Originally posted on the old forum.
There is also a version for AutoHotkey v2.
XInput.ahk wraps a few key functions of XInput, a.k.a. the Microsoft Common Controller API. It provides the following capabilities not otherwise accessible to scripts:
- The official drivers report to Windows one axis for both analog triggers, making it impossible to detect when both triggers are pulled at once. XInput allows one to retrieve the state of each analog trigger individually.
- Set level of controller vibration - left and right motor speeds.
- Detect input on attached messenger kits (mini keyboards which can be attached to a controller).
- Retrieve battery levels of wireless controllers.
- Access the audio input/output of a given controller's headset.
Usage notes are written above each function.
Code: Select all
/* XInput by Lexikos
* Requires AutoHotkey 1.1+.
*/
/*
Function: XInput_Init
Initializes XInput.ahk with the given XInput DLL.
Parameters:
dll - The path or name of the XInput DLL to load.
*/
XInput_Init(dll:="")
{
global
if _XInput_hm
return
;======== CONSTANTS DEFINED IN XINPUT.H ========
; NOTE: These are based on my outdated copy of the DirectX SDK.
; Newer versions of XInput may require additional constants.
; Device types available in XINPUT_CAPABILITIES
XINPUT_DEVTYPE_GAMEPAD := 0x01
; Device subtypes available in XINPUT_CAPABILITIES
XINPUT_DEVSUBTYPE_GAMEPAD := 0x01
; Flags for XINPUT_CAPABILITIES
XINPUT_CAPS_VOICE_SUPPORTED := 0x0004
; Constants for gamepad buttons
XINPUT_GAMEPAD_DPAD_UP := 0x0001
XINPUT_GAMEPAD_DPAD_DOWN := 0x0002
XINPUT_GAMEPAD_DPAD_LEFT := 0x0004
XINPUT_GAMEPAD_DPAD_RIGHT := 0x0008
XINPUT_GAMEPAD_START := 0x0010
XINPUT_GAMEPAD_BACK := 0x0020
XINPUT_GAMEPAD_LEFT_THUMB := 0x0040
XINPUT_GAMEPAD_RIGHT_THUMB := 0x0080
XINPUT_GAMEPAD_LEFT_SHOULDER := 0x0100
XINPUT_GAMEPAD_RIGHT_SHOULDER := 0x0200
XINPUT_GAMEPAD_GUIDE := 0x0400
XINPUT_GAMEPAD_A := 0x1000
XINPUT_GAMEPAD_B := 0x2000
XINPUT_GAMEPAD_X := 0x4000
XINPUT_GAMEPAD_Y := 0x8000
; Gamepad thresholds
XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE := 7849
XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE := 8689
XINPUT_GAMEPAD_TRIGGER_THRESHOLD := 30
; Flags to pass to XInputGetCapabilities
XINPUT_FLAG_GAMEPAD := 0x00000001
;=============== END CONSTANTS =================
if (dll = "")
Loop %A_WinDir%\System32\XInput1_*.dll
dll := A_LoopFileName
if (dll = "")
dll := "XInput1_3.dll"
_XInput_hm := DllCall("LoadLibrary" ,"str",dll ,"ptr")
if !_XInput_hm
throw Exception("Failed to initialize XInput: " dll " not found.")
(_XInput_GetState := DllCall("GetProcAddress" ,"ptr",_XInput_hm ,"ptr",100 ,"ptr"))
|| (_XInput_GetState := DllCall("GetProcAddress" ,"ptr",_XInput_hm ,"astr","XInputGetState" ,"ptr"))
_XInput_SetState := DllCall("GetProcAddress" ,"ptr",_XInput_hm ,"astr","XInputSetState" ,"ptr")
_XInput_GetCapabilities := DllCall("GetProcAddress" ,"ptr",_XInput_hm ,"astr","XInputGetCapabilities" ,"ptr")
if !(_XInput_GetState && _XInput_SetState && _XInput_GetCapabilities)
{
XInput_Term()
throw Exception("Failed to initialize XInput: function not found.")
}
}
/*
Function: XInput_GetState
Retrieves the current state of the specified controller.
Parameters:
UserIndex - [in] Index of the user's controller. Can be a value from 0 to 3.
Returns:
The current state of the controller as an associative array.
ErrorLevel:
If the function succeeds, ErrorLevel is ERROR_SUCCESS (zero).
If the controller is not connected, ErrorLevel is ERROR_DEVICE_NOT_CONNECTED (1167).
If the function fails, ErrorLevel is an error code defined in Winerror.h.
http://msdn.microsoft.com/en-us/library/ms681381.aspx
Remarks:
XInput.dll returns controller state as a binary structure:
http://msdn.microsoft.com/en-us/library/microsoft.directx_sdk.reference.xinput_state
http://msdn.microsoft.com/en-us/library/microsoft.directx_sdk.reference.xinput_gamepad
*/
XInput_GetState(UserIndex)
{
global _XInput_GetState
VarSetCapacity(xiState,16)
if ErrorLevel := DllCall(_XInput_GetState ,"uint",UserIndex ,"uint",&xiState)
return 0
return {
(Join,
dwPacketNumber: NumGet(xiState, 0, "UInt")
wButtons: NumGet(xiState, 4, "UShort")
bLeftTrigger: NumGet(xiState, 6, "UChar")
bRightTrigger: NumGet(xiState, 7, "UChar")
sThumbLX: NumGet(xiState, 8, "Short")
sThumbLY: NumGet(xiState, 10, "Short")
sThumbRX: NumGet(xiState, 12, "Short")
sThumbRY: NumGet(xiState, 14, "Short")
)}
}
/*
Function: XInput_SetState
Sends data to a connected controller. This function is used to activate the vibration
function of a controller.
Parameters:
UserIndex - [in] Index of the user's controller. Can be a value from 0 to 3.
LeftMotorSpeed - [in] Speed of the left motor, between 0 and 65535.
RightMotorSpeed - [in] Speed of the right motor, between 0 and 65535.
Returns:
If the function succeeds, the return value is 0 (ERROR_SUCCESS).
If the controller is not connected, the return value is 1167 (ERROR_DEVICE_NOT_CONNECTED).
If the function fails, the return value is an error code defined in Winerror.h.
http://msdn.microsoft.com/en-us/library/ms681381.aspx
Remarks:
The left motor is the low-frequency rumble motor. The right motor is the
high-frequency rumble motor. The two motors are not the same, and they create
different vibration effects.
*/
XInput_SetState(UserIndex, LeftMotorSpeed, RightMotorSpeed)
{
global _XInput_SetState
return DllCall(_XInput_SetState ,"uint",UserIndex ,"uint*",LeftMotorSpeed|RightMotorSpeed<<16)
}
/*
Function: XInput_GetCapabilities
Retrieves the capabilities and features of a connected controller.
Parameters:
UserIndex - [in] Index of the user's controller. Can be a value in the range 0–3.
Flags - [in] Input flags that identify the controller type.
0 - All controllers.
1 - XINPUT_FLAG_GAMEPAD: Xbox 360 Controllers only.
Returns:
The controller capabilities, as an associative array.
ErrorLevel:
If the function succeeds, ErrorLevel is 0 (ERROR_SUCCESS).
If the controller is not connected, ErrorLevel is 1167 (ERROR_DEVICE_NOT_CONNECTED).
If the function fails, ErrorLevel is an error code defined in Winerror.h.
http://msdn.microsoft.com/en-us/library/ms681381.aspx
Remarks:
XInput.dll returns capabilities via a binary structure:
http://msdn.microsoft.com/en-us/library/microsoft.directx_sdk.reference.xinput_capabilities
*/
XInput_GetCapabilities(UserIndex, Flags)
{
global _XInput_GetCapabilities
VarSetCapacity(xiCaps,20)
if ErrorLevel := DllCall(_XInput_GetCapabilities ,"uint",UserIndex ,"uint",Flags ,"ptr",&xiCaps)
return 0
return,
(Join
{
Type: NumGet(xiCaps, 0, "UChar"),
SubType: NumGet(xiCaps, 1, "UChar"),
Flags: NumGet(xiCaps, 2, "UShort"),
Gamepad:
{
wButtons: NumGet(xiCaps, 4, "UShort"),
bLeftTrigger: NumGet(xiCaps, 6, "UChar"),
bRightTrigger: NumGet(xiCaps, 7, "UChar"),
sThumbLX: NumGet(xiCaps, 8, "Short"),
sThumbLY: NumGet(xiCaps, 10, "Short"),
sThumbRX: NumGet(xiCaps, 12, "Short"),
sThumbRY: NumGet(xiCaps, 14, "Short")
},
Vibration:
{
wLeftMotorSpeed: NumGet(xiCaps, 16, "UShort"),
wRightMotorSpeed: NumGet(xiCaps, 18, "UShort")
}
}
)
}
/*
Function: XInput_Term
Unloads the previously loaded XInput DLL.
*/
XInput_Term() {
global
if _XInput_hm
DllCall("FreeLibrary","uint",_XInput_hm), _XInput_hm :=_XInput_GetState :=_XInput_SetState :=_XInput_GetCapabilities :=0
}
; TODO: XInputEnable, 'GetBatteryInformation and 'GetKeystroke.
Code: Select all
; Example: Control the vibration motors using the analog triggers of each controller.
XInput_Init()
Loop {
Loop, 4 {
if State := XInput_GetState(A_Index-1) {
LT := State.bLeftTrigger
RT := State.bRightTrigger
XInput_SetState(A_Index-1, LT*257, RT*257)
}
}
Sleep, 100
}