPAD_DOWN : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_LEFT)) ? XINPUT_GAMEPAD_DPAD_LEFT : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) ? XINPUT_GAMEPAD_DPAD_RIGHT : 0);
*/
if (state->xinput_buttons)
state->any_data = SDL_TRUE;
#endif
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
/* Match axes by checking if the distance between the high 4 bits of axis and the 4 bits from match_state is 1 or less */
#define WindowsGamingInputAxesMatch(gamepad) (\
(Uint16)(((Sint16)(gamepad.LeftThumbstickX * SDL_MAX_SINT16) & 0xF000) - state->match_axes[0] + 0x1000) <= 0x2fff && \
(Uint16)((~(Sint16)(gamepad.LeftThumbstickY * SDL_MAX_SINT16) & 0xF000) - state->match_axes[1] + 0x1000) <= 0x2fff && \
(Uint16)(((Sint16)(gamepad.RightThumbstickX * SDL_MAX_SINT16) & 0xF000) - state->match_axes[2] + 0x1000) <= 0x2fff && \
(Uint16)((~(Sint16)(gamepad.RightThumbstickY * SDL_MAX_SINT16) & 0xF000) - state->match_axes[3] + 0x1000) <= 0x2fff)
state->wgi_buttons =
/* Bitwise map .RLD UWVQ TS.K YXBA -> ..QT WVRL DUYX BAKS */
/* RStick/LStick (QT) RShould/LShould (WV) DPad R/L/D/U YXBA bac(K) (S)tart */
(match_state & 0x0180) << 5 | (match_state & 0x0600) << 1 | (match_state & 0x7800) >> 5 | (match_state & 0x000F) << 2 | (match_state & 0x0010) >> 3 | (match_state & 0x0040) >> 6;
/* Explicit
((match_state & (1<<SDL_CONTROLLER_BUTTON_A)) ? GamepadButtons_A : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_B)) ? GamepadButtons_B : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_X)) ? GamepadButtons_X : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_Y)) ? GamepadButtons_Y : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_BACK)) ? GamepadButtons_View : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_START)) ? GamepadButtons_Menu : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSTICK)) ? GamepadButtons_LeftThumbstick : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSTICK)) ? GamepadButtons_RightThumbstick: 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) ? GamepadButtons_LeftShoulder: 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) ? GamepadButtons_RightShoulder: 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_UP)) ? GamepadButtons_DPadUp : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_DOWN)) ? GamepadButtons_DPadDown : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_LEFT)) ? GamepadButtons_DPadLeft : 0) |
((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) ? GamepadButtons_DPadRight : 0); */
if (state->wgi_buttons)
state->any_data = SDL_TRUE;
#endif
}
#endif /* SDL_JOYSTICK_RAWINPUT_MATCHING */
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
static struct {
XINPUT_STATE_EX state;
SDL_bool connected; /* Currently has an active XInput device */
SDL_bool used; /* Is currently mapped to an SDL device */
Uint8 correlation_id;
} xinput_state[XUSER_MAX_COUNT];
static SDL_bool xinput_device_change = SDL_TRUE;
static SDL_bool xinput_state_dirty = SDL_TRUE;
static void
RAWINPUT_UpdateXInput()
{
DWORD user_index;
if (xinput_device_change) {
for (user_index = 0; user_index < XUSER_MAX_COUNT; user_index++) {
XINPUT_CAPABILITIES capabilities;
xinput_state[user_index].connected = (XINPUTGETCAPABILITIES(user_index, XINPUT_FLAG_GAMEPAD, &capabilities) == ERROR_SUCCESS) ? SDL_TRUE : SDL_FALSE;
}
xinput_device_change = SDL_FALSE;
xinput_state_dirty = SDL_TRUE;
}
if (xinput_state_dirty) {
xinput_state_dirty = SDL_FALSE;
for (user_index = 0; user_index < SDL_arraysize(xinput_state); ++user_index) {
if (xinput_state[user_index].connected) {
if (XINPUTGETSTATE(user_index, &xinput_state[user_index].state) != ERROR_SUCCESS) {
xinput_state[user_index].connected = SDL_FALSE;
}
}
}
}
}
static void
RAWINPUT_MarkXInputSlotUsed(Uint8 xinput_slot)
{
if (xinput_slot != XUSER_INDEX_ANY) {
xinput_state[xinput_slot].used = SDL_TRUE;
}
}
static void
RAWINPUT_MarkXInputSlotFree(Uint8 xinput_slot)
{
if (xinput_slot != XUSER_INDEX_ANY) {
xinput_state[xinput_slot].used = SDL_FALSE;
}
}
static SDL_bool
RAWINPUT_MissingXInputSlot()
{
int ii;
for (ii = 0; ii < SDL_arraysize(xinput_state); ii++) {
if (xinput_state[ii].connected && !xinput_state[ii].used) {
return SDL_TRUE;
}
}
return SDL_FALSE;
}
static SDL_bool
RAWINPUT_XInputSlotMatches(const WindowsMatchState *state, Uint8 slot_idx)
{
if (xinput_state[slot_idx].connected) {
WORD xinput_buttons = xinput_state[slot_idx].state.Gamepad.wButtons;
if ((xinput_buttons & ~XINPUT_GAMEPAD_GUIDE) == state->xinput_buttons
#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
&& XInputAxesMatch(xinput_state[slot_idx].state.Gamepad)
#endif
) {
return SDL_TRUE;
}
}
return SDL_FALSE;
}
static SDL_bool
RAWINPUT_GuessXInputSlot(const WindowsMatchState *state, Uint8 *correlation_id, Uint8 *slot_idx)
{
int user_index;
int match_count;
*slot_idx = 0;
match_count = 0;
for (user_index = 0; user_index < XUSER_MAX_COUNT; ++user_index) {
if (!xinput_state[user_index].used && RAWINPUT_XInputSlotMatches(state, user_index)) {
++match_count;
*slot_idx = (Uint8)user_index;
/* Incrementing correlation_id for any match, as negative evidence for others being correlated */
*correlation_id = ++xinput_state[user_index].correlation_id;
}
}
/* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched.
Note that we're still invalidating *other* potential correlations if we have more than one match or we have no
data. */
if (match_count == 1 && state->any_data) {
return SDL_TRUE;
}
return SDL_FALSE;
}
#endif /* SDL_JOYSTICK_RAWINPUT_XINPUT */
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
typedef struct WindowsGamingInputGamepadState {
__x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad;
struct __x_ABI_CWindows_CGaming_CInput_CGamepadReading state;
RAWINPUT_DeviceContext *correlated_context;
SDL_bool used; /* Is currently mapped to an SDL device */
SDL_bool connected; /* Just used during update to track disconnected */
Uint8 correlation_id;
struct __x_ABI_CWindows_CGaming_CInput_CGamepadVibration vibration;
} WindowsGamingInputGamepadState;
static struct {
WindowsGamingInputGamepadState **per_gamepad;
int per_gamepad_count;
SDL_bool initialized;
SDL_bool dirty;
SDL_bool need_device_list_update;
int ref_count;
__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics *gamepad_statics;
} wgi_state;
static void
RAWINPUT_MarkWindowsGamingInputSlotUsed(WindowsGamingInputGamepadState *wgi_slot, RAWINPUT_DeviceContext *ctx)
{
wgi_slot->used = SDL_TRUE;
wgi_slot->correlated_context = ctx;
}
static void
RAWINPUT_MarkWindowsGamingInputSlotFree(WindowsGamingInputGamepadState *wgi_slot)
{
wgi_slot->used = SDL_FALSE;
wgi_slot->correlated_context = NULL;
}
static SDL_bool
RAWINPUT_MissingWindowsGamingInputSlot()
{
int ii;
for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
if (!wgi_state.per_gamepad[ii]->used) {
return SDL_TRUE;
}
}
return SDL_FALSE;
}
static void
RAWINPUT_UpdateWindowsGamingInput()
{
int ii;
if (!wgi_state.gamepad_statics)
return;
if (!wgi_state.dirty)
return;
wgi_state.dirty = SDL_FALSE;
if (wgi_state.need_device_list_update) {
wgi_state.need_device_list_update = SDL_FALSE;
for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
wgi_state.per_gamepad[ii]->connected = SDL_FALSE;
}
HRESULT hr;
__FIVectorView_1_Windows__CGaming__CInput__CGamepad *gamepads;
hr = __x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_get_Gamepads(wgi_state.gamepad_statics, &gamepads);
if (SUCCEEDED(hr)) {
unsigned int num_gamepads;
hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_get_Size(gamepads, &num_gamepads);
if (SUCCEEDED(hr)) {
unsigned int i;
for (i = 0; i < num_gamepads; ++i) {
__x_ABI_CWindows_CGaming_CInput_CIGamepad *gamepad;
hr = __FIVectorView_1_Windows__CGaming__CInput__CGamepad_GetAt(gamepads, i, &gamepad);
if (SUCCEEDED(hr)) {
SDL_bool found = SDL_FALSE;
int jj;
for (jj = 0; jj < wgi_state.per_gamepad_count ; jj++) {
if (wgi_state.per_gamepad[jj]->gamepad == gamepad) {
found = SDL_TRUE;
wgi_state.per_gamepad[jj]->connected = SDL_TRUE;
break;
}
}
if (!found) {
/* New device, add it */
wgi_state.per_gamepad_count++;
wgi_state.per_gamepad = SDL_realloc(wgi_state.per_gamepad, sizeof(wgi_state.per_gamepad[0]) * wgi_state.per_gamepad_count);
if (!wgi_state.per_gamepad) {
SDL_OutOfMemory();
return;
}
WindowsGamingInputGamepadState *gamepad_state = SDL_calloc(1, sizeof(*gamepad_state));
if (!gamepad_state) {
SDL_OutOfMemory();
return;
}
wgi_state.per_gamepad[wgi_state.per_gamepad_count - 1] = gamepad_state;
gamepad_state->gamepad = gamepad;
gamepad_state->connected = SDL_TRUE;
} else {
/* Already tracked */
__x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(gamepad);
}
}
}
for (ii = wgi_state.per_gamepad_count - 1; ii >= 0; ii--) {
WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[ii];
if (!gamepad_state->connected) {
/* Device missing, must be disconnected */
if (gamepad_state->correlated_context) {
gamepad_state->correlated_context->wgi_correlated = SDL_FALSE;
gamepad_state->correlated_context->wgi_slot = NULL;
}
__x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(gamepad_state->gamepad);
SDL_free(gamepad_state);
wgi_state.per_gamepad[ii] = wgi_state.per_gamepad[wgi_state.per_gamepad_count - 1];
--wgi_state.per_gamepad_count;
}
}
}
__FIVectorView_1_Windows__CGaming__CInput__CGamepad_Release(gamepads);
}
} /* need_device_list_update */
for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
HRESULT hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_GetCurrentReading(wgi_state.per_gamepad[ii]->gamepad, &wgi_state.per_gamepad[ii]->state);
if (!SUCCEEDED(hr)) {
wgi_state.per_gamepad[ii]->connected = SDL_FALSE; /* Not used by anything, currently */
}
}
}
static void
RAWINPUT_InitWindowsGamingInput(RAWINPUT_DeviceContext *ctx)
{
wgi_state.need_device_list_update = SDL_TRUE;
wgi_state.ref_count++;
if (!wgi_state.initialized) {
/* I think this takes care of RoInitialize() in a way that is compatible with the rest of SDL */
if (FAILED(WIN_CoInitialize())) {
return;
}
wgi_state.initialized = SDL_TRUE;
wgi_state.dirty = SDL_TRUE;
static const IID SDL_IID_IGamepadStatics = { 0x8BBCE529, 0xD49C, 0x39E9, { 0x95, 0x60, 0xE4, 0x7D, 0xDE, 0x96, 0xB7, 0xC8 } };
HRESULT hr;
HMODULE hModule = LoadLibraryA("combase.dll");
if (hModule != NULL) {
typedef HRESULT (WINAPI *WindowsCreateString_t)(PCNZWCH sourceString, UINT32 length, HSTRING* string);
typedef HRESULT (WINAPI *WindowsDeleteString_t)(HSTRING string);
typedef HRESULT (WINAPI *RoGetActivationFactory_t)(HSTRING activatableClassId, REFIID iid, void** factory);
WindowsCreateString_t WindowsCreateStringFunc = (WindowsCreateString_t)GetProcAddress(hModule, "WindowsCreateString");
WindowsDeleteString_t WindowsDeleteStringFunc = (WindowsDeleteString_t)GetProcAddress(hModule, "WindowsDeleteString");
RoGetActivationFactory_t RoGetActivationFactoryFunc = (RoGetActivationFactory_t)GetProcAddress(hModule, "RoGetActivationFactory");
if (WindowsCreateStringFunc && WindowsDeleteStringFunc && RoGetActivationFactoryFunc) {
LPTSTR pNamespace = L"Windows.Gaming.Input.Gamepad";
HSTRING hNamespaceString;
hr = WindowsCreateStringFunc(pNamespace, SDL_wcslen(pNamespace), &hNamespaceString);
if (SUCCEEDED(hr)) {
RoGetActivationFactoryFunc(hNamespaceString, &SDL_IID_IGamepadStatics, &wgi_state.gamepad_statics);
WindowsDeleteStringFunc(hNamespaceString);
}
}
FreeLibrary(hModule);
}
}
}
static SDL_bool
RAWINPUT_WindowsGamingInputSlotMatches(const WindowsMatchState *state, WindowsGamingInputGamepadState *slot)
{
Uint32 wgi_buttons = slot->state.Buttons;
if ((wgi_buttons & 0x3FFF) == state->wgi_buttons
#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
&& WindowsGamingInputAxesMatch(slot->state)
#endif
) {
return SDL_TRUE;
}
return SDL_FALSE;
}
static SDL_bool
RAWINPUT_GuessWindowsGamingInputSlot(const WindowsMatchState *state, Uint8 *correlation_id, WindowsGamingInputGamepadState **slot)
{
int match_count;
match_count = 0;
for (int user_index = 0; user_index < wgi_state.per_gamepad_count; ++user_index) {
WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[user_index];
if (RAWINPUT_WindowsGamingInputSlotMatches(state, gamepad_state)) {
++match_count;
*slot = gamepad_state;
/* Incrementing correlation_id for any match, as negative evidence for others being correlated */
*correlation_id = ++gamepad_state->correlation_id;
}
}
/* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched.
Note that we're still invalidating *other* potential correlations if we have more than one match or we have no
data. */
if (match_count == 1 && state->any_data) {
return SDL_TRUE;
}
return SDL_FALSE;
}
static void
RAWINPUT_QuitWindowsGamingInput(RAWINPUT_DeviceContext *ctx)
{
wgi_state.need_device_list_update = SDL_TRUE;
--wgi_state.ref_count;
if (!wgi_state.ref_count && wgi_state.initialized) {
for (int ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
__x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(wgi_state.per_gamepad[ii]->gamepad);
}
if (wgi_state.per_gamepad) {
SDL_free(wgi_state.per_gamepad);
wgi_state.per_gamepad = NULL;
}
wgi_state.per_gamepad_count = 0;
if (wgi_state.gamepad_statics) {
__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics_Release(wgi_state.gamepad_statics);
wgi_state.gamepad_statics = NULL;
}
WIN_CoUninitialize();
wgi_state.initialized = SDL_FALSE;
}
}
#endif /* SDL_JOYSTICK_RAWINPUT_WGI */
/* Most of the time the raw input messages will get dispatched in the main event loop,
* but sometimes we want to get any pending device change messages immediately.
*/
static void
RAWINPUT_GetPendingDeviceChanges(void)
{
MSG msg;
while (PeekMessage(&msg, SDL_HelperWindow, WM_INPUT_DEVICE_CHANGE, WM_INPUT_DEVICE_CHANGE + 1, PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
static int
RAWINPUT_JoystickInit(void)
{
int ii;
RAWINPUTDEVICE rid[SDL_arraysize(subscribed_devices)];
SDL_assert(!SDL_RAWINPUT_inited);
SDL_assert(SDL_HelperWindow);
if (!SDL_GetHintBoolean(SDL_HINT_JOYSTICK_RAWINPUT, SDL_TRUE)) {
return -1;
}
if (WIN_LoadHIDDLL() < 0) {
return -1;
}
for (ii = 0; ii < SDL_arraysize(subscribed_devices); ii++) {
rid[ii].usUsagePage = USB_USAGEPAGE_GENERIC_DESKTOP;
rid[ii].usUsage = subscribed_devices[ii];
rid[ii].dwFlags = RIDEV_DEVNOTIFY | RIDEV_INPUTSINK; /* Receive messages when in background, including device add/remove */
rid[ii].hwndTarget = SDL_HelperWindow;
}
if (!RegisterRawInputDevices(rid, SDL_arraysize(rid), sizeof(RAWINPUTDEVICE))) {
SDL_SetError("Couldn't initialize RAWINPUT");
WIN_UnloadHIDDLL();
return -1;
}
SDL_RAWINPUT_inited = SDL_TRUE;
/* Get initial controller connect messages */
RAWINPUT_GetPendingDeviceChanges();
return 0;
}
static int
RAWINPUT_JoystickGetCount(void)
{
return SDL_RAWINPUT_numjoysticks;
}
static SDL_RAWINPUT_Device *
RAWINPUT_AcquireDevice(SDL_RAWINPUT_Device *device)
{
SDL_AtomicIncRef(&device->refcount);
return device;
}
static void
RAWINPUT_ReleaseDevice(SDL_RAWINPUT_Device *device)
{
if (SDL_AtomicDecRef(&device->refcount)) {
if (device->preparsed_data) {
SDL_HidD_FreePreparsedData(device->preparsed_data);
}
SDL_free(device->name);
SDL_free(device);
}
}
static SDL_RAWINPUT_Device *
RAWINPUT_DeviceFromHandle(HANDLE hDevice)
{
SDL_RAWINPUT_Device *curr;
for (curr = SDL_RAWINPUT_devices; curr; curr = curr->next) {
if (curr->hDevice == hDevice)
return curr;
}
return NULL;
}
static void
RAWINPUT_AddDevice(HANDLE hDevice)
{
#define CHECK(exp) { if(!(exp)) goto err; }
SDL_RAWINPUT_Device *device = NULL;
SDL_RAWINPUT_Device *curr, *last;
RID_DEVICE_INFO rdi;
UINT rdi_size = sizeof(rdi);
char dev_name[MAX_PATH];
UINT name_size = SDL_arraysize(dev_name);
HANDLE hFile = INVALID_HANDLE_VALUE;
/* Make sure we're not trying to add the same device twice */
if (RAWINPUT_DeviceFromHandle(hDevice)) {
return;
}
/* Figure out what kind of device it is */
CHECK(GetRawInputDeviceInfoA(hDevice, RIDI_DEVICEINFO, &rdi, &rdi_size) != (UINT)-1);
CHECK(rdi.dwType == RIM_TYPEHID);
/* Get the device "name" (HID Path) */
CHECK(GetRawInputDeviceInfoA(hDevice, RIDI_DEVICENAME, dev_name, &name_size) != (UINT)-1);
/* Only take XInput-capable devices */
CHECK(SDL_strstr(dev_name, "IG_") != NULL);
#ifdef SDL_JOYSTICK_HIDAPI
/* Don't take devices handled by HIDAPI */
CHECK(!HIDAPI_IsDevicePresent((Uint16)rdi.hid.dwVendorId, (Uint16)rdi.hid.dwProductId, (Uint16)rdi.hid.dwVersionNumber, ""));
#endif
CHECK(device = (SDL_RAWINPUT_Device *)SDL_calloc(1, sizeof(SDL_RAWINPUT_Device)));
device->hDevice = hDevice;
device->vendor_id = (Uint16)rdi.hid.dwVendorId;
device->product_id = (Uint16)rdi.hid.dwProductId;
device->version = (Uint16)rdi.hid.dwVersionNumber;
device->is_xinput = SDL_TRUE;
{
const Uint16 vendor = device->vendor_id;
const Uint16 product = device->product_id;
const Uint16 version = device->version;
Uint16 *guid16 = (Uint16 *)device->guid.data;
*guid16++ = SDL_SwapLE16(SDL_HARDWARE_BUS_USB);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(vendor);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(product);
*guid16++ = 0;
*guid16++ = SDL_SwapLE16(version);
*guid16++ = 0;
/* Note that this is a RAWINPUT device for special handling elsewhere */
device->guid.data[14] = 'r';
device->guid.data[15] = 0;
}
hFile = CreateFileA(dev_name, GENERIC_READ, FILE_SHARE_READ|FILE_SHARE_WRITE, NULL, OPEN_EXISTING, 0, NULL);
CHECK(hFile != INVALID_HANDLE_VALUE);
{
char *manufacturer_string = NULL;
char *product_string = NULL;
WCHAR string[128];
if (SDL_HidD_GetManufacturerString(hFile, string, sizeof(string))) {
manufacturer_string = WIN_StringToUTF8(string);
}
if (SDL_HidD_GetProductString(hFile, string, sizeof(string))) {
product_string = WIN_StringToUTF8(string);
}
device->name = SDL_CreateJoystickName(device->vendor_id, device->product_id, manufacturer_string, product_string);
if (manufacturer_string) {
SDL_free(manufacturer_string);
}
if (product_string) {
SDL_free(product_string);
}
}
CHECK(SDL_HidD_GetPreparsedData(hFile, &device->preparsed_data));
CloseHandle(hFile);
hFile = INVALID_HANDLE_VALUE;
device->joystick_id = SDL_GetNextJoystickInstanceID();
#ifdef DEBUG_RAWINPUT
SDL_Log("Adding RAWINPUT device '%s' VID 0x%.4x, PID 0x%.4x, version %d, handle 0x%.8x\n", device->name, device->vendor_id, device->product_id, device->version, device->hDevice);
#endif
/* Add it to the list */
RAWINPUT_AcquireDevice(device);
for (curr = SDL_RAWINPUT_devices, last = NULL; curr; last = curr, curr = curr->next) {
continue;
}
if (last) {
last->next = device;
} else {
SDL_RAWINPUT_devices = device;
}
++SDL_RAWINPUT_numjoysticks;
SDL_PrivateJoystickAdded(device->joystick_id);
return;
err:
if (hFile != INVALID_HANDLE_VALUE) {
CloseHandle(hFile);
}
if (device) {
if (device->name)
SDL_free(device->name);
SDL_free(device);
}
#undef CHECK
}
static void
RAWINPUT_DelDevice(SDL_RAWINPUT_Device *device, SDL_bool send_event)
{
SDL_RAWINPUT_Device *curr, *last;
for (curr = SDL_RAWINPUT_devices, last = NULL; curr; last = curr, curr = curr->next) {
if (curr == device) {
if (last) {
last->next = curr->next;
} else {
SDL_RAWINPUT_devices = curr->next;
}
--SDL_RAWINPUT_numjoysticks;
SDL_PrivateJoystickRemoved(device->joystick_id);
#ifdef DEBUG_RAWINPUT
SDL_Log("Removing RAWINPUT device '%s' VID 0x%.4x, PID 0x%.4x, version %d, handle 0x%.8x\n", device->name, device->vendor_id, device->product_id, device->version, device->hDevice);
#endif
RAWINPUT_ReleaseDevice(device);
return;
}
}
}
static void
RAWINPUT_PostUpdate(void)
{
#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
SDL_bool unmapped_guide_pressed = SDL_FALSE;
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
if (!wgi_state.dirty) {
int ii;
for (ii = 0; ii < wgi_state.per_gamepad_count; ii++) {
WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[ii];
if (!gamepad_state->used && (gamepad_state->state.Buttons & GamepadButtons_GUIDE)) {
unmapped_guide_pressed = SDL_TRUE;
break;
}
}
}
wgi_state.dirty = SDL_TRUE;
#endif
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
if (!xinput_state_dirty) {
int ii;
for (ii = 0; ii < SDL_arraysize(xinput_state); ii++) {
if (xinput_state[ii].connected && !xinput_state[ii].used && (xinput_state[ii].state.Gamepad.wButtons & XINPUT_GAMEPAD_GUIDE)) {
unmapped_guide_pressed = SDL_TRUE;
break;
}
}
}
xinput_state_dirty = SDL_TRUE;
#endif
if (unmapped_guide_pressed) {
if (guide_button_candidate.joystick && !guide_button_candidate.last_joystick) {
SDL_Joystick *joystick = guide_button_candidate.joystick;
RAWINPUT_DeviceContext *ctx = joystick->hwdata;
if (ctx->guide_hack) {
int guide_button = joystick->nbuttons - 1;
SDL_PrivateJoystickButton(guide_button_candidate.joystick, guide_button, SDL_PRESSED);
}
guide_button_candidate.last_joystick = guide_button_candidate.joystick;
}
} else if (guide_button_candidate.last_joystick) {
SDL_Joystick *joystick = guide_button_candidate.last_joystick;
RAWINPUT_DeviceContext *ctx = joystick->hwdata;
if (ctx->guide_hack) {
int guide_button = joystick->nbuttons - 1;
SDL_PrivateJoystickButton(joystick, guide_button, SDL_RELEASED);
}
guide_button_candidate.last_joystick = NULL;
}
guide_button_candidate.joystick = NULL;
#endif /* SDL_JOYSTICK_RAWINPUT_MATCHING */
}
SDL_bool
RAWINPUT_IsEnabled()
{
return SDL_RAWINPUT_inited;
}
SDL_bool
RAWINPUT_IsDevicePresent(Uint16 vendor_id, Uint16 product_id, Uint16 version, const char *name)
{
SDL_RAWINPUT_Device *device;
/* Make sure the device list is completely up to date when we check for device presence */
RAWINPUT_GetPendingDeviceChanges();
device = SDL_RAWINPUT_devices;
while (device) {
if (vendor_id == device->vendor_id && product_id == device->product_id ) {
return SDL_TRUE;
}
/* The Xbox 360 wireless controller shows up as product 0 in WGI */
if (vendor_id == device->vendor_id && product_id == 0 &&
name && SDL_strstr(device->name, name) != NULL) {
return SDL_TRUE;
}
/* The Xbox One controller shows up as a hardcoded raw input VID/PID */
if (name && SDL_strcmp(name, "Xbox One Game Controller") == 0 &&
device->vendor_id == USB_VENDOR_MICROSOFT &&
device->product_id == USB_PRODUCT_XBOX_ONE_RAW_INPUT_CONTROLLER) {
return SDL_TRUE;
}
device = device->next;
}
return SDL_FALSE;
}
static void
RAWINPUT_JoystickDetect(void)
{
RAWINPUT_PostUpdate();
}
static SDL_RAWINPUT_Device *
RAWINPUT_GetDeviceByIndex(int device_index)
{
SDL_RAWINPUT_Device *device = SDL_RAWINPUT_devices;
while (device) {
if (device_index == 0) {
break;
}
--device_index;
device = device->next;
}
return device;
}
static const char *
RAWINPUT_JoystickGetDeviceName(int device_index)
{
return RAWINPUT_GetDeviceByIndex(device_index)->name;
}
static int
RAWINPUT_JoystickGetDevicePlayerIndex(int device_index)
{
return -1;
}
static void
RAWINPUT_JoystickSetDevicePlayerIndex(int device_index, int player_index)
{
}
static SDL_JoystickGUID
RAWINPUT_JoystickGetDeviceGUID(int device_index)
{
return RAWINPUT_GetDeviceByIndex(device_index)->guid;
}
static SDL_JoystickID
RAWINPUT_JoystickGetDeviceInstanceID(int device_index)
{
return RAWINPUT_GetDeviceByIndex(device_index)->joystick_id;
}
static int
RAWINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
{
SDL_RAWINPUT_Device *device = RAWINPUT_GetDeviceByIndex(device_index);
RAWINPUT_DeviceContext *ctx;
HIDP_CAPS caps;
HIDP_BUTTON_CAPS *button_caps;
HIDP_VALUE_CAPS *value_caps;
ULONG i;
ctx = (RAWINPUT_DeviceContext *)SDL_calloc(1, sizeof(RAWINPUT_DeviceContext));
if (!ctx) {
return SDL_OutOfMemory();
}
joystick->hwdata = ctx;
ctx->device = RAWINPUT_AcquireDevice(device);
device->joystick = joystick;
if (device->is_xinput) {
/* We'll try to get guide button and trigger axes from XInput */
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
xinput_device_change = SDL_TRUE;
ctx->xinput_enabled = SDL_GetHintBoolean(SDL_HINT_JOYSTICK_HIDAPI_CORRELATE_XINPUT, SDL_TRUE);
if (ctx->xinput_enabled && (WIN_LoadXInputDLL() < 0 || !XINPUTGETSTATE)) {
ctx->xinput_enabled = SDL_FALSE;
}
ctx->xinput_slot = XUSER_INDEX_ANY;
#endif
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
RAWINPUT_InitWindowsGamingInput(ctx);
#endif
}
ctx->is_xinput = device->is_xinput;
ctx->preparsed_data = device->preparsed_data;
ctx->max_data_length = SDL_HidP_MaxDataListLength(HidP_Input, ctx->preparsed_data);
ctx->data = (HIDP_DATA *)SDL_malloc(ctx->max_data_length * sizeof(*ctx->data));
if (!ctx->data) {
RAWINPUT_JoystickClose(joystick);
return SDL_OutOfMemory();
}
if (SDL_HidP_GetCaps(ctx->preparsed_data, &caps) != HIDP_STATUS_SUCCESS) {
RAWINPUT_JoystickClose(joystick);
return SDL_SetError("Couldn't get device capabilities");
}
button_caps = SDL_stack_alloc(HIDP_BUTTON_CAPS, caps.NumberInputButtonCaps);
if (SDL_HidP_GetButtonCaps(HidP_Input, button_caps, &caps.NumberInputButtonCaps, ctx->preparsed_data) != HIDP_STATUS_SUCCESS) {
RAWINPUT_JoystickClose(joystick);
return SDL_SetError("Couldn't get device button capabilities");
}
value_caps = SDL_stack_alloc(HIDP_VALUE_CAPS, caps.NumberInputValueCaps);
if (SDL_HidP_GetValueCaps(HidP_Input, value_caps, &caps.NumberInputValueCaps, ctx->preparsed_data) != HIDP_STATUS_SUCCESS) {
RAWINPUT_JoystickClose(joystick);
return SDL_SetError("Couldn't get device value capabilities");
}
for (i = 0; i < caps.NumberInputButtonCaps; ++i) {
HIDP_BUTTON_CAPS *cap = &button_caps[i];
if (cap->UsagePage == USB_USAGEPAGE_BUTTON) {
int count;
if (cap->IsRange) {
count = 1 + (cap->Range.DataIndexMax - cap->Range.DataIndexMin);
} else {
count = 1;
}
joystick->nbuttons += count;
}
}
if (joystick->nbuttons > 0) {
int button_index = 0;
ctx->button_indices = (USHORT *)SDL_malloc(joystick->nbuttons * sizeof(*ctx->button_indices));
if (!ctx->button_indices) {
RAWINPUT_JoystickClose(joystick);
return SDL_OutOfMemory();
}
for (i = 0; i < caps.NumberInputButtonCaps; ++i) {
HIDP_BUTTON_CAPS *cap = &button_caps[i];
if (cap->UsagePage == USB_USAGEPAGE_BUTTON) {
if (cap->IsRange) {
int j, count = 1 + (cap->Range.DataIndexMax - cap->Range.DataIndexMin);
for (j = 0; j < count; ++j) {
ctx->button_indices[button_index++] = cap->Range.DataIndexMin + j;
}
} else {
ctx->button_indices[button_index++] = cap->NotRange.DataIndex;
}
}
}
}
if (ctx->is_xinput && joystick->nbuttons == 10) {
ctx->guide_hack = SDL_TRUE;
joystick->nbuttons += 1;
}
for (i = 0; i < caps.NumberInputValueCaps; ++i) {
HIDP_VALUE_CAPS *cap = &value_caps[i];
if (cap->IsRange) {
continue;
}
if (ctx->trigger_hack && cap->NotRange.Usage == USB_USAGE_GENERIC_Z) {
continue;
}
if (cap->NotRange.Usage == USB_USAGE_GENERIC_HAT) {
joystick->nhats += 1;
continue;
}
if (ctx->is_xinput && cap->NotRange.Usage == USB_USAGE_GENERIC_Z) {
continue;
}
joystick->naxes += 1;
}
if (joystick->naxes > 0) {
int axis_index = 0;
ctx->axis_indices = (USHORT *)SDL_malloc(joystick->naxes * sizeof(*ctx->axis_indices));
if (!ctx->axis_indices) {
RAWINPUT_JoystickClose(joystick);
return SDL_OutOfMemory();
}
for (i = 0; i < caps.NumberInputValueCaps; ++i) {
HIDP_VALUE_CAPS *cap = &value_caps[i];
if (cap->IsRange) {
continue;
}
if (cap->NotRange.Usage == USB_USAGE_GENERIC_HAT) {
continue;
}
if (ctx->is_xinput && cap->NotRange.Usage == USB_USAGE_GENERIC_Z) {
ctx->trigger_hack = SDL_TRUE;
ctx->trigger_hack_index = cap->NotRange.DataIndex;
continue;
}
ctx->axis_indices[axis_index++] = cap->NotRange.DataIndex;
}
}
if (ctx->trigger_hack) {
joystick->naxes += 2;
}
if (joystick->nhats > 0) {
int hat_index = 0;
ctx->hat_indices = (USHORT *)SDL_malloc(joystick->nhats * sizeof(*ctx->hat_indices));
if (!ctx->hat_indices) {
RAWINPUT_JoystickClose(joystick);
return SDL_OutOfMemory();
}
for (i = 0; i < caps.NumberInputValueCaps; ++i) {
HIDP_VALUE_CAPS *cap = &value_caps[i];
if (cap->IsRange) {
continue;
}
if (cap->NotRange.Usage != USB_USAGE_GENERIC_HAT) {
continue;
}
ctx->hat_indices[hat_index++] = cap->NotRange.DataIndex;
}
}
joystick->epowerlevel = SDL_JOYSTICK_POWER_WIRED;
return 0;
}
static int
RAWINPUT_JoystickRumble(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
#if defined(SDL_JOYSTICK_RAWINPUT_WGI) || defined(SDL_JOYSTICK_RAWINPUT_XINPUT)
RAWINPUT_DeviceContext *ctx = joystick->hwdata;
#endif
SDL_bool rumbled = SDL_FALSE;
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
if (!rumbled && ctx->wgi_correlated) {
WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot;
HRESULT hr;
gamepad_state->vibration.LeftMotor = (DOUBLE)low_frequency_rumble / SDL_MAX_UINT16;
gamepad_state->vibration.RightMotor = (DOUBLE)high_frequency_rumble / SDL_MAX_UINT16;
hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration);
if (SUCCEEDED(hr)) {
rumbled = SDL_TRUE;
}
}
#endif
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
if (!rumbled && ctx->xinput_correlated) {
XINPUT_VIBRATION XVibration;
if (!XINPUTSETSTATE) {
return SDL_Unsupported();
}
XVibration.wLeftMotorSpeed = low_frequency_rumble;
XVibration.wRightMotorSpeed = high_frequency_rumble;
if (XINPUTSETSTATE(ctx->xinput_slot, &XVibration) == ERROR_SUCCESS) {
rumbled = SDL_TRUE;
} else {
return SDL_SetError("XInputSetState() failed");
}
}
#endif /* SDL_JOYSTICK_RAWINPUT_XINPUT */
return 0;
}
static int
RAWINPUT_JoystickRumbleTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble)
{
#if defined(SDL_JOYSTICK_RAWINPUT_WGI)
RAWINPUT_DeviceContext *ctx = joystick->hwdata;
if (ctx->wgi_correlated) {
WindowsGamingInputGamepadState *gamepad_state = ctx->wgi_slot;
HRESULT hr;
gamepad_state->vibration.LeftTrigger = (DOUBLE)left_rumble / SDL_MAX_UINT16;
gamepad_state->vibration.RightTrigger = (DOUBLE)right_rumble / SDL_MAX_UINT16;
hr = __x_ABI_CWindows_CGaming_CInput_CIGamepad_put_Vibration(gamepad_state->gamepad, gamepad_state->vibration);
if (!SUCCEEDED(hr)) {
return SDL_SetError("Setting vibration failed: 0x%x\n", hr);
}
}
return 0;
#else
return SDL_Unsupported();
#endif
}
static SDL_bool
RAWINPUT_JoystickHasLED(SDL_Joystick *joystick)
{
return SDL_FALSE;
}
static int
RAWINPUT_JoystickSetLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue)
{
return SDL_Unsupported();
}
static int
RAWINPUT_JoystickSetSensorsEnabled(SDL_Joystick *joystick, SDL_bool enabled)
{
return SDL_Unsupported();
}
static HIDP_DATA *GetData(USHORT index, HIDP_DATA *data, ULONG length)
{
ULONG i;
/* Check to see if the data is at the expected offset */
if (index < length && data[index].DataIndex == index) {
return &data[index];
}
/* Loop through the data to find it */
for (i = 0; i < length; ++i) {
if (data[i].DataIndex == index) {
return &data[i];
}
}
return NULL;
}
/* This is the packet format for Xbox 360 and Xbox One controllers on Windows,
however with this interface there is no rumble support, no guide button,
and the left and right triggers are tied together as a single axis.
We use XInput and Windows.Gaming.Input to make up for these shortcomings.
*/
static void
RAWINPUT_HandleStatePacket(SDL_Joystick *joystick, Uint8 *data, int size)
{
RAWINPUT_DeviceContext *ctx = joystick->hwdata;
#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
/* Map new buttons and axes into game controller controls */
static const int button_map[] = {
SDL_CONTROLLER_BUTTON_A,
SDL_CONTROLLER_BUTTON_B,
SDL_CONTROLLER_BUTTON_X,
SDL_CONTROLLER_BUTTON_Y,
SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
SDL_CONTROLLER_BUTTON_BACK,
SDL_CONTROLLER_BUTTON_START,
SDL_CONTROLLER_BUTTON_LEFTSTICK,
SDL_CONTROLLER_BUTTON_RIGHTSTICK
};
#define HAT_MASK ((1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT))
static const int hat_map[] = {
0,
(1 << SDL_CONTROLLER_BUTTON_DPAD_UP),
(1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT),
(1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT),
(1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT),
(1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN),
(1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
(1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
(1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
};
#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
static const int axis_map[] = {
SDL_CONTROLLER_AXIS_LEFTY,
SDL_CONTROLLER_AXIS_LEFTX,
SDL_CONTROLLER_AXIS_RIGHTY,
SDL_CONTROLLER_AXIS_RIGHTX
};
#endif
Uint32 match_state = ctx->match_state;
/* Update match_state with button bit, then fall through */
#define SDL_PrivateJoystickButton(joystick, button, state) if (button < SDL_arraysize(button_map)) { if (state) match_state |= 1 << button_map[button]; else match_state &= ~(1 << button_map[button]); } SDL_PrivateJoystickButton(joystick, button, state)
#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
/* Grab high 4 bits of value, then fall through */
#define SDL_PrivateJoystickAxis(joystick, axis, value) if (axis < SDL_arraysize(axis_map)) match_state = (match_state & ~(0xF << (4 * axis_map[axis] + 16))) | ((value) & 0xF000) << (4 * axis_map[axis] + 4); SDL_PrivateJoystickAxis(joystick, axis, value)
#endif
#endif /* SDL_JOYSTICK_RAWINPUT_MATCHING */
ULONG data_length = ctx->max_data_length;
int i;
int nbuttons = joystick->nbuttons - (ctx->guide_hack * 1);
int naxes = joystick->naxes - (ctx->trigger_hack * 2);
int nhats = joystick->nhats;
Uint32 button_mask = 0;
if (SDL_HidP_GetData(HidP_Input, ctx->data, &data_length, ctx->preparsed_data, (PCHAR)data, size) != HIDP_STATUS_SUCCESS) {
return;
}
for (i = 0; i < nbuttons; ++i) {
HIDP_DATA *item = GetData(ctx->button_indices[i], ctx->data, data_length);
if (item && item->On) {
button_mask |= (1 << i);
}
}
for (i = 0; i < nbuttons; ++i) {
SDL_PrivateJoystickButton(joystick, i, (button_mask & (1 << i)) ? SDL_PRESSED : SDL_RELEASED);
}
for (i = 0; i < naxes; ++i) {
HIDP_DATA *item = GetData(ctx->axis_indices[i], ctx->data, data_length);
if (item) {
Sint16 axis = (int)(Uint16)item->RawValue - 0x8000;
SDL_PrivateJoystickAxis(joystick, i, axis);
}
}
for (i = 0; i < nhats; ++i) {
HIDP_DATA *item = GetData(ctx->hat_indices[i], ctx->data, data_length);
if (item) {
const Uint8 hat_states[] = {
SDL_HAT_CENTERED,
SDL_HAT_UP,
SDL_HAT_UP | SDL_HAT_RIGHT,
SDL_HAT_RIGHT,
SDL_HAT_DOWN | SDL_HAT_RIGHT,
SDL_HAT_DOWN,
SDL_HAT_DOWN | SDL_HAT_LEFT,
SDL_HAT_LEFT,
SDL_HAT_UP | SDL_HAT_LEFT,
};
ULONG state = item->RawValue;
if (state < SDL_arraysize(hat_states)) {
#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
match_state = (match_state & ~HAT_MASK) | hat_map[state];
#endif
SDL_PrivateJoystickHat(joystick, i, hat_states[state]);
}
}
}
#ifdef SDL_PrivateJoystickButton
#undef SDL_PrivateJoystickButton
#endif
#ifdef SDL_PrivateJoystickAxis
#undef SDL_PrivateJoystickAxis
#endif
if (ctx->trigger_hack) {
SDL_bool has_trigger_data = SDL_FALSE;
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
/* Prefer XInput over WindowsGamingInput, it continues to provide data in the background */
if (!has_trigger_data && ctx->xinput_enabled && ctx->xinput_correlated) {
has_trigger_data = SDL_TRUE;
}
#endif /* SDL_JOYSTICK_RAWINPUT_XINPUT */
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
if (!has_trigger_data && ctx->wgi_correlated) {
has_trigger_data = SDL_TRUE;
}
#endif /* SDL_JOYSTICK_RAWINPUT_WGI */
if (!has_trigger_data) {
HIDP_DATA *item = GetData(ctx->trigger_hack_index, ctx->data, data_length);
if (item) {
int left_trigger = joystick->naxes - 2;
int right_trigger = joystick->naxes - 1;
Sint16 value = (int)(Uint16)item->RawValue - 0x8000;
if (value < 0) {
value = -value * 2 - 32769;
SDL_PrivateJoystickAxis(joystick, left_trigger, SDL_MIN_SINT16);
SDL_PrivateJoystickAxis(joystick, right_trigger, value);
} else if (value > 0) {
value = value * 2 - 32767;
SDL_PrivateJoystickAxis(joystick, left_trigger, value);
SDL_PrivateJoystickAxis(joystick, right_trigger, SDL_MIN_SINT16);
} else {
SDL_PrivateJoystickAxis(joystick, left_trigger, SDL_MIN_SINT16);
SDL_PrivateJoystickAxis(joystick, right_trigger, SDL_MIN_SINT16);
}
}
}
}
#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
if (ctx->is_xinput) {
ctx->match_state = match_state;
ctx->last_state_packet = SDL_GetTicks();
}
#endif
}
static void
RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick)
{
#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
RAWINPUT_DeviceContext *ctx = joystick->hwdata;
SDL_bool has_trigger_data = SDL_FALSE;
SDL_bool correlated = SDL_FALSE;
WindowsMatchState match_state_xinput;
int guide_button = joystick->nbuttons - 1;
int left_trigger = joystick->naxes - 2;
int right_trigger = joystick->naxes - 1;
RAWINPUT_FillMatchState(&match_state_xinput, ctx->match_state);
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
/* Parallel logic to WINDOWS_XINPUT below */
RAWINPUT_UpdateWindowsGamingInput();
if (ctx->wgi_correlated) {
/* We have been previously correlated, ensure we are still matching, see comments in XINPUT section */
if (RAWINPUT_WindowsGamingInputSlotMatches(&match_state_xinput, ctx->wgi_slot)) {
ctx->wgi_uncorrelate_count = 0;
} else {
++ctx->wgi_uncorrelate_count;
/* Only un-correlate if this is consistent over multiple Update() calls - the timing of polling/event
pumping can easily cause this to uncorrelate for a frame. 2 seemed reliable in my testing, but
let's set it to 3 to be safe. An incorrect un-correlation will simply result in lower precision
triggers for a frame. */
if (ctx->wgi_uncorrelate_count >= 3) {
#ifdef DEBUG_RAWINPUT
SDL_Log("UN-Correlated joystick %d to WindowsGamingInput device #%d\n", joystick->instance_id, ctx->wgi_slot);
#endif
RAWINPUT_MarkWindowsGamingInputSlotFree(ctx->wgi_slot);
ctx->wgi_correlated = SDL_FALSE;
ctx->wgi_correlation_count = 0;
/* Force release of Guide button, it can't possibly be down on this device now. */
/* It gets left down if we were actually correlated incorrectly and it was released on the WindowsGamingInput
device but we didn't get a state packet. */
if (ctx->guide_hack) {
SDL_PrivateJoystickButton(joystick, guide_button, SDL_RELEASED);
}
}
}
}
if (!ctx->wgi_correlated) {
SDL_bool new_correlation_count = 0;
if (RAWINPUT_MissingWindowsGamingInputSlot()) {
Uint8 correlation_id;
WindowsGamingInputGamepadState *slot_idx;
if (RAWINPUT_GuessWindowsGamingInputSlot(&match_state_xinput, &correlation_id, &slot_idx)) {
/* we match exactly one WindowsGamingInput device */
/* Probably can do without wgi_correlation_count, just check and clear wgi_slot to NULL, unless we need
even more frames to be sure. */
if (ctx->wgi_correlation_count && ctx->wgi_slot == slot_idx) {
/* was correlated previously, and still the same device */
if (ctx->wgi_correlation_id + 1 == correlation_id) {
/* no one else was correlated in the meantime */
new_correlation_count = ctx->wgi_correlation_count + 1;
if (new_correlation_count == 2) {
/* correlation stayed steady and uncontested across multiple frames, guaranteed match */
ctx->wgi_correlated = SDL_TRUE;
#ifdef DEBUG_RAWINPUT
SDL_Log("Correlated joystick %d to WindowsGamingInput device #%d\n", joystick->instance_id, slot_idx);
#endif
correlated = SDL_TRUE;
RAWINPUT_MarkWindowsGamingInputSlotUsed(ctx->wgi_slot, ctx);
/* If the generalized Guide button was using us, it doesn't need to anymore */
if (guide_button_candidate.joystick == joystick)
guide_button_candidate.joystick = NULL;
if (guide_button_candidate.last_joystick == joystick)
guide_button_candidate.last_joystick = NULL;
}
} else {
/* someone else also possibly correlated to this device, start over */
new_correlation_count = 1;
}
} else {
/* new possible correlation */
new_correlation_count = 1;
ctx->wgi_slot = slot_idx;
}
ctx->wgi_correlation_id = correlation_id;
} else {
/* Match multiple WindowsGamingInput devices, or none (possibly due to no buttons pressed) */
}
}
ctx->wgi_correlation_count = new_correlation_count;
} else {
correlated = SDL_TRUE;
}
#endif /* SDL_JOYSTICK_RAWINPUT_WGI */
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
/* Parallel logic to WINDOWS_GAMING_INPUT above */
if (ctx->xinput_enabled) {
RAWINPUT_UpdateXInput();
if (ctx->xinput_correlated) {
/* We have been previously correlated, ensure we are still matching */
/* This is required to deal with two (mostly) un-preventable mis-correlation situations:
A) Since the HID data stream does not provide an initial state (but polling XInput does), if we open
5 controllers (#1-4 XInput mapped, #5 is not), and controller 1 had the A button down (and we don't
know), and the user presses A on controller #5, we'll see exactly 1 controller with A down (#5) and
exactly 1 XInput device with A down (#1), and incorrectly correlate. This code will then un-correlate
when A is released from either controller #1 or #5.
B) Since the app may not open all controllers, we could have a similar situation where only controller #5
is opened, and the user holds A on controllers #1 and #5 simultaneously - again we see only 1 controller
with A down and 1 XInput device with A down, and incorrectly correlate. This should be very unusual
(only when apps do not open all controllers, yet are listening to Guide button presses, yet
for some reason want to ignore guide button presses on the un-opened controllers, yet users are
pressing buttons on the unopened controllers), and will resolve itself when either button is released
and we un-correlate. We could prevent this by processing the state packets for *all* controllers,
even un-opened ones, as that would allow more precise correlation.
*/
if (RAWINPUT_XInputSlotMatches(&match_state_xinput, ctx->xinput_slot)) {
ctx->xinput_uncorrelate_count = 0;
} else {
++ctx->xinput_uncorrelate_count;
/* Only un-correlate if this is consistent over multiple Update() calls - the timing of polling/event
pumping can easily cause this to uncorrelate for a frame. 2 seemed reliable in my testing, but
let's set it to 3 to be safe. An incorrect un-correlation will simply result in lower precision
triggers for a frame. */
if (ctx->xinput_uncorrelate_count >= 3) {
#ifdef DEBUG_RAWINPUT
SDL_Log("UN-Correlated joystick %d to XInput device #%d\n", joystick->instance_id, ctx->xinput_slot);
#endif
RAWINPUT_MarkXInputSlotFree(ctx->xinput_slot);
ctx->xinput_correlated = SDL_FALSE;
ctx->xinput_correlation_count = 0;
/* Force release of Guide button, it can't possibly be down on this device now. */
/* It gets left down if we were actually correlated incorrectly and it was released on the XInput
device but we didn't get a state packet. */
if (ctx->guide_hack) {
SDL_PrivateJoystickButton(joystick, guide_button, SDL_RELEASED);
}
}
}
}
if (!ctx->xinput_correlated) {
Uint8 new_correlation_count = 0;
if (RAWINPUT_MissingXInputSlot()) {
Uint8 correlation_id = 0;
Uint8 slot_idx = 0;
if (RAWINPUT_GuessXInputSlot(&match_state_xinput, &correlation_id, &slot_idx)) {
/* we match exactly one XInput device */
/* Probably can do without xinput_correlation_count, just check and clear xinput_slot to ANY, unless
we need even more frames to be sure */
if (ctx->xinput_correlation_count && ctx->xinput_slot == slot_idx) {
/* was correlated previously, and still the same device */
if (ctx->xinput_correlation_id + 1 == correlation_id) {
/* no one else was correlated in the meantime */
new_correlation_count = ctx->xinput_correlation_count + 1;
if (new_correlation_count == 2) {
/* correlation stayed steady and uncontested across multiple frames, guaranteed match */
ctx->xinput_correlated = SDL_TRUE;
#ifdef DEBUG_RAWINPUT
SDL_Log("Correlated joystick %d to XInput device #%d\n", joystick->instance_id, slot_idx);
#endif
correlated = SDL_TRUE;
RAWINPUT_MarkXInputSlotUsed(ctx->xinput_slot);
/* If the generalized Guide button was using us, it doesn't need to anymore */
if (guide_button_candidate.joystick == joystick)
guide_button_candidate.joystick = NULL;
if (guide_button_candidate.last_joystick == joystick)
guide_button_candidate.last_joystick = NULL;
}
} else {
/* someone else also possibly correlated to this device, start over */
new_correlation_count = 1;
}
} else {
/* new possible correlation */
new_correlation_count = 1;
ctx->xinput_slot = slot_idx;
}
ctx->xinput_correlation_id = correlation_id;
} else {
/* Match multiple XInput devices, or none (possibly due to no buttons pressed) */
}
}
ctx->xinput_correlation_count = new_correlation_count;
} else {
correlated = SDL_TRUE;
}
}
#endif /* SDL_JOYSTICK_RAWINPUT_XINPUT */
/* Poll for trigger data once (not per-state-packet) */
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
/* Prefer XInput over WindowsGamingInput, it continues to provide data in the background */
if (!has_trigger_data && ctx->xinput_enabled && ctx->xinput_correlated) {
RAWINPUT_UpdateXInput();
if (xinput_state[ctx->xinput_slot].connected) {
if (ctx->guide_hack) {
SDL_PrivateJoystickButton(joystick, guide_button, (xinput_state[ctx->xinput_slot].state.Gamepad.wButtons & XINPUT_GAMEPAD_GUIDE) ? SDL_PRESSED : SDL_RELEASED);
}
if (ctx->trigger_hack) {
SDL_PrivateJoystickAxis(joystick, left_trigger, ((int)xinput_state[ctx->xinput_slot].state.Gamepad.bLeftTrigger * 257) - 32768);
SDL_PrivateJoystickAxis(joystick, right_trigger, ((int)xinput_state[ctx->xinput_slot].state.Gamepad.bRightTrigger * 257) - 32768);
}
has_trigger_data = SDL_TRUE;
}
}
#endif /* SDL_JOYSTICK_RAWINPUT_XINPUT */
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
if (!has_trigger_data && ctx->wgi_correlated) {
RAWINPUT_UpdateWindowsGamingInput(); /* May detect disconnect / cause uncorrelation */
if (ctx->wgi_correlated) { /* Still connected */
struct __x_ABI_CWindows_CGaming_CInput_CGamepadReading *state = &ctx->wgi_slot->state;
if (ctx->guide_hack) {
SDL_PrivateJoystickButton(joystick, guide_button, (state->Buttons & GamepadButtons_GUIDE) ? SDL_PRESSED : SDL_RELEASED);
}
if (ctx->trigger_hack) {
SDL_PrivateJoystickAxis(joystick, left_trigger, ((int)(state->LeftTrigger * SDL_MAX_UINT16)) - 32768);
SDL_PrivateJoystickAxis(joystick, right_trigger, ((int)(state->RightTrigger * SDL_MAX_UINT16)) - 32768);
}
has_trigger_data = SDL_TRUE;
}
}
#endif /* SDL_JOYSTICK_RAWINPUT_WGI */
if (!correlated) {
if (!guide_button_candidate.joystick ||
(ctx->last_state_packet && (
!guide_button_candidate.last_state_packet ||
SDL_TICKS_PASSED(ctx->last_state_packet, guide_button_candidate.last_state_packet)
))
) {
guide_button_candidate.joystick = joystick;
guide_button_candidate.last_state_packet = ctx->last_state_packet;
}
}
#endif /* SDL_JOYSTICK_RAWINPUT_MATCHING */
}
static void
RAWINPUT_JoystickUpdate(SDL_Joystick *joystick)
{
/* The input events have been handled in the main loop message pumping */
RAWINPUT_UpdateOtherAPIs(joystick);
}
static void
RAWINPUT_JoystickClose(SDL_Joystick *joystick)
{
RAWINPUT_DeviceContext *ctx = joystick->hwdata;
#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
if (guide_button_candidate.joystick == joystick)
guide_button_candidate.joystick = NULL;
if (guide_button_candidate.last_joystick == joystick)
guide_button_candidate.last_joystick = NULL;
#endif
if (ctx) {
SDL_RAWINPUT_Device *device;
#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
xinput_device_change = SDL_TRUE;
if (ctx->xinput_enabled) {
if (ctx->xinput_correlated) {
RAWINPUT_MarkXInputSlotFree(ctx->xinput_slot);
}
WIN_UnloadXInputDLL();
}
#endif
#ifdef SDL_JOYSTICK_RAWINPUT_WGI
RAWINPUT_QuitWindowsGamingInput(ctx);
#endif
device = ctx->device;
if (device) {
SDL_assert(device->joystick == joystick);
device->joystick = NULL;
RAWINPUT_ReleaseDevice(device);
}
SDL_free(ctx->data);
SDL_free(ctx->button_indices);
SDL_free(ctx->axis_indices);
SDL_free(ctx->hat_indices);
SDL_free(ctx);
joystick->hwdata = NULL;
}
}
LRESULT RAWINPUT_WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (!SDL_RAWINPUT_inited)
return -1;
switch (msg)
{
case WM_INPUT_DEVICE_CHANGE:
{
HANDLE hDevice = (HANDLE)lParam;
switch (wParam) {
case GIDC_ARRIVAL:
RAWINPUT_AddDevice(hDevice);
break;
case GIDC_REMOVAL: {
SDL_RAWINPUT_Device *device;
device = RAWINPUT_DeviceFromHandle(hDevice);
if (device) {
RAWINPUT_DelDevice(device, SDL_TRUE);
}
} break;
default:
return 0;
}
}
return 0;
case WM_INPUT:
{
Uint8 data[sizeof(RAWINPUTHEADER) + sizeof(RAWHID) + USB_PACKET_LENGTH];
UINT buffer_size = SDL_arraysize(data);
if ((int)GetRawInputData((HRAWINPUT)lParam, RID_INPUT, data, &buffer_size, sizeof(RAWINPUTHEADER)) > 0) {
PRAWINPUT raw_input = (PRAWINPUT)data;
SDL_RAWINPUT_Device *device = RAWINPUT_DeviceFromHandle(raw_input->header.hDevice);
if (device) {
SDL_Joystick *joystick = device->joystick;
if (joystick) {
RAWINPUT_HandleStatePacket(joystick, raw_input->data.hid.bRawData, raw_input->data.hid.dwSizeHid);
}
}
}
}
return 0;
}
return -1;
}
static void
RAWINPUT_JoystickQuit(void)
{
int ii;
RAWINPUTDEVICE rid[SDL_arraysize(subscribed_devices)];
if (!SDL_RAWINPUT_inited)
return;
for (ii = 0; ii < SDL_arraysize(subscribed_devices); ii++) {
rid[ii].usUsagePage = USB_USAGEPAGE_GENERIC_DESKTOP;
rid[ii].usUsage = subscribed_devices[ii];
rid[ii].dwFlags = RIDEV_REMOVE;
rid[ii].hwndTarget = NULL;
}
if (!RegisterRawInputDevices(rid, SDL_arraysize(rid), sizeof(RAWINPUTDEVICE))) {
SDL_Log("Couldn't un-register RAWINPUT");
}
while (SDL_RAWINPUT_devices) {
RAWINPUT_DelDevice(SDL_RAWINPUT_devices, SDL_FALSE);
}
WIN_UnloadHIDDLL();
SDL_RAWINPUT_numjoysticks = 0;
SDL_RAWINPUT_inited = SDL_FALSE;
}
static SDL_bool
RAWINPUT_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapping *out)
{
return SDL_FALSE;
}
SDL_JoystickDriver SDL_RAWINPUT_JoystickDriver =
{
RAWINPUT_JoystickInit,
RAWINPUT_JoystickGetCount,
RAWINPUT_JoystickDetect,
RAWINPUT_JoystickGetDeviceName,
RAWINPUT_JoystickGetDevicePlayerIndex,
RAWINPUT_JoystickSetDevicePlayerIndex,
RAWINPUT_JoystickGetDeviceGUID,
RAWINPUT_JoystickGetDeviceInstanceID,
RAWINPUT_JoystickOpen,
RAWINPUT_JoystickRumble,
RAWINPUT_JoystickRumbleTriggers,
RAWINPUT_JoystickHasLED,
RAWINPUT_JoystickSetLED,
RAWINPUT_JoystickSetSensorsEnabled,
RAWINPUT_JoystickUpdate,
RAWINPUT_JoystickClose,
RAWINPUT_JoystickQuit,
RAWINPUT_JoystickGetGamepadMapping
};
#endif /* SDL_JOYSTICK_RAWINPUT */
/* vi: set ts=4 sw=4 expandtab: */