/* * Copyright (C) 2009-2013 Team XBMC * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * 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 General Public License for more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "StdAfx.h" #include "Xbox360Controller.h" Xbox360Controller::Xbox360Controller(int num) { this->num = num; for (int i = 0; i < 14; i++) { button_down[i] = false; button_released[i] = false; button_pressed[i] = false; } } XINPUT_STATE Xbox360Controller::getState() { // Zeroise the state ZeroMemory(&state, sizeof(XINPUT_STATE)); // Get the state XInputGetState(num, &state); return state; } void Xbox360Controller::updateButton(int num, int button) { if (state.Gamepad.wButtons & button) { if (!button_down[num]) { button_pressed[num] = true; } button_down[num] = true; } else { if (button_down[num]) { button_released[num] = true; } button_down[num] = false; } } bool Xbox360Controller::buttonPressed(int num) { return button_pressed[num]; } bool Xbox360Controller::buttonReleased(int num) { return button_released[num]; } void Xbox360Controller::updateState() { for (int i = 0; i < 14; i++) { button_released[i] = false; button_pressed[i] = false; } if (isConnected()) { XINPUT_STATE s = getState(); updateButton(0, XINPUT_GAMEPAD_A); updateButton(1, XINPUT_GAMEPAD_B); updateButton(2, XINPUT_GAMEPAD_X); updateButton(3, XINPUT_GAMEPAD_Y); updateButton(4, XINPUT_GAMEPAD_DPAD_UP); updateButton(5, XINPUT_GAMEPAD_DPAD_DOWN); updateButton(6, XINPUT_GAMEPAD_DPAD_LEFT); updateButton(7, XINPUT_GAMEPAD_DPAD_RIGHT); updateButton(8, XINPUT_GAMEPAD_START); updateButton(9, XINPUT_GAMEPAD_BACK); updateButton(10, XINPUT_GAMEPAD_LEFT_THUMB); updateButton(11, XINPUT_GAMEPAD_RIGHT_THUMB); updateButton(12, XINPUT_GAMEPAD_LEFT_SHOULDER); updateButton(13, XINPUT_GAMEPAD_RIGHT_SHOULDER); } } bool Xbox360Controller::isConnected() { // Zeroise the state ZeroMemory(&state, sizeof(XINPUT_STATE)); // Get the state DWORD Result = XInputGetState(num, &state); if(Result == ERROR_SUCCESS) { return true; } else { return false; } } bool Xbox360Controller::triggerMoved(int num) { if (num == 0) return (state.Gamepad.bRightTrigger && state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD); return (state.Gamepad.bLeftTrigger && state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD); } BYTE Xbox360Controller::getTrigger(int num) { if (num == 0) return state.Gamepad.bRightTrigger; return state.Gamepad.bLeftTrigger; } bool Xbox360Controller::thumbMoved(int num) { switch(num) { case 0: return !(state.Gamepad.sThumbLX < XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE && state.Gamepad.sThumbLX > -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE); case 1: return !(state.Gamepad.sThumbLY < XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE && state.Gamepad.sThumbLY > -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE); case 2: return !(state.Gamepad.sThumbRX < XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE && state.Gamepad.sThumbRX > -XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE); case 3: return !(state.Gamepad.sThumbRY < XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE && state.Gamepad.sThumbRY > -XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE); } return false; } SHORT Xbox360Controller::getThumb(int num) { switch (num) { case 0: return state.Gamepad.sThumbLX; case 1: return state.Gamepad.sThumbLY; case 2: return state.Gamepad.sThumbRX; case 3: return state.Gamepad.sThumbRY; } return 0; }