c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
152 lines
5.1 KiB
C++
152 lines
5.1 KiB
C++
/*************************************************************************/
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/* joystick.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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//author: Andreas Haas <hondres, liugam3@gmail.com>
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#ifndef JOYSTICK_H
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#define JOYSTICK_H
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#include "os_windows.h"
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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#include <xinput.h> // on unix the file is called "xinput.h", on windows I'm sure it won't mind
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#ifndef SAFE_RELEASE // when Windows Media Device M? is not present
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#define SAFE_RELEASE(x) \
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if(x != NULL) \
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{ \
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x->Release(); \
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x = NULL; \
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}
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#endif
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#ifndef XUSER_MAX_COUNT
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#define XUSER_MAX_COUNT 4
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#endif
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class joystick_windows
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{
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public:
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joystick_windows();
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joystick_windows(InputDefault* _input, HWND* hwnd);
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~joystick_windows();
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void probe_joysticks();
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unsigned int process_joysticks(unsigned int p_last_id);
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private:
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enum {
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JOYSTICKS_MAX = 16,
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JOY_AXIS_COUNT = 6,
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MIN_JOY_AXIS = 10,
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MAX_JOY_AXIS = 32768,
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MAX_JOY_BUTTONS = 128,
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KEY_EVENT_BUFFER_SIZE = 512,
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MAX_TRIGGER = 255
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};
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struct dinput_gamepad {
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int id;
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bool attached;
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bool confirmed;
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bool last_buttons[MAX_JOY_BUTTONS];
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DWORD last_pad;
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LPDIRECTINPUTDEVICE8 di_joy;
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List<DWORD> joy_axis;
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GUID guid;
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dinput_gamepad() {
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id = -1;
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last_pad = -1;
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attached = false;
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confirmed = false;
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for (int i = 0; i < MAX_JOY_BUTTONS; i++)
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last_buttons[i] = false;
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}
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};
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struct xinput_gamepad {
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int id;
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bool attached;
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bool vibrating;
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DWORD last_packet;
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XINPUT_STATE state;
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uint64_t ff_timestamp;
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uint64_t ff_end_timestamp;
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xinput_gamepad() {
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attached = false;
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vibrating = false;
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ff_timestamp = 0;
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ff_end_timestamp = 0;
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last_packet = 0;
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}
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};
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typedef DWORD (WINAPI *XInputGetState_t) (DWORD dwUserIndex, XINPUT_STATE* pState);
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typedef DWORD (WINAPI *XInputSetState_t) (DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
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HWND* hWnd;
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HANDLE xinput_dll;
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LPDIRECTINPUT8 dinput;
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InputDefault* input;
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int id_to_change;
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int joystick_count;
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bool attached_joysticks[JOYSTICKS_MAX];
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dinput_gamepad d_joysticks[JOYSTICKS_MAX];
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xinput_gamepad x_joysticks[XUSER_MAX_COUNT];
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static BOOL CALLBACK enumCallback(const DIDEVICEINSTANCE* p_instance, void* p_context);
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static BOOL CALLBACK objectsCallback(const DIDEVICEOBJECTINSTANCE* instance, void* context);
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void setup_joystick_object(const DIDEVICEOBJECTINSTANCE* ob, int p_joy_id);
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void close_joystick(int id = -1);
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void load_xinput();
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void unload_xinput();
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int check_free_joy_slot() const;
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unsigned int post_hat(unsigned int p_last_id, int p_device, DWORD p_dpad);
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bool have_device(const GUID &p_guid);
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bool is_xinput_device(const GUID* p_guid);
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bool setup_dinput_joystick(const DIDEVICEINSTANCE* instance);
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void joystick_vibration_start_xinput(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
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void joystick_vibration_stop_xinput(int p_device, uint64_t p_timestamp);
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InputDefault::JoyAxis axis_correct(int p_val, bool p_xinput = false, bool p_trigger = false, bool p_negate = false) const;
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XInputGetState_t xinput_get_state;
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XInputSetState_t xinput_set_state;
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};
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#endif
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