## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Some crappy DDR soft mats (either USB-based or console pads with crappy adapters that lack a dedicated "DDR pad mode") use X and Y analog axis for arrows, which means they cannot cleanly report Up+Down or Left+Right input. According to some ancient Stepmania code, a lot of these report a middle value (value between center and right, for example, for left+right). Borrow this hack from Stepmania and implement it in spice as analog input for DDR. Also, for rawinput/xinput automatic bind scenario, update the logic so that face buttons are always detected before analog axis / dpads for consistency. This would help with binding any DDR pads that simultaneously input face buttons / dpad / analog axis, so that we can prefer face buttons when detected. ## Testing I don't have any soft mats that have this, but it was tested with an xbox controller.
453 lines
16 KiB
C++
453 lines
16 KiB
C++
#include "rawinput/xinput.h"
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#include "util/logging.h"
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namespace xinput {
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// this is all we need to emulate xinput.h which we avoid including here...
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#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD (30 / 255.0f)
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#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849
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#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
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#define XINPUT_GAMEPAD_DPAD_UP 0x0001
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#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
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#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
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#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
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#define XINPUT_GAMEPAD_START 0x0010
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#define XINPUT_GAMEPAD_BACK 0x0020
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#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
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#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
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#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
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#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
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#define XINPUT_GAMEPAD_A 0x1000
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#define XINPUT_GAMEPAD_B 0x2000
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#define XINPUT_GAMEPAD_X 0x4000
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#define XINPUT_GAMEPAD_Y 0x8000
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typedef struct {
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uint32_t dwPacketNumber;
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XINPUT_GAMEPAD_STATE Gamepad;
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} XINPUT_STATE;
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DWORD
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WINAPI
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XInputGetState(
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DWORD dwUserIndex,
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XINPUT_STATE *pState
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);
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typedef struct {
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uint16_t wLeftMotorSpeed;
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uint16_t wRightMotorSpeed;
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} XINPUT_VIBRATION;
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DWORD
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WINAPI
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XInputSetState(
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DWORD dwUserIndex,
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XINPUT_VIBRATION* pVibration
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);
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// end xinput definitions
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std::string get_button_string(XInputButtonEnum button) {
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switch (button) {
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case XInputButtonEnum::DPAD_UP:
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return "Dpad Up";
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case XInputButtonEnum::DPAD_DOWN:
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return "Dpad Down";
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case XInputButtonEnum::DPAD_LEFT:
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return "Dpad Left";
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case XInputButtonEnum::DPAD_RIGHT:
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return "Dpad Right";
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case XInputButtonEnum::START:
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return "Start";
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case XInputButtonEnum::BACK:
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return "Back";
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case XInputButtonEnum::LEFT_STICK:
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return "Left Stick Click";
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case XInputButtonEnum::RIGHT_STICK:
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return "Right Stick Click";
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case XInputButtonEnum::LEFT_SHOULDER:
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return "Left Bumper";
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case XInputButtonEnum::RIGHT_SHOULDER:
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return "Right Bumper";
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case XInputButtonEnum::BUTTON_A:
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return "Button A";
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case XInputButtonEnum::BUTTON_B:
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return "Button B";
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case XInputButtonEnum::BUTTON_X:
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return "Button X";
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case XInputButtonEnum::BUTTON_Y:
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return "Button Y";
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case XInputButtonEnum::LEFT_TRIGGER:
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return "Left Trigger";
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case XInputButtonEnum::RIGHT_TRIGGER:
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return "Right Trigger";
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case XInputButtonEnum::LEFT_STICK_UP:
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return "Left Stick, Up";
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case XInputButtonEnum::LEFT_STICK_DOWN:
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return "Left Stick, Down";
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case XInputButtonEnum::LEFT_STICK_LEFT:
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return "Left Stick, Left";
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case XInputButtonEnum::LEFT_STICK_RIGHT:
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return "Left Stick, Right";
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case XInputButtonEnum::RIGHT_STICK_UP:
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return "Right Stick, Up";
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case XInputButtonEnum::RIGHT_STICK_DOWN:
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return "Right Stick, Down";
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case XInputButtonEnum::RIGHT_STICK_LEFT:
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return "Right Stick, Left";
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case XInputButtonEnum::RIGHT_STICK_RIGHT:
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return "Right Stick, Right";
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default:
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break;
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}
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return fmt::format("Unknown Button ({})", static_cast<int>(button));
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}
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std::string get_analog_string(XInputAnalogEnum analog) {
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switch (analog) {
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case XInputAnalogEnum::LEFT_TRIGGER:
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return "Left Trigger";
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case XInputAnalogEnum::RIGHT_TRIGGER:
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return "Right Trigger";
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case XInputAnalogEnum::LEFT_STICK_X:
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return "Left Stick X";
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case XInputAnalogEnum::LEFT_STICK_Y:
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return "Left Stick Y";
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case XInputAnalogEnum::RIGHT_STICK_X:
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return "Right Stick X";
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case XInputAnalogEnum::RIGHT_STICK_Y:
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return "Right Stick Y";
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default:
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break;
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}
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return fmt::format("Unknown Analog ({})", static_cast<int>(analog));
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}
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std::string get_output_string(XInputOutputEnum output) {
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switch (output) {
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case XInputOutputEnum::LEFT_RUMBLE:
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return "Left Rumble";
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case XInputOutputEnum::RIGHT_RUMBLE:
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return "Right Rumble";
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default:
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break;
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}
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return fmt::format("Unknown Output ({})", static_cast<int>(output));
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}
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std::string get_device_desc(uint8_t player) {
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return fmt::format(";XINPUT;{}", player);
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}
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#if defined(SPICE_XP)
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XInputManager::XInputManager() {}
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XInputManager::~XInputManager() {}
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void XInputManager::stop() {}
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std::vector<uint8_t> XInputManager::get_available_players() {
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return {};
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}
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float XInputManager::get_analog_state(uint8_t player, XInputAnalogEnum analog) {
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return 0.5f;
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}
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bool XInputManager::is_button_pressed(uint8_t player, XInputButtonEnum button, XINPUT_GAMEPAD_STATE_NORMALIZED *state_in) {
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return false;
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}
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bool XInputManager::get_any_button_pressed(XINPUT_NEW_BUTTON &button) {
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return false;
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}
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void XInputManager::set_output_state(uint8_t player, XInputOutputEnum output, float value) {
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return;
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}
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#else
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static decltype(XInputGetState) *XInputGetState_addr = nullptr;
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static decltype(XInputSetState) *XInputSetState_addr = nullptr;
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XInputManager::XInputManager() {
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log_info("xinput", "initialize...");
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this->xinput_lib = LoadLibraryA("xinput1_3.dll");
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if (!this->xinput_lib) {
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log_warning("xinput", "failed to load xinput1_3.dll");
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return;
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}
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XInputGetState_addr = reinterpret_cast<decltype(XInputGetState) *>(
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GetProcAddress(this->xinput_lib, "XInputGetState"));
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if (!XInputGetState_addr) {
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log_warning("xinput", "failed to get XInputGetState address");
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this->stop();
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return;
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}
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XInputSetState_addr = reinterpret_cast<decltype(XInputSetState) *>(
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GetProcAddress(this->xinput_lib, "XInputSetState"));
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if (!XInputSetState_addr) {
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log_warning("xinput", "failed to get XInputSetState address");
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this->stop();
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return;
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}
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initialized = true;
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log_info("xinput", "initialized");
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}
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XInputManager::~XInputManager() {
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this->stop();
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}
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void XInputManager::stop() {
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this->initialized = false;
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if (this->xinput_lib) {
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FreeLibrary(this->xinput_lib);
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this->xinput_lib = nullptr;
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}
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XInputGetState_addr = nullptr;
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XInputSetState_addr = nullptr;
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log_info("xinput", "destroyed");
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}
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std::vector<uint8_t> XInputManager::get_available_players() {
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std::vector<uint8_t> players;
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if (!this->initialized) {
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return players;
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}
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for (uint8_t i = 0; i < XUSER_MAX_COUNT; i++) {
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XINPUT_STATE x;
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if (XInputGetState_addr(i, &x) == ERROR_SUCCESS) {
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players.push_back(i);
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}
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}
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return players;
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}
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void XInputManager::get_state(uint8_t player, XINPUT_GAMEPAD_STATE_NORMALIZED &state) {
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state = {};
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state.sThumbLX = 0.5f;
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state.sThumbLY = 0.5f;
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state.sThumbRX = 0.5f;
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state.sThumbRY = 0.5f;
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if (!this->initialized) {
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return;
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}
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XINPUT_STATE x;
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if (XInputGetState_addr(player, &x) != ERROR_SUCCESS) {
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return;
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}
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state.wButtons = x.Gamepad.wButtons;
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state.bLeftTrigger = x.Gamepad.bLeftTrigger / 255.0f;
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state.bRightTrigger = x.Gamepad.bRightTrigger / 255.0f;
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// left stick circular dead zone
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{
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const auto x_raw = x.Gamepad.sThumbLX;
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const auto y_raw = -x.Gamepad.sThumbLY; // flip to make [down = positive]
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const float magnitude = sqrtf(x_raw * x_raw + y_raw * y_raw);
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if (magnitude > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
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const float scaled =
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(magnitude - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) /
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(32767.0f - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
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state.sThumbLX = (x_raw / magnitude) * scaled;
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state.sThumbLY = (y_raw / magnitude) * scaled;
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// normalize to [0, 1]
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state.sThumbLX = std::clamp((state.sThumbLX + 1.f) / 2.f, 0.f, 1.f);
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state.sThumbLY = std::clamp((state.sThumbLY + 1.f) / 2.f, 0.f, 1.f);
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} else {
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// within deadzone
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state.sThumbLX = 0.5f;
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state.sThumbLY = 0.5f;
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}
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}
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// right stick circular dead zone
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{
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const auto x_raw = x.Gamepad.sThumbRX;
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const auto y_raw = -x.Gamepad.sThumbRY; // flip to make [down = positive]
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const float magnitude = sqrtf(x_raw * x_raw + y_raw * y_raw);
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if (magnitude > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) {
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const float scaled =
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(magnitude - XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) /
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(32767.0f - XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE);
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state.sThumbRX = (x_raw / magnitude) * scaled;
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state.sThumbRY = (y_raw / magnitude) * scaled;
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// normalize to [0, 1]
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state.sThumbRX = std::clamp((state.sThumbRX + 1.f) / 2.f, 0.f, 1.f);
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state.sThumbRY = std::clamp((state.sThumbRY + 1.f) / 2.f, 0.f, 1.f);
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} else {
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// within deadzone
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state.sThumbRX = 0.5f;
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state.sThumbRY = 0.5f;
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}
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}
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}
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bool XInputManager::is_button_pressed(uint8_t player, XInputButtonEnum button, XINPUT_GAMEPAD_STATE_NORMALIZED *state_in) {
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XINPUT_GAMEPAD_STATE_NORMALIZED state_on_stack;
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XINPUT_GAMEPAD_STATE_NORMALIZED *state;
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if (state_in) {
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state = state_in;
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} else {
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state = &state_on_stack;
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get_state(player, *state);
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}
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switch (button) {
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case XInputButtonEnum::DPAD_UP:
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return (state->wButtons & XINPUT_GAMEPAD_DPAD_UP) != 0;
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case XInputButtonEnum::DPAD_DOWN:
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return (state->wButtons & XINPUT_GAMEPAD_DPAD_DOWN) != 0;
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case XInputButtonEnum::DPAD_LEFT:
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return (state->wButtons & XINPUT_GAMEPAD_DPAD_LEFT) != 0;
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case XInputButtonEnum::DPAD_RIGHT:
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return (state->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) != 0;
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case XInputButtonEnum::START:
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return (state->wButtons & XINPUT_GAMEPAD_START) != 0;
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case XInputButtonEnum::BACK:
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return (state->wButtons & XINPUT_GAMEPAD_BACK) != 0;
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case XInputButtonEnum::LEFT_STICK:
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return (state->wButtons & XINPUT_GAMEPAD_LEFT_THUMB) != 0;
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case XInputButtonEnum::RIGHT_STICK:
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return (state->wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) != 0;
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case XInputButtonEnum::LEFT_SHOULDER:
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return (state->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) != 0;
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case XInputButtonEnum::RIGHT_SHOULDER:
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return (state->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0;
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case XInputButtonEnum::BUTTON_A:
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return (state->wButtons & XINPUT_GAMEPAD_A) != 0;
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case XInputButtonEnum::BUTTON_B:
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return (state->wButtons & XINPUT_GAMEPAD_B) != 0;
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case XInputButtonEnum::BUTTON_X:
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return (state->wButtons & XINPUT_GAMEPAD_X) != 0;
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case XInputButtonEnum::BUTTON_Y:
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return (state->wButtons & XINPUT_GAMEPAD_Y) != 0;
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case XInputButtonEnum::LEFT_TRIGGER:
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return state->bLeftTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
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case XInputButtonEnum::RIGHT_TRIGGER:
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return state->bRightTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
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case XInputButtonEnum::LEFT_STICK_UP:
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return state->sThumbLY > 0.6f;
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case XInputButtonEnum::LEFT_STICK_DOWN:
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return state->sThumbLY < 0.4f;
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case XInputButtonEnum::LEFT_STICK_LEFT:
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return state->sThumbLX < 0.4f;
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case XInputButtonEnum::LEFT_STICK_RIGHT:
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return state->sThumbLX > 0.6f;
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case XInputButtonEnum::RIGHT_STICK_UP:
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return state->sThumbRY > 0.6f;
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case XInputButtonEnum::RIGHT_STICK_DOWN:
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return state->sThumbRY < 0.4f;
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case XInputButtonEnum::RIGHT_STICK_LEFT:
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return state->sThumbRX < 0.4f;
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case XInputButtonEnum::RIGHT_STICK_RIGHT:
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return state->sThumbRX > 0.6f;
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default:
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break;
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}
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return false;
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}
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float XInputManager::get_analog_state(uint8_t player, XInputAnalogEnum analog) {
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XINPUT_GAMEPAD_STATE_NORMALIZED state;
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get_state(player, state);
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switch (analog) {
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case XInputAnalogEnum::LEFT_TRIGGER:
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return state.bLeftTrigger;
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case XInputAnalogEnum::RIGHT_TRIGGER:
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return state.bRightTrigger;
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case XInputAnalogEnum::LEFT_STICK_X:
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return state.sThumbLX;
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case XInputAnalogEnum::LEFT_STICK_Y:
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return state.sThumbLY;
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case XInputAnalogEnum::RIGHT_STICK_X:
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return state.sThumbRX;
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case XInputAnalogEnum::RIGHT_STICK_Y:
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return state.sThumbRY;
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default:
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break;
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}
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return 0.5f;
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}
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bool XInputManager::get_any_button_pressed(XINPUT_NEW_BUTTON &button) {
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constexpr std::array<XInputButtonEnum, static_cast<size_t>(XInputButtonEnum::COUNT)> button_priority = {
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// the ordering here is important; we want to check buttons first, then dpad, then analog
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// this is to help with cases like DDR pads that output multiple at the same time for arrows
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// actual buttons
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XInputButtonEnum::BUTTON_A,
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XInputButtonEnum::BUTTON_B,
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XInputButtonEnum::BUTTON_X,
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XInputButtonEnum::BUTTON_Y,
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XInputButtonEnum::START,
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XInputButtonEnum::BACK,
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XInputButtonEnum::LEFT_STICK,
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XInputButtonEnum::RIGHT_STICK,
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XInputButtonEnum::LEFT_SHOULDER,
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XInputButtonEnum::RIGHT_SHOULDER,
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// dpad
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XInputButtonEnum::DPAD_UP,
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XInputButtonEnum::DPAD_DOWN,
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XInputButtonEnum::DPAD_LEFT,
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XInputButtonEnum::DPAD_RIGHT,
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// analog values that can be used as buttons
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XInputButtonEnum::LEFT_TRIGGER,
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XInputButtonEnum::RIGHT_TRIGGER,
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XInputButtonEnum::LEFT_STICK_UP,
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XInputButtonEnum::LEFT_STICK_DOWN,
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XInputButtonEnum::LEFT_STICK_LEFT,
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XInputButtonEnum::LEFT_STICK_RIGHT,
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XInputButtonEnum::RIGHT_STICK_UP,
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XInputButtonEnum::RIGHT_STICK_DOWN,
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XInputButtonEnum::RIGHT_STICK_LEFT,
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XInputButtonEnum::RIGHT_STICK_RIGHT,
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};
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for (uint8_t player = 0; player < XUSER_MAX_COUNT; player++) {
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XINPUT_GAMEPAD_STATE_NORMALIZED state;
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get_state(player, state);
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for (uint16_t b = 0; b < static_cast<uint16_t>(XInputButtonEnum::COUNT); b++) {
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if (is_button_pressed(player, button_priority[b], &state)) {
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button.player = player;
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button.button = button_priority[b];
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return true;
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}
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}
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}
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return false;
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}
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void XInputManager::set_output_state(uint8_t player, XInputOutputEnum output, float value) {
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if (!this->initialized) {
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return;
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}
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if (player >= XUSER_MAX_COUNT) {
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return;
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}
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XINPUT_VIBRATION vibration = {};
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if (output == XInputOutputEnum::LEFT_RUMBLE) {
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vibration.wLeftMotorSpeed = static_cast<uint16_t>(value * 65535);
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} else if (output == XInputOutputEnum::RIGHT_RUMBLE) {
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vibration.wRightMotorSpeed = static_cast<uint16_t>(value * 65535);
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}
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XInputSetState_addr(player, &vibration);
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}
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#endif
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}
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