virtualx-engine/platform/windows/joystick.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

152 lines
5.1 KiB
C++

/*************************************************************************/
/* joystick.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
//author: Andreas Haas <hondres, liugam3@gmail.com>
#ifndef JOYSTICK_H
#define JOYSTICK_H
#include "os_windows.h"
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include <xinput.h> // on unix the file is called "xinput.h", on windows I'm sure it won't mind
#ifndef SAFE_RELEASE // when Windows Media Device M? is not present
#define SAFE_RELEASE(x) \
if(x != NULL) \
{ \
x->Release(); \
x = NULL; \
}
#endif
#ifndef XUSER_MAX_COUNT
#define XUSER_MAX_COUNT 4
#endif
class joystick_windows
{
public:
joystick_windows();
joystick_windows(InputDefault* _input, HWND* hwnd);
~joystick_windows();
void probe_joysticks();
unsigned int process_joysticks(unsigned int p_last_id);
private:
enum {
JOYSTICKS_MAX = 16,
JOY_AXIS_COUNT = 6,
MIN_JOY_AXIS = 10,
MAX_JOY_AXIS = 32768,
MAX_JOY_BUTTONS = 128,
KEY_EVENT_BUFFER_SIZE = 512,
MAX_TRIGGER = 255
};
struct dinput_gamepad {
int id;
bool attached;
bool confirmed;
bool last_buttons[MAX_JOY_BUTTONS];
DWORD last_pad;
LPDIRECTINPUTDEVICE8 di_joy;
List<DWORD> joy_axis;
GUID guid;
dinput_gamepad() {
id = -1;
last_pad = -1;
attached = false;
confirmed = false;
for (int i = 0; i < MAX_JOY_BUTTONS; i++)
last_buttons[i] = false;
}
};
struct xinput_gamepad {
int id;
bool attached;
bool vibrating;
DWORD last_packet;
XINPUT_STATE state;
uint64_t ff_timestamp;
uint64_t ff_end_timestamp;
xinput_gamepad() {
attached = false;
vibrating = false;
ff_timestamp = 0;
ff_end_timestamp = 0;
last_packet = 0;
}
};
typedef DWORD (WINAPI *XInputGetState_t) (DWORD dwUserIndex, XINPUT_STATE* pState);
typedef DWORD (WINAPI *XInputSetState_t) (DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
HWND* hWnd;
HANDLE xinput_dll;
LPDIRECTINPUT8 dinput;
InputDefault* input;
int id_to_change;
int joystick_count;
bool attached_joysticks[JOYSTICKS_MAX];
dinput_gamepad d_joysticks[JOYSTICKS_MAX];
xinput_gamepad x_joysticks[XUSER_MAX_COUNT];
static BOOL CALLBACK enumCallback(const DIDEVICEINSTANCE* p_instance, void* p_context);
static BOOL CALLBACK objectsCallback(const DIDEVICEOBJECTINSTANCE* instance, void* context);
void setup_joystick_object(const DIDEVICEOBJECTINSTANCE* ob, int p_joy_id);
void close_joystick(int id = -1);
void load_xinput();
void unload_xinput();
int check_free_joy_slot() const;
unsigned int post_hat(unsigned int p_last_id, int p_device, DWORD p_dpad);
bool have_device(const GUID &p_guid);
bool is_xinput_device(const GUID* p_guid);
bool setup_dinput_joystick(const DIDEVICEINSTANCE* instance);
void joystick_vibration_start_xinput(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
void joystick_vibration_stop_xinput(int p_device, uint64_t p_timestamp);
InputDefault::JoyAxis axis_correct(int p_val, bool p_xinput = false, bool p_trigger = false, bool p_negate = false) const;
XInputGetState_t xinput_get_state;
XInputSetState_t xinput_set_state;
};
#endif