b50a9114b1
Happy new year to the wonderful Godot community!
183 lines
6.4 KiB
C++
183 lines
6.4 KiB
C++
/*************************************************************************/
|
|
/* joypad_uwp.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#include "joypad_uwp.h"
|
|
#include "core/os/os.h"
|
|
|
|
using namespace Windows::Gaming::Input;
|
|
using namespace Windows::Foundation;
|
|
|
|
void JoypadUWP::register_events() {
|
|
|
|
Gamepad::GamepadAdded +=
|
|
ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadAdded);
|
|
Gamepad::GamepadRemoved +=
|
|
ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadRemoved);
|
|
}
|
|
|
|
void JoypadUWP::process_controllers() {
|
|
|
|
for (int i = 0; i < MAX_CONTROLLERS; i++) {
|
|
|
|
ControllerDevice &joy = controllers[i];
|
|
|
|
if (!joy.connected) break;
|
|
|
|
switch (joy.type) {
|
|
|
|
case ControllerType::GAMEPAD_CONTROLLER: {
|
|
|
|
GamepadReading reading = ((Gamepad ^) joy.controller_reference)->GetCurrentReading();
|
|
|
|
int button_mask = (int)GamepadButtons::Menu;
|
|
for (int j = 0; j < 14; j++) {
|
|
|
|
input->joy_button(joy.id, j, (int)reading.Buttons & button_mask);
|
|
button_mask *= 2;
|
|
}
|
|
|
|
input->joy_axis(joy.id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
|
|
input->joy_axis(joy.id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
|
|
input->joy_axis(joy.id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
|
|
input->joy_axis(joy.id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
|
|
input->joy_axis(joy.id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
|
|
input->joy_axis(joy.id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
|
|
|
|
uint64_t timestamp = input->get_joy_vibration_timestamp(joy.id);
|
|
if (timestamp > joy.ff_timestamp) {
|
|
Vector2 strength = input->get_joy_vibration_strength(joy.id);
|
|
float duration = input->get_joy_vibration_duration(joy.id);
|
|
if (strength.x == 0 && strength.y == 0) {
|
|
joypad_vibration_stop(i, timestamp);
|
|
} else {
|
|
joypad_vibration_start(i, strength.x, strength.y, duration, timestamp);
|
|
}
|
|
} else if (joy.vibrating && joy.ff_end_timestamp != 0) {
|
|
uint64_t current_time = OS::get_singleton()->get_ticks_usec();
|
|
if (current_time >= joy.ff_end_timestamp)
|
|
joypad_vibration_stop(i, current_time);
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
JoypadUWP::JoypadUWP() {
|
|
|
|
for (int i = 0; i < MAX_CONTROLLERS; i++)
|
|
controllers[i].id = i;
|
|
}
|
|
|
|
JoypadUWP::JoypadUWP(InputDefault *p_input) {
|
|
|
|
input = p_input;
|
|
|
|
JoypadUWP();
|
|
}
|
|
|
|
void JoypadUWP::OnGamepadAdded(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value) {
|
|
|
|
short idx = -1;
|
|
|
|
for (int i = 0; i < MAX_CONTROLLERS; i++) {
|
|
|
|
if (!controllers[i].connected) {
|
|
idx = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
ERR_FAIL_COND(idx == -1);
|
|
|
|
controllers[idx].connected = true;
|
|
controllers[idx].controller_reference = value;
|
|
controllers[idx].id = idx;
|
|
controllers[idx].type = ControllerType::GAMEPAD_CONTROLLER;
|
|
|
|
input->joy_connection_changed(controllers[idx].id, true, "Xbox Controller", "__UWP_GAMEPAD__");
|
|
}
|
|
|
|
void JoypadUWP::OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value) {
|
|
|
|
short idx = -1;
|
|
|
|
for (int i = 0; i < MAX_CONTROLLERS; i++) {
|
|
|
|
if (controllers[i].controller_reference == value) {
|
|
idx = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
ERR_FAIL_COND(idx == -1);
|
|
|
|
controllers[idx] = ControllerDevice();
|
|
|
|
input->joy_connection_changed(idx, false, "Xbox Controller");
|
|
}
|
|
|
|
InputDefault::JoyAxis JoypadUWP::axis_correct(double p_val, bool p_negate, bool p_trigger) const {
|
|
|
|
InputDefault::JoyAxis jx;
|
|
|
|
jx.min = p_trigger ? 0 : -1;
|
|
jx.value = (float)(p_negate ? -p_val : p_val);
|
|
|
|
return jx;
|
|
}
|
|
|
|
void JoypadUWP::joypad_vibration_start(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp) {
|
|
ControllerDevice &joy = controllers[p_device];
|
|
if (joy.connected) {
|
|
GamepadVibration vibration;
|
|
vibration.LeftMotor = p_strong_magnitude;
|
|
vibration.RightMotor = p_weak_magnitude;
|
|
((Gamepad ^) joy.controller_reference)->Vibration = vibration;
|
|
|
|
joy.ff_timestamp = p_timestamp;
|
|
joy.ff_end_timestamp = p_duration == 0 ? 0 : p_timestamp + (uint64_t)(p_duration * 1000000.0);
|
|
joy.vibrating = true;
|
|
}
|
|
}
|
|
|
|
void JoypadUWP::joypad_vibration_stop(int p_device, uint64_t p_timestamp) {
|
|
ControllerDevice &joy = controllers[p_device];
|
|
if (joy.connected) {
|
|
GamepadVibration vibration;
|
|
vibration.LeftMotor = 0.0;
|
|
vibration.RightMotor = 0.0;
|
|
((Gamepad ^) joy.controller_reference)->Vibration = vibration;
|
|
|
|
joy.ff_timestamp = p_timestamp;
|
|
joy.vibrating = false;
|
|
}
|
|
}
|