ホーム › UI.Input.XboxController › XINPUT_CAPABILITIES
XINPUT_CAPABILITIES
構造体サイズ=各フィールドのバイト数(x64/x86 で異なる場合は x64/x86 と併記)。x64/x86 列=フィールドのバイトオフセット(HSPで dupptr / lpoke / wpoke 等に使用)。
フィールド
| フィールド | 型 | サイズ | x64 | x86 | 説明 |
|---|---|---|---|---|---|
| Type | XINPUT_DEVTYPE | 1 | +0 | +0 | コントローラのデバイス種別。 |
| SubType | XINPUT_DEVSUBTYPE | 1 | +1 | +1 | コントローラのサブ種別。ゲームパッド・ホイール・アーケードスティック等。 |
| Flags | XINPUT_CAPABILITIES_FLAGS | 2 | +2 | +2 | サポートする機能を示すフラグ。音声・無線・PMD等の対応状況を表す。 |
| Gamepad | XINPUT_GAMEPAD | 12 | +4 | +4 | サポートされる入力機能を示すゲームパッド能力(各フィールドがマスク)。 |
| Vibration | XINPUT_VIBRATION | 4 | +16 | +16 | サポートされる振動機能の能力(各モーターのマスク)。 |
各言語での定義
#include <windows.h>
// XINPUT_GAMEPAD (x64 12 / x86 12 バイト)
typedef struct XINPUT_GAMEPAD {
XINPUT_GAMEPAD_BUTTON_FLAGS wButtons;
BYTE bLeftTrigger;
BYTE bRightTrigger;
SHORT sThumbLX;
SHORT sThumbLY;
SHORT sThumbRX;
SHORT sThumbRY;
} XINPUT_GAMEPAD;
// XINPUT_VIBRATION (x64 4 / x86 4 バイト)
typedef struct XINPUT_VIBRATION {
WORD wLeftMotorSpeed;
WORD wRightMotorSpeed;
} XINPUT_VIBRATION;
// XINPUT_CAPABILITIES (x64 20 / x86 20 バイト)
typedef struct XINPUT_CAPABILITIES {
XINPUT_DEVTYPE Type;
XINPUT_DEVSUBTYPE SubType;
XINPUT_CAPABILITIES_FLAGS Flags;
XINPUT_GAMEPAD Gamepad;
XINPUT_VIBRATION Vibration;
} XINPUT_CAPABILITIES;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct XINPUT_GAMEPAD
{
public ushort wButtons;
public byte bLeftTrigger;
public byte bRightTrigger;
public short sThumbLX;
public short sThumbLY;
public short sThumbRX;
public short sThumbRY;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct XINPUT_VIBRATION
{
public ushort wLeftMotorSpeed;
public ushort wRightMotorSpeed;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct XINPUT_CAPABILITIES
{
public byte Type;
public byte SubType;
public ushort Flags;
public XINPUT_GAMEPAD Gamepad;
public XINPUT_VIBRATION Vibration;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure XINPUT_GAMEPAD
Public wButtons As UShort
Public bLeftTrigger As Byte
Public bRightTrigger As Byte
Public sThumbLX As Short
Public sThumbLY As Short
Public sThumbRX As Short
Public sThumbRY As Short
End Structure
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure XINPUT_VIBRATION
Public wLeftMotorSpeed As UShort
Public wRightMotorSpeed As UShort
End Structure
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure XINPUT_CAPABILITIES
Public Type As Byte
Public SubType As Byte
Public Flags As UShort
Public Gamepad As XINPUT_GAMEPAD
Public Vibration As XINPUT_VIBRATION
End Structureimport ctypes
from ctypes import wintypes
class XINPUT_GAMEPAD(ctypes.Structure):
_fields_ = [
("wButtons", ctypes.c_ushort),
("bLeftTrigger", ctypes.c_ubyte),
("bRightTrigger", ctypes.c_ubyte),
("sThumbLX", ctypes.c_short),
("sThumbLY", ctypes.c_short),
("sThumbRX", ctypes.c_short),
("sThumbRY", ctypes.c_short),
]
class XINPUT_VIBRATION(ctypes.Structure):
_fields_ = [
("wLeftMotorSpeed", ctypes.c_ushort),
("wRightMotorSpeed", ctypes.c_ushort),
]
class XINPUT_CAPABILITIES(ctypes.Structure):
_fields_ = [
("Type", ctypes.c_ubyte),
("SubType", ctypes.c_ubyte),
("Flags", ctypes.c_ushort),
("Gamepad", XINPUT_GAMEPAD),
("Vibration", XINPUT_VIBRATION),
]#[repr(C)]
pub struct XINPUT_GAMEPAD {
pub wButtons: u16,
pub bLeftTrigger: u8,
pub bRightTrigger: u8,
pub sThumbLX: i16,
pub sThumbLY: i16,
pub sThumbRX: i16,
pub sThumbRY: i16,
}
#[repr(C)]
pub struct XINPUT_VIBRATION {
pub wLeftMotorSpeed: u16,
pub wRightMotorSpeed: u16,
}
#[repr(C)]
pub struct XINPUT_CAPABILITIES {
pub Type: u8,
pub SubType: u8,
pub Flags: u16,
pub Gamepad: XINPUT_GAMEPAD,
pub Vibration: XINPUT_VIBRATION,
}import "golang.org/x/sys/windows"
type XINPUT_GAMEPAD struct {
wButtons uint16
bLeftTrigger byte
bRightTrigger byte
sThumbLX int16
sThumbLY int16
sThumbRX int16
sThumbRY int16
}
type XINPUT_VIBRATION struct {
wLeftMotorSpeed uint16
wRightMotorSpeed uint16
}
type XINPUT_CAPABILITIES struct {
Type byte
SubType byte
Flags uint16
Gamepad XINPUT_GAMEPAD
Vibration XINPUT_VIBRATION
}type
XINPUT_GAMEPAD = record
wButtons: Word;
bLeftTrigger: Byte;
bRightTrigger: Byte;
sThumbLX: Smallint;
sThumbLY: Smallint;
sThumbRX: Smallint;
sThumbRY: Smallint;
end;
XINPUT_VIBRATION = record
wLeftMotorSpeed: Word;
wRightMotorSpeed: Word;
end;
XINPUT_CAPABILITIES = record
Type: Byte;
SubType: Byte;
Flags: Word;
Gamepad: XINPUT_GAMEPAD;
Vibration: XINPUT_VIBRATION;
end;const XINPUT_GAMEPAD = extern struct {
wButtons: u16,
bLeftTrigger: u8,
bRightTrigger: u8,
sThumbLX: i16,
sThumbLY: i16,
sThumbRX: i16,
sThumbRY: i16,
};
const XINPUT_VIBRATION = extern struct {
wLeftMotorSpeed: u16,
wRightMotorSpeed: u16,
};
const XINPUT_CAPABILITIES = extern struct {
Type: u8,
SubType: u8,
Flags: u16,
Gamepad: XINPUT_GAMEPAD,
Vibration: XINPUT_VIBRATION,
};type
XINPUT_GAMEPAD {.bycopy.} = object
wButtons: uint16
bLeftTrigger: uint8
bRightTrigger: uint8
sThumbLX: int16
sThumbLY: int16
sThumbRX: int16
sThumbRY: int16
XINPUT_VIBRATION {.bycopy.} = object
wLeftMotorSpeed: uint16
wRightMotorSpeed: uint16
XINPUT_CAPABILITIES {.bycopy.} = object
Type: uint8
SubType: uint8
Flags: uint16
Gamepad: XINPUT_GAMEPAD
Vibration: XINPUT_VIBRATIONstruct XINPUT_GAMEPAD
{
ushort wButtons;
ubyte bLeftTrigger;
ubyte bRightTrigger;
short sThumbLX;
short sThumbLY;
short sThumbRX;
short sThumbRY;
}
struct XINPUT_VIBRATION
{
ushort wLeftMotorSpeed;
ushort wRightMotorSpeed;
}
struct XINPUT_CAPABILITIES
{
ubyte Type;
ubyte SubType;
ushort Flags;
XINPUT_GAMEPAD Gamepad;
XINPUT_VIBRATION Vibration;
}HSP用 定義
HSP3.7/3.8 は構造体機能が無いため4byte整数配列(dim)+peek/poke で操作(32/64bitでサイズ・位置が異なる場合はタブで分割)。IronHSP は NSTRUCT(#defstruct/stdim/->)で32/64bit共通。
; HSP3.7/3.8 は構造体機能が無いため、4byte整数の配列変数で操作します。(x64 レイアウト)
; XINPUT_CAPABILITIES サイズ: 20 バイト(x64)
dim st, 5 ; 4byte整数×5(構造体サイズ 20 / 4 切り上げ)
; Type : XINPUT_DEVTYPE (+0, 1byte) poke st,0,値 / 値 = peek(st,0)
; SubType : XINPUT_DEVSUBTYPE (+1, 1byte) poke st,1,値 / 値 = peek(st,1)
; Flags : XINPUT_CAPABILITIES_FLAGS (+2, 2byte) wpoke st,2,値 / 値 = wpeek(st,2)
; Gamepad : XINPUT_GAMEPAD (+4, 12byte) varptr(st)+4 を基点に操作(12byte:入れ子/配列)
; Vibration : XINPUT_VIBRATION (+16, 4byte) varptr(st)+16 を基点に操作(4byte:入れ子/配列)
; ※4byte境界の整数は添字 st.N(N=オフセット/4)で読み書き可。それ以外は peek/poke 系を使用。; IronHSP は NSTRUCT(構造体)をサポート。32bit/64bit どちらでも同じコードで動作します。
; ※GUID・入れ子構造体はデフォルト型でないため、依存する #defstruct を先に定義(下記に同梱)。
#defstruct global XINPUT_GAMEPAD
#field short wButtons
#field byte bLeftTrigger
#field byte bRightTrigger
#field short sThumbLX
#field short sThumbLY
#field short sThumbRX
#field short sThumbRY
#endstruct
#defstruct global XINPUT_VIBRATION
#field short wLeftMotorSpeed
#field short wRightMotorSpeed
#endstruct
#defstruct global XINPUT_CAPABILITIES
#field byte Type
#field byte SubType
#field short Flags
#field XINPUT_GAMEPAD Gamepad
#field XINPUT_VIBRATION Vibration
#endstruct
stdim st, XINPUT_CAPABILITIES ; NSTRUCT 変数を確保
st->Type = 100
mes "Type=" + st->Type