using System.Runtime.InteropServices;
using VRio.Core.Input;
namespace VRio.App;
///
/// Polls the first connected XInput (Xbox) controller and converts its state
/// to the Core's normalized . Uses the in-box
/// xinput1_4.dll (Windows 8+), falling back to xinput9_1_0.dll, so no
/// redistributable is needed. Polling a disconnected user index is expensive,
/// so while no pad is present the 0–3 scan only runs every ~1 s.
///
internal sealed class XInputGamepad
{
private const int MaxUsers = 4;
private const uint ErrorSuccess = 0;
private const int ScanEveryNPolls = 60; // ≈1 s at the 16 ms input tick
private static bool _tryXInput14 = true;
private int _user = -1;
private int _scanCountdown;
/// True while a controller is connected and being polled.
public bool Connected => _user >= 0;
/// XInput user index of the connected controller (0-based).
public int UserIndex => _user;
///
/// Poll the pad. False (with a rest-state snapshot) while disconnected.
///
public bool TryRead(out PadState state)
{
if (_user >= 0)
{
if (GetState(_user, out XINPUT_STATE s) == ErrorSuccess)
{
state = Convert(s.Gamepad);
return true;
}
_user = -1; // unplugged; fall through to (throttled) rescan
_scanCountdown = 0;
}
if (--_scanCountdown <= 0)
{
_scanCountdown = ScanEveryNPolls;
for (int i = 0; i < MaxUsers; i++)
{
if (GetState(i, out XINPUT_STATE s) == ErrorSuccess)
{
_user = i;
state = Convert(s.Gamepad);
return true;
}
}
}
state = default;
return false;
}
private static PadState Convert(in XINPUT_GAMEPAD g) => new(
(PadButtons)g.wButtons,
Thumb(g.sThumbLX), Thumb(g.sThumbLY),
Thumb(g.sThumbRX), Thumb(g.sThumbRY),
g.bLeftTrigger / 255f, g.bRightTrigger / 255f);
private static float Thumb(short v) => Math.Max(-1f, v / 32767f);
private static uint GetState(int user, out XINPUT_STATE state)
{
if (_tryXInput14)
{
try
{
return XInputGetState14(user, out state);
}
catch (DllNotFoundException)
{
_tryXInput14 = false;
}
}
try
{
return XInputGetState910(user, out state);
}
catch (DllNotFoundException)
{
state = default;
return uint.MaxValue; // no XInput on this system — behaves as "no pad"
}
}
[DllImport("xinput1_4.dll", EntryPoint = "XInputGetState")]
private static extern uint XInputGetState14(int dwUserIndex, out XINPUT_STATE state);
[DllImport("xinput9_1_0.dll", EntryPoint = "XInputGetState")]
private static extern uint XInputGetState910(int dwUserIndex, out XINPUT_STATE state);
[StructLayout(LayoutKind.Sequential)]
private struct XINPUT_STATE
{
public uint dwPacketNumber;
public XINPUT_GAMEPAD Gamepad;
}
[StructLayout(LayoutKind.Sequential)]
private struct XINPUT_GAMEPAD
{
public ushort wButtons;
public byte bLeftTrigger;
public byte bRightTrigger;
public short sThumbLX;
public short sThumbLY;
public short sThumbRX;
public short sThumbRY;
}
}