gcrecomp-runtime 0.0.1-alpha

Runtime library for GameCube recompiled games
Documentation
// XInput backend for Windows (Xbox controllers)
#[cfg(target_os = "windows")]
use crate::input::backends::{Backend, ControllerInfo, ControllerType, HatState, RawInput};
#[cfg(target_os = "windows")]
use anyhow::Result;

#[cfg(target_os = "windows")]
pub struct XInputBackend {
    controllers: Vec<bool>, // Track which controllers are connected
}

#[cfg(target_os = "windows")]
impl XInputBackend {
    pub fn new() -> Result<Self> {
        Ok(Self {
            controllers: vec![false; 4], // XInput supports up to 4 controllers
        })
    }
}

#[cfg(target_os = "windows")]
impl Backend for XInputBackend {
    fn update(&mut self) -> Result<()> {
        // XInput state is queried on-demand
        Ok(())
    }

    fn enumerate_controllers(&mut self) -> Result<Vec<ControllerInfo>> {
        let mut controllers = Vec::new();

        // XInput supports 4 controllers (0-3)
        for i in 0..4 {
            // Check if controller is connected
            // In a real implementation, would use winapi or xinput crate
            controllers.push(ControllerInfo {
                id: i,
                name: format!("Xbox Controller {}", i + 1),
                controller_type: ControllerType::Xbox,
                button_count: 10,
                axis_count: 6,
            });
        }

        Ok(controllers)
    }

    fn get_input(&self, controller_id: usize) -> Result<RawInput> {
        if controller_id >= 4 {
            anyhow::bail!("Invalid XInput controller ID: {}", controller_id);
        }

        // In a real implementation, would query XInput state
        // For now, return empty input
        Ok(RawInput {
            buttons: vec![false; 10],
            axes: vec![0.0; 6],
            triggers: vec![0.0; 2],
            hat: None,
        })
    }
}