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XINPUT_STATE
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 |
|---|---|---|---|---|---|
| dwPacketNumber | DWORD | 4 | +0 | +0 | 状態のパケット番号。前回と異なれば入力に変化があったことを示す。 |
| Gamepad | XINPUT_GAMEPAD | 12 | +4 | +4 | ゲームパッドの現在の入力状態(XINPUT_GAMEPAD)。 |
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_STATE (x64 16 / x86 16 バイト)
typedef struct XINPUT_STATE {
DWORD dwPacketNumber;
XINPUT_GAMEPAD Gamepad;
} XINPUT_STATE;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_STATE
{
public uint dwPacketNumber;
public XINPUT_GAMEPAD Gamepad;
}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_STATE
Public dwPacketNumber As UInteger
Public Gamepad As XINPUT_GAMEPAD
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_STATE(ctypes.Structure):
_fields_ = [
("dwPacketNumber", wintypes.DWORD),
("Gamepad", XINPUT_GAMEPAD),
]#[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_STATE {
pub dwPacketNumber: u32,
pub Gamepad: XINPUT_GAMEPAD,
}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_STATE struct {
dwPacketNumber uint32
Gamepad XINPUT_GAMEPAD
}type
XINPUT_GAMEPAD = record
wButtons: Word;
bLeftTrigger: Byte;
bRightTrigger: Byte;
sThumbLX: Smallint;
sThumbLY: Smallint;
sThumbRX: Smallint;
sThumbRY: Smallint;
end;
XINPUT_STATE = record
dwPacketNumber: DWORD;
Gamepad: XINPUT_GAMEPAD;
end;const XINPUT_GAMEPAD = extern struct {
wButtons: u16,
bLeftTrigger: u8,
bRightTrigger: u8,
sThumbLX: i16,
sThumbLY: i16,
sThumbRX: i16,
sThumbRY: i16,
};
const XINPUT_STATE = extern struct {
dwPacketNumber: u32,
Gamepad: XINPUT_GAMEPAD,
};type
XINPUT_GAMEPAD {.bycopy.} = object
wButtons: uint16
bLeftTrigger: uint8
bRightTrigger: uint8
sThumbLX: int16
sThumbLY: int16
sThumbRX: int16
sThumbRY: int16
XINPUT_STATE {.bycopy.} = object
dwPacketNumber: uint32
Gamepad: XINPUT_GAMEPADstruct XINPUT_GAMEPAD
{
ushort wButtons;
ubyte bLeftTrigger;
ubyte bRightTrigger;
short sThumbLX;
short sThumbLY;
short sThumbRX;
short sThumbRY;
}
struct XINPUT_STATE
{
uint dwPacketNumber;
XINPUT_GAMEPAD Gamepad;
}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_STATE サイズ: 16 バイト(x64)
dim st, 4 ; 4byte整数×4(構造体サイズ 16 / 4 切り上げ)
; dwPacketNumber : DWORD (+0, 4byte) st.0 = 値 / 値 = st.0 (lpoke/lpeek も可)
; Gamepad : XINPUT_GAMEPAD (+4, 12byte) varptr(st)+4 を基点に操作(12byte: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_STATE
#field int dwPacketNumber
#field XINPUT_GAMEPAD Gamepad
#endstruct
stdim st, XINPUT_STATE ; NSTRUCT 変数を確保
st->dwPacketNumber = 100
mes "dwPacketNumber=" + st->dwPacketNumber