188 lines
5.4 KiB
C
188 lines
5.4 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 "config.h"
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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_controller controllers[XUSER_MAX_COUNT];
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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 (!controllers[index].connected) continue;
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HID_enable(&controllers[index], enable);
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}
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}
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DWORD WINAPI XInputSetState(DWORD index, XINPUT_VIBRATION* vibration)
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{
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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 (!controllers[index].connected)
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return ERROR_DEVICE_NOT_CONNECTED;
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return HID_set_state(&controllers[index], vibration);
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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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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 (!controllers[index].connected)
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return ERROR_DEVICE_NOT_CONNECTED;
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HID_update_state(&controllers[index]);
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memcpy(state, &controllers[index].state, sizeof(XINPUT_STATE));
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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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DWORD WINAPI XInputGetKeystroke(DWORD index, DWORD reserved, PXINPUT_KEYSTROKE keystroke)
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{
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static int warn_once;
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if (!warn_once++)
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FIXME("(index %u, reserved %u, keystroke %p) Stub!\n", index, reserved, keystroke);
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if (index >= XUSER_MAX_COUNT)
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return ERROR_BAD_ARGUMENTS;
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if (!controllers[index].connected)
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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 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 (!controllers[index].connected)
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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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return ERROR_DEVICE_NOT_CONNECTED;
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memcpy(capabilities, &controllers[index].caps, sizeof(*capabilities));
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return ERROR_SUCCESS;
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}
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DWORD WINAPI 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].connected)
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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 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].connected)
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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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