segatools/idzio/xi.c

147 lines
3.3 KiB
C

#include <windows.h>
#include <xinput.h>
#include <assert.h>
#include <stdbool.h>
#include <stdint.h>
#include "idzio/backend.h"
#include "idzio/idzio.h"
#include "idzio/xi.h"
#include "util/dprintf.h"
static void idz_xi_jvs_read_buttons(uint8_t *gamebtn_out);
static void idz_xi_jvs_read_shifter(uint8_t *gear);
static void idz_xi_jvs_read_analogs(struct idz_io_analog_state *out);
static const struct idz_io_backend idz_xi_backend = {
.jvs_read_buttons = idz_xi_jvs_read_buttons,
.jvs_read_shifter = idz_xi_jvs_read_shifter,
.jvs_read_analogs = idz_xi_jvs_read_analogs,
};
static bool idz_xi_shifting;
static uint8_t idz_xi_gear;
HRESULT idz_xi_init(const struct idz_io_backend **backend)
{
assert(backend != NULL);
dprintf("IDZ XI: Using XInput controller\n");
*backend = &idz_xi_backend;
return S_OK;
}
static void idz_xi_jvs_read_buttons(uint8_t *gamebtn_out)
{
uint8_t gamebtn;
XINPUT_STATE xi;
WORD xb;
assert(gamebtn_out != NULL);
gamebtn = 0;
memset(&xi, 0, sizeof(xi));
XInputGetState(0, &xi);
xb = xi.Gamepad.wButtons;
if (xb & XINPUT_GAMEPAD_DPAD_UP) {
gamebtn |= IDZ_IO_GAMEBTN_UP;
}
if (xb & XINPUT_GAMEPAD_DPAD_DOWN) {
gamebtn |= IDZ_IO_GAMEBTN_DOWN;
}
if (xb & XINPUT_GAMEPAD_DPAD_LEFT) {
gamebtn |= IDZ_IO_GAMEBTN_LEFT;
}
if (xb & XINPUT_GAMEPAD_DPAD_RIGHT) {
gamebtn |= IDZ_IO_GAMEBTN_RIGHT;
}
if (xb & XINPUT_GAMEPAD_START) {
gamebtn |= IDZ_IO_GAMEBTN_START;
}
if (xb & XINPUT_GAMEPAD_BACK) {
gamebtn |= IDZ_IO_GAMEBTN_VIEW_CHANGE;
}
*gamebtn_out = gamebtn;
}
static void idz_xi_jvs_read_shifter(uint8_t *gear)
{
bool shift_inc;
bool shift_dec;
XINPUT_STATE xi;
WORD xb;
assert(gear != NULL);
memset(&xi, 0, sizeof(xi));
XInputGetState(0, &xi);
xb = xi.Gamepad.wButtons;
if (xb & XINPUT_GAMEPAD_START) {
idz_xi_gear = 0; /* Reset to Neutral when start is pressed */
}
shift_inc = xb & (XINPUT_GAMEPAD_X | XINPUT_GAMEPAD_RIGHT_SHOULDER);
shift_dec = xb & (XINPUT_GAMEPAD_Y | XINPUT_GAMEPAD_LEFT_SHOULDER);
if (!idz_xi_shifting) {
if (shift_inc && idz_xi_gear < 6) {
idz_xi_gear++;
}
if (shift_dec && idz_xi_gear > 0) {
idz_xi_gear--;
}
}
idz_xi_shifting = shift_inc || shift_dec;
*gear = idz_xi_gear;
}
static void idz_xi_jvs_read_analogs(struct idz_io_analog_state *out)
{
XINPUT_STATE xi;
int left;
int right;
assert(out != NULL);
memset(&xi, 0, sizeof(xi));
XInputGetState(0, &xi);
left = xi.Gamepad.sThumbLX;
if (left < -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
left += XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
} else if (left > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
left -= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE;
} else {
left = 0;
}
right = xi.Gamepad.sThumbRX;
if (right < -XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) {
right += XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE;
} else if (right > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) {
right -= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE;
} else {
right = 0;
}
out->wheel = (left + right) / 2;
out->accel = xi.Gamepad.bRightTrigger << 8;
out->brake = xi.Gamepad.bLeftTrigger << 8;
}