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[Host] Abstract audio output and pad/keyboard input behind the host platform seam (#192)
* [Host] Abstract audio output behind IHostAudioOutput Add IHostAudioOutput (opens streams, names the backend for diagnostics) and IHostAudioStream (submit interleaved stereo 16-bit PCM, Dispose) to the host seam, with the winmm waveOut implementation moving whole into Host/Windows/WindowsWaveOutAudio — same device open, queueing, 32 KB backpressure wait, and buffer lifetime as WinMmAudioPort had. The DllImports become source-generated LibraryImports in the move, matching the other Windows backends. The guest-format conversion (mono/stereo/7.1, s16/float32 -> stereo PCM16) is platform policy, not device code, so it stays in Libs as AudioPcmConversion; AudioOutOutput converts into a pooled buffer and submits the result through the stream. Open failures still degrade to the silent paced port with the same warning, and the port log line now takes its backend name from the platform instead of a hardcoded string. * [Host] Abstract pad and keyboard input behind IHostInput Add IHostInput to the host seam: gamepad state snapshots, rumble / trigger-rumble / lightbar sinks, and the keyboard-fallback queries (window focus, key state). Gamepad state crosses the seam as the new unmanaged HostGamepadState with HostGamepadButtons flags — named after the PlayStation layout the guest API exposes but with the seam's own values, so SCE_PAD_BUTTON bits never leak into host backends and the per-frame poll can stackalloc its snapshot buffer. The DualSense raw-HID reader, the XInput reader, and the Win32 HID interop move whole into Host/Windows (report parsing, hot-plug loops, rumble/lightbar output reports, and log strings unchanged), translating to the neutral flags instead of ORBIS bits and converting their DllImports to source-generated LibraryImports. WindowsHostInput composes them plus the user32 keyboard queries; rumble still fans out to both readers, trigger rumble stays XInput-only, lightbar stays DualSense-only. PadExports keeps all policy: the keyboard mapping (now via named OrbisPadButton constants instead of raw hex), the controller-beats- keyboard-past-deadzone merge, and the new host->ORBIS button translation. The GUI's source-linked reader copies re-point to the moved files (it still cannot reference SharpEmu.HLE wholesale), which requires AllowUnsafeBlocks for the generated marshalling stubs; its navigation code switches to the neutral flags. * [Host] Move the timer-resolution request behind IHostThreading IHostThreading gains RequestTimerResolution (idempotent, best-effort ~1 ms timed-wait granularity; a no-op wherever the platform default is already fine). The winmm timeBeginPeriod call, its once-only latch, and both warning strings move from the Libs-level HostTimerResolution helper into WindowsHostThreading as a source-generated LibraryImport; the vblank pump requests it through the platform instead. HostSystemInfo in SharpEmu.Logging keeps its direct user32/kernel32 imports deliberately: Logging sits below HLE in the dependency chain so it cannot see the host seam, every path is already OS-gated with fallbacks, and it only runs once for the diagnostics banner.
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// Copyright (C) 2026 SharpEmu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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using System.Runtime.InteropServices;
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namespace SharpEmu.HLE.Host.Windows;
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/// <summary>
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/// Reads Xbox 360 / Xbox One (and other XInput-compatible) controllers via
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/// the Windows XInput API on a background thread, translated to
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/// <see cref="HostGamepadState"/> conventions. Supports rumble and hot-plug
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/// retry; the first connected slot (of four) is used.
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/// </summary>
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internal static partial class WindowsXInputReader
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{
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private const uint ErrorSuccess = 0;
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private const int SlotCount = 4;
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private const byte TriggerThreshold = 30; // XINPUT_GAMEPAD_TRIGGER_THRESHOLD
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// XINPUT_GAMEPAD wButtons bit values.
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private const ushort XinputDpadUp = 0x0001;
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private const ushort XinputDpadDown = 0x0002;
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private const ushort XinputDpadLeft = 0x0004;
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private const ushort XinputDpadRight = 0x0008;
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private const ushort XinputStart = 0x0010;
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private const ushort XinputBack = 0x0020;
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private const ushort XinputLeftThumb = 0x0040;
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private const ushort XinputRightThumb = 0x0080;
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private const ushort XinputLeftShoulder = 0x0100;
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private const ushort XinputRightShoulder = 0x0200;
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private const ushort XinputA = 0x1000;
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private const ushort XinputB = 0x2000;
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private const ushort XinputX = 0x4000;
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private const ushort XinputY = 0x8000;
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private static readonly object Gate = new();
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private static HostGamepadState _state;
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private static bool _started;
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private static int _slot = -1; // connected XInput user index, -1 when none
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private static byte _motorLeft;
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private static byte _motorRight;
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private static byte _triggerLeft;
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private static byte _triggerRight;
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/// <summary>Starts the background reader once; safe to call repeatedly.</summary>
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internal static void EnsureStarted()
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{
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// The GUI source-links this reader and calls it directly, without the
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// host-platform resolution that otherwise guarantees Windows.
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if (!OperatingSystem.IsWindows())
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{
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return;
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}
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lock (Gate)
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{
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if (_started)
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{
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return;
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}
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_started = true;
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var thread = new Thread(ReadLoop)
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{
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IsBackground = true,
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Name = "XInputReader",
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};
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thread.Start();
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}
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}
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internal static bool TryGetState(out HostGamepadState state)
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{
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lock (Gate)
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{
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state = _state;
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}
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return state.Connected;
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}
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private static void SetState(in HostGamepadState state)
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{
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lock (Gate)
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{
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_state = state;
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}
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}
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/// <summary>Sets rumble; large = left/strong motor, small = right/weak.</summary>
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internal static void SetRumble(byte largeMotor, byte smallMotor)
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{
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lock (Gate)
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{
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if (_motorLeft == largeMotor && _motorRight == smallMotor)
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{
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return;
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}
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_motorLeft = largeMotor;
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_motorRight = smallMotor;
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SendRumbleLocked();
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}
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}
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/// <summary>Approximates per-trigger vibration on the two XInput body motors.</summary>
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internal static void SetTriggerRumble(byte? leftTrigger, byte? rightTrigger)
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{
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lock (Gate)
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{
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var changed = false;
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if (leftTrigger is { } left)
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{
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changed |= _triggerLeft != left;
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_triggerLeft = left;
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}
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if (rightTrigger is { } right)
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{
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changed |= _triggerRight != right;
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_triggerRight = right;
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}
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if (changed)
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{
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SendRumbleLocked();
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}
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}
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}
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private static void SendRumbleLocked()
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{
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if (_slot < 0)
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{
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return; // resent on connect
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}
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var vibration = new XInputVibration
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{
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LeftMotorSpeed = (ushort)(Math.Max(_motorLeft, _triggerLeft) * 257),
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RightMotorSpeed = (ushort)(Math.Max(_motorRight, _triggerRight) * 257),
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};
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_ = XInputSetState((uint)_slot, ref vibration);
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}
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private static void ReadLoop()
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{
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try
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{
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while (true)
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{
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var slot = FindConnectedSlot();
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if (slot < 0)
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{
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SetState(default);
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Thread.Sleep(1000);
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continue;
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}
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lock (Gate)
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{
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_slot = slot;
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SendRumbleLocked();
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}
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Console.Error.WriteLine("[LOADER][INFO] XInput (Xbox) controller connected.");
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while (XInputGetState((uint)slot, out var state) == ErrorSuccess)
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{
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SetState(Translate(state.Gamepad));
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Thread.Sleep(8);
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}
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Console.Error.WriteLine("[LOADER][INFO] XInput (Xbox) controller disconnected.");
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lock (Gate)
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{
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_slot = -1;
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_motorLeft = 0;
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_motorRight = 0;
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_triggerLeft = 0;
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_triggerRight = 0;
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_state = default;
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}
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Thread.Sleep(1000);
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}
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}
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catch (DllNotFoundException)
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{
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// XInput unavailable on this system; leave the reader disconnected.
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}
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catch (EntryPointNotFoundException)
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{
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}
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}
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private static int FindConnectedSlot()
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{
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for (var index = 0; index < SlotCount; index++)
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{
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if (XInputGetState((uint)index, out _) == ErrorSuccess)
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{
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return index;
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}
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}
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return -1;
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}
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private static HostGamepadState Translate(in XInputGamepad pad)
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{
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var buttons = HostGamepadButtons.None;
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buttons |= (pad.Buttons & XinputDpadUp) != 0 ? HostGamepadButtons.Up : 0;
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buttons |= (pad.Buttons & XinputDpadDown) != 0 ? HostGamepadButtons.Down : 0;
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buttons |= (pad.Buttons & XinputDpadLeft) != 0 ? HostGamepadButtons.Left : 0;
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buttons |= (pad.Buttons & XinputDpadRight) != 0 ? HostGamepadButtons.Right : 0;
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buttons |= (pad.Buttons & XinputStart) != 0 ? HostGamepadButtons.Options : 0;
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buttons |= (pad.Buttons & XinputBack) != 0 ? HostGamepadButtons.TouchPad : 0;
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buttons |= (pad.Buttons & XinputLeftThumb) != 0 ? HostGamepadButtons.L3 : 0;
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buttons |= (pad.Buttons & XinputRightThumb) != 0 ? HostGamepadButtons.R3 : 0;
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buttons |= (pad.Buttons & XinputLeftShoulder) != 0 ? HostGamepadButtons.L1 : 0;
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buttons |= (pad.Buttons & XinputRightShoulder) != 0 ? HostGamepadButtons.R1 : 0;
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buttons |= (pad.Buttons & XinputA) != 0 ? HostGamepadButtons.Cross : 0;
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buttons |= (pad.Buttons & XinputB) != 0 ? HostGamepadButtons.Circle : 0;
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buttons |= (pad.Buttons & XinputX) != 0 ? HostGamepadButtons.Square : 0;
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buttons |= (pad.Buttons & XinputY) != 0 ? HostGamepadButtons.Triangle : 0;
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buttons |= pad.LeftTrigger > TriggerThreshold ? HostGamepadButtons.L2 : 0;
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buttons |= pad.RightTrigger > TriggerThreshold ? HostGamepadButtons.R2 : 0;
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return new HostGamepadState(
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Connected: true,
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Buttons: buttons,
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LeftX: AxisToByte(pad.ThumbLX),
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LeftY: AxisToByteInverted(pad.ThumbLY),
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RightX: AxisToByte(pad.ThumbRX),
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RightY: AxisToByteInverted(pad.ThumbRY),
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LeftTrigger: pad.LeftTrigger,
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RightTrigger: pad.RightTrigger);
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}
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private static byte AxisToByte(short value) => (byte)((value + 32768) >> 8);
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// XInput Y grows upward, host pad conventions report Y growing downward.
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private static byte AxisToByteInverted(short value) => (byte)(255 - ((value + 32768) >> 8));
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[StructLayout(LayoutKind.Sequential)]
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private struct XInputGamepad
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{
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public ushort Buttons;
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public byte LeftTrigger;
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public byte RightTrigger;
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public short ThumbLX;
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public short ThumbLY;
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public short ThumbRX;
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public short ThumbRY;
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}
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[StructLayout(LayoutKind.Sequential)]
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private struct XInputState
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{
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public uint PacketNumber;
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public XInputGamepad Gamepad;
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}
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[StructLayout(LayoutKind.Sequential)]
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private struct XInputVibration
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{
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public ushort LeftMotorSpeed;
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public ushort RightMotorSpeed;
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}
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// xinput1_4.dll ships with Windows 8 and later.
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[LibraryImport("xinput1_4.dll")]
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private static partial uint XInputGetState(uint userIndex, out XInputState state);
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[LibraryImport("xinput1_4.dll")]
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private static partial uint XInputSetState(uint userIndex, ref XInputVibration vibration);
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}
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