UWP: Add Gamepad vibration support
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2 changed files with 63 additions and 10 deletions
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@ -29,6 +29,7 @@
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/*************************************************************************/
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/*************************************************************************/
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#include "joypad_uwp.h"
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#include "joypad_uwp.h"
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#include "core/os/os.h"
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using namespace Windows::Gaming::Input;
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using namespace Windows::Gaming::Input;
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using namespace Windows::Foundation;
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using namespace Windows::Foundation;
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@ -45,27 +46,44 @@ void JoypadUWP::process_controllers() {
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for (int i = 0; i < MAX_CONTROLLERS; i++) {
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for (int i = 0; i < MAX_CONTROLLERS; i++) {
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if (!controllers[i].connected) break;
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ControllerDevice &joy = controllers[i];
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switch (controllers[i].type) {
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if (!joy.connected) break;
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switch (joy.type) {
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case ControllerType::GAMEPAD_CONTROLLER: {
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case ControllerType::GAMEPAD_CONTROLLER: {
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GamepadReading reading = ((Gamepad ^)controllers[i].controller_reference)->GetCurrentReading();
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GamepadReading reading = ((Gamepad ^) joy.controller_reference)->GetCurrentReading();
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int button_mask = (int)GamepadButtons::Menu;
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int button_mask = (int)GamepadButtons::Menu;
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for (int j = 0; j < 14; j++) {
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for (int j = 0; j < 14; j++) {
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input->joy_button(controllers[i].id, j, (int)reading.Buttons & button_mask);
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input->joy_button(joy.id, j, (int)reading.Buttons & button_mask);
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button_mask *= 2;
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button_mask *= 2;
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}
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}
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input->joy_axis(controllers[i].id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
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input->joy_axis(joy.id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
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input->joy_axis(controllers[i].id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
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input->joy_axis(joy.id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
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input->joy_axis(controllers[i].id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
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input->joy_axis(joy.id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
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input->joy_axis(controllers[i].id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
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input->joy_axis(joy.id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
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input->joy_axis(controllers[i].id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
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input->joy_axis(joy.id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
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input->joy_axis(controllers[i].id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
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input->joy_axis(joy.id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
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uint64_t timestamp = input->get_joy_vibration_timestamp(joy.id);
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if (timestamp > joy.ff_timestamp) {
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Vector2 strength = input->get_joy_vibration_strength(joy.id);
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float duration = input->get_joy_vibration_duration(joy.id);
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if (strength.x == 0 && strength.y == 0) {
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joypad_vibration_stop(i, timestamp);
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} else {
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joypad_vibration_start(i, strength.x, strength.y, duration, timestamp);
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}
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} else if (joy.vibrating && joy.ff_end_timestamp != 0) {
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uint64_t current_time = OS::get_singleton()->get_ticks_usec();
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if (current_time >= joy.ff_end_timestamp)
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joypad_vibration_stop(i, current_time);
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}
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break;
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break;
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}
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}
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@ -136,3 +154,30 @@ InputDefault::JoyAxis JoypadUWP::axis_correct(double p_val, bool p_negate, bool
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return jx;
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return jx;
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}
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}
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void JoypadUWP::joypad_vibration_start(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp) {
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ControllerDevice &joy = controllers[p_device];
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if (joy.connected) {
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GamepadVibration vibration;
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vibration.LeftMotor = p_strong_magnitude;
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vibration.RightMotor = p_weak_magnitude;
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((Gamepad ^) joy.controller_reference)->Vibration = vibration;
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joy.ff_timestamp = p_timestamp;
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joy.ff_end_timestamp = p_duration == 0 ? 0 : p_timestamp + (uint64_t)(p_duration * 1000000.0);
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joy.vibrating = true;
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}
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}
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void JoypadUWP::joypad_vibration_stop(int p_device, uint64_t p_timestamp) {
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ControllerDevice &joy = controllers[p_device];
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if (joy.connected) {
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GamepadVibration vibration;
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vibration.LeftMotor = 0.0;
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vibration.RightMotor = 0.0;
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((Gamepad ^) joy.controller_reference)->Vibration = vibration;
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joy.ff_timestamp = p_timestamp;
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joy.vibrating = false;
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}
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}
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@ -62,11 +62,17 @@ private:
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int id;
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int id;
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bool connected;
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bool connected;
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ControllerType type;
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ControllerType type;
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float ff_timestamp;
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float ff_end_timestamp;
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bool vibrating;
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ControllerDevice() {
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ControllerDevice() {
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id = -1;
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id = -1;
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connected = false;
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connected = false;
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type = ControllerType::GAMEPAD_CONTROLLER;
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type = ControllerType::GAMEPAD_CONTROLLER;
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ff_timestamp = 0.0f;
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ff_end_timestamp = 0.0f;
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vibrating = false;
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}
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}
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};
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};
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@ -78,6 +84,8 @@ private:
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void OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value);
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void OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value);
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InputDefault::JoyAxis axis_correct(double p_val, bool p_negate = false, bool p_trigger = false) const;
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InputDefault::JoyAxis axis_correct(double p_val, bool p_negate = false, bool p_trigger = false) const;
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void joypad_vibration_start(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
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void joypad_vibration_stop(int p_device, uint64_t p_timestamp);
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};
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};
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#endif
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#endif
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