2 * The Wine project - Xinput Joystick Library
3 * Copyright 2008 Andrew Fenn
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #ifndef __WINE_XINPUT_H
21 #define __WINE_XINPUT_H
26 * Bitmasks for the joysticks buttons, determines what has
27 * been pressed on the joystick, these need to be mapped
28 * to whatever device you're using instead of an xbox 360
32 #define XINPUT_GAMEPAD_DPAD_UP 0x0001
33 #define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
34 #define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
35 #define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
36 #define XINPUT_GAMEPAD_START 0x0010
37 #define XINPUT_GAMEPAD_BACK 0x0020
38 #define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
39 #define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
40 #define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
41 #define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
42 #define XINPUT_GAMEPAD_A 0x1000
43 #define XINPUT_GAMEPAD_B 0x2000
44 #define XINPUT_GAMEPAD_X 0x4000
45 #define XINPUT_GAMEPAD_Y 0x8000
48 * Defines the flags used to determine if the user is pushing
49 * down on a button, not holding a button, etc
52 #define XINPUT_KEYSTROKE_KEYDOWN 0x0001
53 #define XINPUT_KEYSTROKE_KEYUP 0x0002
54 #define XINPUT_KEYSTROKE_REPEAT 0x0004
57 * Defines the codes which are returned by XInputGetKeystroke
60 #define VK_PAD_A 0x5800
61 #define VK_PAD_B 0x5801
62 #define VK_PAD_X 0x5802
63 #define VK_PAD_Y 0x5803
64 #define VK_PAD_RSHOULDER 0x5804
65 #define VK_PAD_LSHOULDER 0x5805
66 #define VK_PAD_LTRIGGER 0x5806
67 #define VK_PAD_RTRIGGER 0x5807
68 #define VK_PAD_DPAD_UP 0x5810
69 #define VK_PAD_DPAD_DOWN 0x5811
70 #define VK_PAD_DPAD_LEFT 0x5812
71 #define VK_PAD_DPAD_RIGHT 0x5813
72 #define VK_PAD_START 0x5814
73 #define VK_PAD_BACK 0x5815
74 #define VK_PAD_LTHUMB_PRESS 0x5816
75 #define VK_PAD_RTHUMB_PRESS 0x5817
76 #define VK_PAD_LTHUMB_UP 0x5820
77 #define VK_PAD_LTHUMB_DOWN 0x5821
78 #define VK_PAD_LTHUMB_RIGHT 0x5822
79 #define VK_PAD_LTHUMB_LEFT 0x5823
80 #define VK_PAD_LTHUMB_UPLEFT 0x5824
81 #define VK_PAD_LTHUMB_UPRIGHT 0x5825
82 #define VK_PAD_LTHUMB_DOWNRIGHT 0x5826
83 #define VK_PAD_LTHUMB_DOWNLEFT 0x5827
84 #define VK_PAD_RTHUMB_UP 0x5830
85 #define VK_PAD_RTHUMB_DOWN 0x5831
86 #define VK_PAD_RTHUMB_RIGHT 0x5832
87 #define VK_PAD_RTHUMB_LEFT 0x5833
88 #define VK_PAD_RTHUMB_UPLEFT 0x5834
89 #define VK_PAD_RTHUMB_UPRIGHT 0x5835
90 #define VK_PAD_RTHUMB_DOWNRIGHT 0x5836
91 #define VK_PAD_RTHUMB_DOWNLEFT 0x5837
94 * Deadzones are for analogue joystick controls on the joypad
95 * which determine when input should be assumed to be in the
96 * middle of the pad. This is a threshold to stop a joypad
97 * controlling the game when the player isn't touching the
101 #define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849
102 #define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
103 #define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30
107 * Defines what type of abilities the type of joystick has
108 * DEVTYPE_GAMEPAD is available for all joysticks, however
109 * there may be more specific identifiers for other joysticks
110 * which are being used.
113 #define XINPUT_DEVTYPE_GAMEPAD 0x01
114 #define XINPUT_DEVSUBTYPE_GAMEPAD 0x01
115 #define XINPUT_DEVSUBTYPE_WHEEL 0x02
116 #define XINPUT_DEVSUBTYPE_ARCADE_STICK 0x03
117 #define XINPUT_DEVSUBTYPE_FLIGHT_SICK 0x04
118 #define XINPUT_DEVSUBTYPE_DANCE_PAD 0x05
119 #define XINPUT_DEVSUBTYPE_GUITAR 0x06
120 #define XINPUT_DEVSUBTYPE_DRUM_KIT 0x08
123 * These are used with the XInputGetCapabilities function to
124 * determine the abilities to the joystick which has been
128 #define XINPUT_CAPS_VOICE_SUPPORTED 0x0004
129 #define XINPUT_FLAG_GAMEPAD 0x00000001
132 * Defines the status of the battery if one is used in the
133 * attached joystick. The first two define if the joystick
134 * supports a battery. Disconnected means that the joystick
135 * isn't connected. Wired shows that the joystick is a wired
139 #define BATTERY_DEVTYPE_GAMEPAD 0x00
140 #define BATTERY_DEVTYPE_HEADSET 0x01
141 #define BATTERY_TYPE_DISCONNECTED 0x00
142 #define BATTERY_TYPE_WIRED 0x01
143 #define BATTERY_TYPE_ALKALINE 0x02
144 #define BATTERY_TYPE_NIMH 0x03
145 #define BATTERY_TYPE_UNKNOWN 0xFF
146 #define BATTERY_LEVEL_EMPTY 0x00
147 #define BATTERY_LEVEL_LOW 0x01
148 #define BATTERY_LEVEL_MEDIUM 0x02
149 #define BATTERY_LEVEL_FULL 0x03
152 * How many joysticks can be used with this library. Games that
153 * use the xinput library will not go over this number.
156 #define XUSER_MAX_COUNT 4
157 #define XUSER_INDEX_ANY 0x000000FF
159 #define XINPUT_CAPS_FFB_SUPPORTED 0x0001
160 #define XINPUT_CAPS_WIRELESS 0x0002
161 #define XINPUT_CAPS_PMD_SUPPORTED 0x0008
162 #define XINPUT_CAPS_NO_NAVIGATION 0x0010
165 * Defines the structure of an xbox 360 joystick.
168 typedef struct _XINPUT_GAMEPAD
{
176 } XINPUT_GAMEPAD
, *PXINPUT_GAMEPAD
;
178 typedef struct _XINPUT_STATE
{
179 DWORD dwPacketNumber
;
180 XINPUT_GAMEPAD Gamepad
;
181 } XINPUT_STATE
, *PXINPUT_STATE
;
184 * Defines the structure of how much vibration is set on both the
185 * right and left motors in a joystick. If you're not using a 360
186 * joystick you will have to map these to your device.
189 typedef struct _XINPUT_VIBRATION
{
190 WORD wLeftMotorSpeed
;
191 WORD wRightMotorSpeed
;
192 } XINPUT_VIBRATION
, *PXINPUT_VIBRATION
;
195 * Defines the structure for what kind of abilities the joystick has
196 * such abilities are things such as if the joystick has the ability
197 * to send and receive audio, if the joystick is in fact a driving
198 * wheel or perhaps if the joystick is some kind of dance pad or
202 typedef struct _XINPUT_CAPABILITIES
{
206 XINPUT_GAMEPAD Gamepad
;
207 XINPUT_VIBRATION Vibration
;
208 } XINPUT_CAPABILITIES
, *PXINPUT_CAPABILITIES
;
211 * Defines the structure for a joystick input event which is
212 * retrieved using the function XInputGetKeystroke
214 typedef struct _XINPUT_KEYSTROKE
{
220 } XINPUT_KEYSTROKE
, *PXINPUT_KEYSTROKE
;
222 typedef struct _XINPUT_BATTERY_INFORMATION
226 } XINPUT_BATTERY_INFORMATION
, *PXINPUT_BATTERY_INFORMATION
;
232 void WINAPI
XInputEnable(BOOL
);
233 DWORD WINAPI
XInputSetState(DWORD
, XINPUT_VIBRATION
*);
234 DWORD WINAPI
XInputGetState(DWORD
, XINPUT_STATE
*);
235 DWORD WINAPI
XInputGetKeystroke(DWORD
, DWORD
, PXINPUT_KEYSTROKE
);
236 DWORD WINAPI
XInputGetCapabilities(DWORD
, DWORD
, XINPUT_CAPABILITIES
*);
237 DWORD WINAPI
XInputGetDSoundAudioDeviceGuids(DWORD
, GUID
*, GUID
*);
238 DWORD WINAPI
XInputGetBatteryInformation(DWORD
, BYTE
, XINPUT_BATTERY_INFORMATION
*);
240 DWORD WINAPI
XInputGetStateEx(DWORD
, XINPUT_STATE
*);
246 #endif /* __WINE_XINPUT_H */