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Xenia-Canary/src/xenia/kernel/xam/xam_input.cc
2024-08-13 17:57:25 +02:00

252 lines
8.3 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2022 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/base/logging.h"
#include "xenia/emulator.h"
#include "xenia/hid/input.h"
#include "xenia/hid/input_system.h"
#include "xenia/kernel/kernel_state.h"
#include "xenia/kernel/util/shim_utils.h"
#include "xenia/kernel/xam/xam_private.h"
#include "xenia/xbox.h"
namespace xe {
namespace kernel {
namespace xam {
using xe::hid::X_INPUT_CAPABILITIES;
using xe::hid::X_INPUT_KEYSTROKE;
using xe::hid::X_INPUT_STATE;
using xe::hid::X_INPUT_VIBRATION;
constexpr uint32_t XINPUT_FLAG_GAMEPAD = 0x01;
constexpr uint32_t XINPUT_FLAG_KEYBOARD = 0x02;
constexpr uint32_t XINPUT_FLAG_MIC = 0x20; // Based on "karaoke" titles
constexpr uint32_t XINPUT_FLAG_ANYDEVICE = 0xFF;
constexpr uint32_t XINPUT_FLAG_ANY_USER = 1 << 30;
dword_result_t XAutomationpUnbindController_entry(dword_t user_index) {
if (user_index > 4) {
return 0;
}
return 1;
}
DECLARE_XAM_EXPORT1(XAutomationpUnbindController, kInput, kStub);
void XamResetInactivity_entry() {
// Do we need to do anything?
}
DECLARE_XAM_EXPORT1(XamResetInactivity, kInput, kStub);
dword_result_t XamEnableInactivityProcessing_entry(dword_t unk,
dword_t enable) {
return X_ERROR_SUCCESS;
}
DECLARE_XAM_EXPORT1(XamEnableInactivityProcessing, kInput, kStub);
dword_result_t XamInputGetCapabilitiesEx_entry(
dword_t unk, dword_t user_index, dword_t flags,
pointer_t<X_INPUT_CAPABILITIES> caps) {
if (unk > 1) {
return X_ERROR_NOT_SUPPORTED;
}
// Fail-safe check
if (!caps) {
return X_ERROR_BAD_ARGUMENTS;
}
caps.Zero();
if ((flags & XINPUT_FLAG_ANY_USER) != 0) {
// should trap
}
if ((flags & 4) != 0) {
// should trap
}
if ((flags & XINPUT_FLAG_ANYDEVICE) && (flags & XINPUT_FLAG_GAMEPAD) == 0) {
// Ignore any query for other types of devices.
return X_ERROR_DEVICE_NOT_CONNECTED;
}
uint32_t actual_user_index = user_index;
if ((actual_user_index & 0xFF) == 0xFF || (flags & XINPUT_FLAG_ANY_USER)) {
// Always pin user to 0.
actual_user_index = 0;
}
auto input_system = kernel_state()->emulator()->input_system();
auto lock = input_system->lock();
return input_system->GetCapabilities(actual_user_index, flags, caps);
}
DECLARE_XAM_EXPORT1(XamInputGetCapabilitiesEx, kInput, kSketchy);
// https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.reference.xinputgetcapabilities(v=vs.85).aspx
dword_result_t XamInputGetCapabilities_entry(
dword_t user_index, dword_t flags, pointer_t<X_INPUT_CAPABILITIES> caps) {
// chrispy: actually, it appears that caps is never checked for null, it is
// memset at the start regardless
return XamInputGetCapabilitiesEx_entry(1, user_index, flags, caps);
}
DECLARE_XAM_EXPORT1(XamInputGetCapabilities, kInput, kSketchy);
// https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.reference.xinputgetstate(v=vs.85).aspx
dword_result_t XamInputGetState_entry(dword_t user_index, dword_t flags,
pointer_t<X_INPUT_STATE> input_state) {
if (input_state) {
memset((void*)input_state.host_address(), 0, sizeof(X_INPUT_STATE));
}
if (user_index >= 4) {
return X_ERROR_DEVICE_NOT_CONNECTED;
}
// Games call this with a NULL state ptr, probably as a query.
if ((flags & XINPUT_FLAG_ANYDEVICE) && (flags & XINPUT_FLAG_GAMEPAD) == 0) {
// Ignore any query for other types of devices.
return X_ERROR_DEVICE_NOT_CONNECTED;
}
uint32_t actual_user_index = user_index;
// chrispy: change this, logic is not right
if ((actual_user_index & 0xFF) == 0xFF || (flags & XINPUT_FLAG_ANY_USER)) {
// Always pin user to 0.
actual_user_index = 0;
}
auto input_system = kernel_state()->emulator()->input_system();
auto lock = input_system->lock();
return input_system->GetState(user_index, input_state);
}
DECLARE_XAM_EXPORT2(XamInputGetState, kInput, kImplemented, kHighFrequency);
// https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.reference.xinputsetstate(v=vs.85).aspx
dword_result_t XamInputSetState_entry(
dword_t user_index,
dword_t flags, /* flags, as far as i can see, is not used*/
pointer_t<X_INPUT_VIBRATION> vibration) {
if (user_index >= 4) {
return X_E_DEVICE_NOT_CONNECTED;
}
if (!vibration) {
return X_ERROR_BAD_ARGUMENTS;
}
uint32_t actual_user_index = user_index;
if ((user_index & 0xFF) == 0xFF) {
// Always pin user to 0.
actual_user_index = 0;
}
auto input_system = kernel_state()->emulator()->input_system();
auto lock = input_system->lock();
return input_system->SetState(user_index, vibration);
}
DECLARE_XAM_EXPORT1(XamInputSetState, kInput, kImplemented);
// https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.reference.xinputgetkeystroke(v=vs.85).aspx
dword_result_t XamInputGetKeystroke_entry(
dword_t user_index, dword_t flags, pointer_t<X_INPUT_KEYSTROKE> keystroke) {
// https://github.com/CodeAsm/ffplay360/blob/master/Common/AtgXime.cpp
// user index = index or XUSER_INDEX_ANY
// flags = XINPUT_FLAG_GAMEPAD (| _ANYUSER | _ANYDEVICE)
if (!keystroke) {
return X_ERROR_BAD_ARGUMENTS;
}
if ((flags & XINPUT_FLAG_ANYDEVICE) && (flags & XINPUT_FLAG_GAMEPAD) == 0) {
// Ignore any query for other types of devices.
return X_ERROR_DEVICE_NOT_CONNECTED;
}
uint32_t actual_user_index = user_index;
if ((actual_user_index & 0xFF) == 0xFF || (flags & XINPUT_FLAG_ANY_USER)) {
// Always pin user to 0.
actual_user_index = 0;
}
auto input_system = kernel_state()->emulator()->input_system();
auto lock = input_system->lock();
return input_system->GetKeystroke(user_index, flags, keystroke);
}
DECLARE_XAM_EXPORT1(XamInputGetKeystroke, kInput, kImplemented);
// Same as non-ex, just takes a pointer to user index.
dword_result_t XamInputGetKeystrokeEx_entry(
lpdword_t user_index_ptr, dword_t flags,
pointer_t<X_INPUT_KEYSTROKE> keystroke) {
if (!keystroke) {
return X_ERROR_BAD_ARGUMENTS;
}
if ((flags & XINPUT_FLAG_ANYDEVICE) && (flags & XINPUT_FLAG_GAMEPAD) == 0) {
// Ignore any query for other types of devices.
return X_ERROR_DEVICE_NOT_CONNECTED;
}
uint32_t user_index = *user_index_ptr;
auto input_system = kernel_state()->emulator()->input_system();
auto lock = input_system->lock();
if ((user_index & 0xFF) == 0xFF) {
// Always pin user to 0.
user_index = 0;
}
if (flags & XINPUT_FLAG_ANY_USER) {
// That flag means we should iterate over every connected controller and
// check which one have pending request.
auto result = X_ERROR_DEVICE_NOT_CONNECTED;
for (uint32_t i = 0; i < 4; i++) {
auto result = input_system->GetKeystroke(i, flags, keystroke);
// Return result from first user that have pending request
if (result == X_ERROR_SUCCESS) {
*user_index_ptr = keystroke->user_index;
return result;
}
}
return result;
}
auto result = input_system->GetKeystroke(user_index, flags, keystroke);
if (XSUCCEEDED(result)) {
*user_index_ptr = keystroke->user_index;
}
return result;
}
DECLARE_XAM_EXPORT1(XamInputGetKeystrokeEx, kInput, kImplemented);
X_HRESULT_result_t XamUserGetDeviceContext_entry(dword_t user_index,
dword_t unk,
lpdword_t out_ptr) {
// Games check the result - usually with some masking.
// If this function fails they assume zero, so let's fail AND
// set zero just to be safe.
*out_ptr = 0;
if (kernel_state()->IsUserSignedIn(user_index) ||
(user_index & 0xFF) == 0xFF) {
*out_ptr = (uint32_t)user_index;
return X_E_SUCCESS;
} else {
return X_E_DEVICE_NOT_CONNECTED;
}
}
DECLARE_XAM_EXPORT1(XamUserGetDeviceContext, kInput, kStub);
} // namespace xam
} // namespace kernel
} // namespace xe
DECLARE_XAM_EMPTY_REGISTER_EXPORTS(Input);