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[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 Empty [OBSOLETE] My solution (Autohotkey) : Close external emulators with xbox one controller

Post by zack0 27/05/20, 05:38 pm

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!...  Cool

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 0–3.
        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
zack0

Messages : 4
Date d'inscription : 2020-05-18

THIAGO GONÇALVES likes this post

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[OBSOLETE] My solution (Autohotkey) : Close external emulators with xbox one controller Empty Re: [OBSOLETE] My solution (Autohotkey) : Close external emulators with xbox one controller

Post by Lorenzolamas 27/05/20, 08:44 pm

Hello,
thank you, but in the v3.0 final version, it will not be necessary. Wink
Lorenzolamas
Lorenzolamas
Admin

Messages : 2641
Date d'inscription : 2019-07-28

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