Files
CoopAllTheThings/host/src/input/xinput_source.cpp
BlackMark 1a93fcf196 Check previously-ignored injection / capture / rumble return values
- injector bitness gate: IsWow64Process2 failure was treated as "native", which
  would send the x64 DLL into a 32-bit target. Fall back to the legacy
  IsWow64Process before giving up to permissive.
- injector helper exit: GetExitCodeProcess's BOOL was ignored; on a failed query
  surface GetLastError instead of a misleading exit code.
- window_capture: CreateShaderResourceView's HRESULT was ignored, and width_/
  height_ were committed even on failure, so the (latest_ == nullptr) recreate
  guard never retried -- a silently black mirror until the next resize. Only
  commit the dims on success; otherwise drop latest_ so the next frame retries.
- xinput rumble: make the best-effort XInputSetState ignore explicit (a
  disconnected pad re-syncs on the next refresh; the result isn't actionable).

The GetClientRect/ClientToScreen reads in mkb_forward are left as-is: a failure
there is a single self-correcting frame (the mapping is rejected and reused next
frame), so checking them adds no actionable behavior.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 01:43:55 +02:00

55 lines
1.4 KiB
C++

#include "input/xinput_source.hpp"
#include <windows.h>
#include <xinput.h>
namespace coop
{
void XInputSource::poll()
{
for (DWORD i = 0; i < kMaxPads; ++i)
{
XINPUT_STATE state = {};
const DWORD result = XInputGetState(i, &state);
PadInfo& info = pads_[i];
if (result == ERROR_SUCCESS)
{
info.connected = true;
info.source = "XInput #" + std::to_string(i);
// XINPUT_GAMEPAD is laid out identically to the tail of CoopPadState,
// so copy field by field to keep the mapping explicit and safe.
const XINPUT_GAMEPAD& g = state.Gamepad;
info.state.connected = 1;
info.state.packet = state.dwPacketNumber;
info.state.buttons = g.wButtons;
info.state.left_trigger = g.bLeftTrigger;
info.state.right_trigger = g.bRightTrigger;
info.state.thumb_lx = g.sThumbLX;
info.state.thumb_ly = g.sThumbLY;
info.state.thumb_rx = g.sThumbRX;
info.state.thumb_ry = g.sThumbRY;
}
else
{
info = PadInfo{};
}
}
}
void XInputSource::set_rumble(int slot, std::uint16_t left, std::uint16_t right)
{
if (slot < 0 || slot >= static_cast<int>(kMaxPads))
{
return;
}
XINPUT_VIBRATION v{left, right};
// Best-effort: if the device just disconnected this returns ERROR_DEVICE_NOT_CONNECTED, but rumble
// is fire-and-forget (the next connected-pad refresh re-syncs state), so the result isn't acted on.
(void)XInputSetState(static_cast<DWORD>(slot), &v);
}
} // namespace coop