xinput: bind UI, vibration, hotplug (#620)

## Link to GitHub Issue or related Pull Request, if one exists
#616 

## Description of change
`Naive` button is now called `Naive/XInput` and detects XInput
controllers

Add vibration output as "Lights"

Add proper hotplug support and multiple controllers

Fix misc bugs on x86

## Testing
I tested with two xbox controllers.
This commit is contained in:
bicarus
2026-04-10 01:04:20 -07:00
committed by GitHub
parent ca70f7b19c
commit a159691097
11 changed files with 275 additions and 68 deletions
+15 -3
View File
@@ -927,7 +927,7 @@ void GameAPI::Lights::sortLightsWithCategory(
}
void GameAPI::Lights::writeLight(rawinput::Device *device, int index, float value) {
void GameAPI::Lights::writeLight(rawinput::RawInputManager *manager, rawinput::Device *device, int index, float value) {
// check device
if (!device) {
@@ -1014,6 +1014,18 @@ void GameAPI::Lights::writeLight(rawinput::Device *device, int index, float valu
}
break;
}
case rawinput::XINPUT_GAMEPAD: {
assert(reinterpret_cast<uintptr_t>(device->handle) < XUSER_MAX_COUNT);
const auto player = static_cast<uint8_t>(reinterpret_cast<uintptr_t>(device->handle));
if (index < static_cast<int>(xinput::XInputOutputEnum::COUNT)) {
manager->XINPUT_MGR->set_output_state(
player, static_cast<xinput::XInputOutputEnum>(index), value);
// no need to set output_pending; xinput output handled immediately
} else {
log_warning("api", "invalid xinput light index: {}", index);
}
break;
}
default:
break;
}
@@ -1039,9 +1051,9 @@ void GameAPI::Lights::writeLight(rawinput::RawInputManager *manager, Light &ligh
// write state
if (light.override_enabled) {
writeLight(device, light.getIndex(), light.override_state);
writeLight(manager, device, light.getIndex(), light.override_state);
} else {
writeLight(device, light.getIndex(), value);
writeLight(manager, device, light.getIndex(), value);
}
}