[OBSOLETE] My solution (Autohotkey) : Close external emulators with xbox one controller
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[OBSOLETE] My solution (Autohotkey) : Close external emulators with xbox one controller
In retroarch its generally start+select to exit a core, but using external emulators, pcsx2.exe for example you can hotkey the ESC to exit a controller, but requires a keyboard.
Heres my solution exit an emulator using the controller only. (pcsx2.exe) Can add as many as you like!...
Install autohotkey and put these 2 files in same directory.
Usage: we hold down LB+RB for around 10/15 seconds to close the pcsx2.exe, sending us back into emulationstation. The script will loop for us until we close it.
Add multiple lines for different emulators e.g.
Process, Close, pcsx2.exe
Process, Close, emulator1.exe
Process, Close, emulator2.exe
Process, Close, emulator3.exe
Save close_emulator.ahk
xinput.ahk
Heres my solution exit an emulator using the controller only. (pcsx2.exe) Can add as many as you like!...
Install autohotkey and put these 2 files in same directory.
Usage: we hold down LB+RB for around 10/15 seconds to close the pcsx2.exe, sending us back into emulationstation. The script will loop for us until we close it.
Add multiple lines for different emulators e.g.
Process, Close, pcsx2.exe
Process, Close, emulator1.exe
Process, Close, emulator2.exe
Process, Close, emulator3.exe
Save close_emulator.ahk
- Code:
#include XInput.ahk
SetTitleMatchMode,2
Min(x,x1="",x2="",x3="",x4="",x5="",x6="",x7="",x8="",x9="") {
Loop
IfEqual x%A_Index%,, Return x
Else x := x < x%A_Index% ? x : x%A_Index%
}
Max(x,x1="",x2="",x3="",x4="",x5="",x6="",x7="",x8="",x9="") {
Loop
IfEqual x%A_Index%,, Return x
Else x := x > x%A_Index% ? x : x%A_Index%
}
MySendInput(i) {
If WinActive("craymachine"){
sendinput % Chr(i)
}
}
; Example: Control the vibration motors using the analog triggers of each controller.
XInput_Init()
oVar := 0
count := 0
Loop {
Loop, 15 {
dt := 10000
if State := XInput_GetState(A_Index-1) {
LT := State.bLeftTrigger
RT := State.bRightTrigger
buttons := State.wButtons
if(LT > 0 || RT > 0){
;XInput_SetState(A_Index-1, LT*257, RT*257)
}
if(LT > 1 && RT > 1){
Buttonspressed += 1 ; adds 1 to Buttonspressed
;XInput_SetState(A_Index-1, LT*257, RT*257)
}
else if (abs(State.sThumbLX) > dt || abs(State.sThumbLY) > dt) {
}
else if (abs(State.sThumbRX) > dt || abs(State.sThumbRY) > dt) {
} else {
XInput_SetState(A_Index-1, 0, 0)
}
if(buttons & XINPUT_GAMEPAD_A){
if(count < 20){
MySendInput(oVar)
}
else if(count == 30){
Loop 30 {
MySendInput(oVar)
Sleep, 10
}
oVar = 0
}
else if(count == 48 && buttons & XINPUT_GAMEPAD_DPAD_UP){
Random, oVar, 97, 122
MySendInput(oVar)
}
else if(count == 50 && buttons & XINPUT_GAMEPAD_DPAD_UP){
count = 29
}
else if(count > 30){
; Do Nothing
}
count+=1
}
else if(buttons > 0) {
; arr := ["a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z"]
Random, oVar, 97, 122
; $q::
;Random, oVar, 1, 4
; sendinput % arr[oVar]
MySendInput(oVar)
; return
; lastVar = oVar
; lastButtons = buttons
count = 0
}
}
}
Sleep, 300
if(Buttonspressed > 20){
Process, Close, pcsx2.exe
Buttonspressed = 0 ; reset
}
}
xinput.ahk
- Code:
/* XInput by Lexikos
* This version of the script uses objects, so requires AutoHotkey_L.
*/
/*
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="xinput1_3")
{
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_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 =================
_XInput_hm := DllCall("LoadLibrary" ,"str",dll)
if !_XInput_hm
{
MsgBox, Failed to initialize XInput: %dll%.dll not found.
return
}
_XInput_GetState := DllCall("GetProcAddress" ,"ptr",_XInput_hm ,"astr","XInputGetState")
_XInput_SetState := DllCall("GetProcAddress" ,"ptr",_XInput_hm ,"astr","XInputSetState")
_XInput_GetCapabilities := DllCall("GetProcAddress" ,"ptr",_XInput_hm ,"astr","XInputGetCapabilities")
if !(_XInput_GetState && _XInput_SetState && _XInput_GetCapabilities)
{
XInput_Term()
MsgBox, Failed to initialize XInput: function not found.
return
}
}
/*
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.
State - [out] Receives the current state of the controller.
Returns:
If the function succeeds, the return value is ERROR_SUCCESS (zero).
If the controller is not connected, the return value is ERROR_DEVICE_NOT_CONNECTED (1167).
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:
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.ahk converts this structure to an AutoHotkey_L object.
*/
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 03.
Flags - [in] Input flags that identify the controller type.
0 - All controllers.
1 - XINPUT_FLAG_GAMEPAD: Xbox 360 Controllers only.
Caps - [out] Receives the controller capabilities.
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:
XInput.dll returns capabilities via a binary structure:
http://msdn.microsoft.com/en-us/library/microsoft.directx_sdk.reference.xinput_capabilities
XInput.ahk converts this structure to an AutoHotkey_L object.
*/
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.
zack0- Messages : 4
Date d'inscription : 2020-05-18
THIAGO GONÇALVES likes this post
Re: [OBSOLETE] My solution (Autohotkey) : Close external emulators with xbox one controller
Hello,
thank you, but in the v3.0 final version, it will not be necessary.
Lorenzolamas- Admin
- Messages : 2641
Date d'inscription : 2019-07-28
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