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synced 2026-10-01 14:58:14 +00:00
Remove some no longer used xinput stuff.
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a37a6a8d54
commit
3e634e7677
3 files changed
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@@ -53,7 +53,6 @@ BOOL g_bFullScreen = FALSE;
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static RECT g_normalRC = {0};
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extern bool g_TakeScreenshot;
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extern InputState input_state;
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extern const char * getXinputButtonName(unsigned int button);
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#define TIMER_CURSORUPDATE 1
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#define TIMER_CURSORMOVEUPDATE 2
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#define CURSORUPDATE_INTERVAL_MS 50
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@@ -138,41 +138,6 @@ static Stick NormalizedDeadzoneFilter(short x, short y) {
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return s;
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}
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struct xinput_button_name {
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unsigned int button;
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char name[10];
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};
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const xinput_button_name xinput_name_map[] = {
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{XBOX_CODE_LEFTTRIGGER, "LT"},
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{XBOX_CODE_RIGHTTRIGGER, "RT"},
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{XINPUT_GAMEPAD_A, "A"},
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{XINPUT_GAMEPAD_B, "B"},
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{XINPUT_GAMEPAD_X, "X"},
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{XINPUT_GAMEPAD_Y, "Y"},
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{XINPUT_GAMEPAD_BACK, "Back"},
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{XINPUT_GAMEPAD_START, "Start"},
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{XINPUT_GAMEPAD_LEFT_SHOULDER, "LB"},
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{XINPUT_GAMEPAD_RIGHT_SHOULDER, "RB"},
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{XINPUT_GAMEPAD_LEFT_THUMB, "LThumb"},
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{XINPUT_GAMEPAD_RIGHT_THUMB, "RThumb"},
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{XINPUT_GAMEPAD_DPAD_UP, "Up"},
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{XINPUT_GAMEPAD_DPAD_DOWN, "Down"},
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{XINPUT_GAMEPAD_DPAD_LEFT, "Left"},
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{XINPUT_GAMEPAD_DPAD_RIGHT, "Right"},
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};
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static const int xbutton_name_map_size = sizeof(xinput_name_map) / sizeof(xinput_button_name);
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const char * getXinputButtonName(unsigned int button) {
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for (int i = 0; i < xbutton_name_map_size; i++) {
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if (xinput_name_map[i].button == button)
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return xinput_name_map[i].name;
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}
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return 0;
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}
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void XinputDevice::ApplyButtons(XINPUT_STATE &state, InputState &input_state) {
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u32 buttons = state.Gamepad.wButtons;
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// Simulate some extra buttons from axes. This should be done elsewhere really.
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@@ -236,41 +201,3 @@ void XinputDevice::ApplyButtons(XINPUT_STATE &state, InputState &input_state) {
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}
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}
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}
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int XinputDevice::UpdateRawStateSingle(RawInputState &rawState)
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{
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if (g_Config.iForceInputDevice > 0) return -1;
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XINPUT_STATE state;
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ZeroMemory( &state, sizeof(XINPUT_STATE) );
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DWORD dwResult;
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if (this->gamepad_idx >= 0)
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dwResult = XInputGetState( this->gamepad_idx, &state );
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else {
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// use the first gamepad that responds
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for (int i = 0; i < XUSER_MAX_COUNT; i++) {
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dwResult = XInputGetState( i, &state );
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if (dwResult == ERROR_SUCCESS) {
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this->gamepad_idx = i;
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break;
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}
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}
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}
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if ( dwResult == ERROR_SUCCESS ) {
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for (UINT bit = XINPUT_GAMEPAD_DPAD_UP; bit <= XINPUT_GAMEPAD_Y; bit <<= 1) {
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if (state.Gamepad.wButtons & bit) {
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rawState.button = bit;
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break;
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}
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}
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if (state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
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rawState.button = XBOX_CODE_LEFTTRIGGER;
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} else if (state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) {
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rawState.button = XBOX_CODE_RIGHTTRIGGER;
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}
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return TRUE;
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}
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return FALSE;
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}
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@@ -11,7 +11,6 @@ public:
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XinputDevice();
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virtual int UpdateState(InputState &input_state);
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virtual bool IsPad() { return true; }
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int UpdateRawStateSingle(RawInputState &rawState);
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private:
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void ApplyButtons(XINPUT_STATE &state, InputState &input_state);
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int gamepad_idx;
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