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2026-04-17 20:09:41 +03:00

104 lines
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C++

#pragma once
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*
* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
*/
#include <rex/assert.h>
#include <rex/types.h>
namespace rex::input {
enum X_INPUT_CAPS {
X_INPUT_CAPS_FFB_SUPPORTED = 0x0001,
X_INPUT_CAPS_WIRELESS = 0x0002,
X_INPUT_CAPS_VOICE_SUPPORTED = 0x0004,
X_INPUT_CAPS_PMD_SUPPORTED = 0x0008,
X_INPUT_CAPS_NO_NAVIGATION = 0x0010,
};
enum X_INPUT_DEVTYPE {
XINPUT_DEVTYPE_GAMEPAD = 0x00000001,
XINPUT_DEVTYPE_KEYBOARD = 0x00000002,
};
enum X_INPUT_FLAG {
X_INPUT_FLAG_GAMEPAD = 0x00000001,
};
enum X_INPUT_GAMEPAD_BUTTON {
X_INPUT_GAMEPAD_DPAD_UP = 0x0001,
X_INPUT_GAMEPAD_DPAD_DOWN = 0x0002,
X_INPUT_GAMEPAD_DPAD_LEFT = 0x0004,
X_INPUT_GAMEPAD_DPAD_RIGHT = 0x0008,
X_INPUT_GAMEPAD_START = 0x0010,
X_INPUT_GAMEPAD_BACK = 0x0020,
X_INPUT_GAMEPAD_LEFT_THUMB = 0x0040,
X_INPUT_GAMEPAD_RIGHT_THUMB = 0x0080,
X_INPUT_GAMEPAD_LEFT_SHOULDER = 0x0100,
X_INPUT_GAMEPAD_RIGHT_SHOULDER = 0x0200,
X_INPUT_GAMEPAD_GUIDE = 0x0400,
X_INPUT_GAMEPAD_A = 0x1000,
X_INPUT_GAMEPAD_B = 0x2000,
X_INPUT_GAMEPAD_X = 0x4000,
X_INPUT_GAMEPAD_Y = 0x8000,
};
// For VK_PAD, use ui::VirtualKey.
enum X_INPUT_KEYSTROKE_FLAGS {
X_INPUT_KEYSTROKE_KEYDOWN = 0x0001,
X_INPUT_KEYSTROKE_KEYUP = 0x0002,
X_INPUT_KEYSTROKE_REPEAT = 0x0004,
};
struct X_INPUT_GAMEPAD {
be<uint16_t> buttons;
uint8_t left_trigger;
uint8_t right_trigger;
be<int16_t> thumb_lx;
be<int16_t> thumb_ly;
be<int16_t> thumb_rx;
be<int16_t> thumb_ry;
};
static_assert_size(X_INPUT_GAMEPAD, 12);
struct X_INPUT_STATE {
be<uint32_t> packet_number;
X_INPUT_GAMEPAD gamepad;
};
static_assert_size(X_INPUT_STATE, sizeof(X_INPUT_GAMEPAD) + 4);
struct X_INPUT_VIBRATION {
be<uint16_t> left_motor_speed;
be<uint16_t> right_motor_speed;
};
static_assert_size(X_INPUT_VIBRATION, 4);
struct X_INPUT_CAPABILITIES {
uint8_t type;
uint8_t sub_type;
be<uint16_t> flags;
X_INPUT_GAMEPAD gamepad;
X_INPUT_VIBRATION vibration;
};
static_assert_size(X_INPUT_CAPABILITIES, sizeof(X_INPUT_GAMEPAD) + sizeof(X_INPUT_VIBRATION) + 4);
// https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.reference.xinput_keystroke(v=vs.85).aspx
struct X_INPUT_KEYSTROKE {
be<uint16_t> virtual_key;
be<uint16_t> unicode;
be<uint16_t> flags;
uint8_t user_index;
uint8_t hid_code;
};
static_assert_size(X_INPUT_KEYSTROKE, 8);
} // namespace rex::input