2009-01-20 14:25:33 +00:00
										 
									 
								 
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								//////////////////////////////////////////////////////////////////////////////////////////
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								//
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								// Licensetype: GNU General Public License (GPL)
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								//
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								//
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								// This program 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
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								// GNU General Public License 2.0 for more details.
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								//
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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								//
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								// Official SVN repository and contact information can be found at
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								// http://code.google.com/p/dolphin-emu/
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								//
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								//////////////////////////////////////////////////////////////////////////////////////////
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								//////////////////////////////////////////////////////////////////////////////////////////
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								// File description
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								/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								   Function: This file will get the status of the analog triggers of any connected XInput device.
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								   This code was made with the help of SimpleController.cpp in the June 2008 Microsoft DirectX SDK
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								   Samples.
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								///////////////////////////////////////////////////// */
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											2009-01-20 14:26:56 +00:00
										 
									 
								 
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								#ifdef _WIN32
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											2009-01-20 14:25:33 +00:00
										 
									 
								 
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								//////////////////////////////////////////////////////////////////////////////////////////
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								// Includes
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								// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								#include <windows.h>
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								#include <XInput.h> // XInput API
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								#include "nJoy.h" // Local
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								///////////////////////////////////////////////
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								namespace XInput
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								{
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								//////////////////////////////////////////////////////////////////////////////////////////
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								// Declarations
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								// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								#define MAX_CONTROLLERS 4  // XInput handles up to 4 controllers 
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								struct CONTROLER_STATE
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								{
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								    XINPUT_STATE state;
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								    bool bConnected;
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								};
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								CONTROLER_STATE g_Controllers[MAX_CONTROLLERS];
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								///////////////////////////////////////////////
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								//////////////////////////////////////////////////////////////////////////////////////////
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								// Init
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								// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								/* Function: Calculate the number of connected XInput devices
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								   Todo: Implement this to figure out if there are multiple XInput controllers connected,
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								   we currently only try to connect to XInput device 0 */
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								void Init()
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								{
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								    // Init state
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								    //ZeroMemory( g_Controllers, sizeof( CONTROLER_STATE ) * MAX_CONTROLLERS );
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									// Declaration
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									DWORD dwResult;
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									// Calculate the number of connected XInput devices
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									for( DWORD i = 0; i < MAX_CONTROLLERS; i++ )
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								    {
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								        // Simply get the state of the controller from XInput.
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								        dwResult = XInputGetState( i, &g_Controllers[i].state );
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								        if( dwResult == ERROR_SUCCESS )
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								            g_Controllers[i].bConnected = true;
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								        else
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								            g_Controllers[i].bConnected = false;
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								    }
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								}	
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								///////////////////////////////////////////
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								//////////////////////////////////////////////////////////////////////////////////////////
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								// Get the trigger status
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								// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								int GetXI(int Controller, int Button)
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								{
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									// Update the internal status
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								    DWORD dwResult;
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									dwResult = XInputGetState( Controller, &g_Controllers[Controller].state );
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									if( dwResult != ERROR_SUCCESS ) return -1;
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									switch(Button)
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									{
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									case XI_TRIGGER_L:
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										return g_Controllers[0].state.Gamepad.bLeftTrigger;
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									case XI_TRIGGER_R:
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										return g_Controllers[0].state.Gamepad.bRightTrigger;
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									default:
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										return 0;
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									}
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								}
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								///////////////////////////////////////////
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								//////////////////////////////////////////////////////////////////////////////////////////
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								// Check if a certain controller is connected
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								// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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								bool IsConnected(int Controller)
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								{
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									DWORD dwResult = XInputGetState( Controller, &g_Controllers[Controller].state );
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									// Update the connected status
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									if( dwResult == ERROR_SUCCESS )
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										return true;
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									else
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										return false;
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								}
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								///////////////////////////////////////////
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											2009-01-20 14:26:56 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								} // XInput
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
								
									
								 | 
							
							
								#endif
							 |