c0b6756875
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway...
145 lines
4.9 KiB
C++
145 lines
4.9 KiB
C++
/*************************************************************************/
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/* joypad_uwp.cpp */
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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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#include "joypad_uwp.h"
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using namespace Windows::Gaming::Input;
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using namespace Windows::Foundation;
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void JoypadUWP::register_events() {
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Gamepad::GamepadAdded +=
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ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadAdded);
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Gamepad::GamepadRemoved +=
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ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadRemoved);
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}
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void JoypadUWP::process_controllers() {
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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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switch (controllers[i].type) {
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case ControllerType::GAMEPAD_CONTROLLER: {
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GamepadReading reading = ((Gamepad ^)controllers[i].controller_reference)->GetCurrentReading();
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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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input->joy_button(controllers[i].id, j, (int)reading.Buttons & button_mask);
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button_mask *= 2;
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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(controllers[i].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(controllers[i].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(controllers[i].id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
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break;
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}
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}
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}
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}
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JoypadUWP::JoypadUWP() {
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for (int i = 0; i < MAX_CONTROLLERS; i++)
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controllers[i].id = i;
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}
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JoypadUWP::JoypadUWP(InputDefault *p_input) {
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input = p_input;
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JoypadUWP();
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}
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void JoypadUWP::OnGamepadAdded(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value) {
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short idx = -1;
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for (int i = 0; i < MAX_CONTROLLERS; i++) {
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if (!controllers[i].connected) {
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idx = i;
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break;
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}
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}
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ERR_FAIL_COND(idx == -1);
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controllers[idx].connected = true;
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controllers[idx].controller_reference = value;
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controllers[idx].id = idx;
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controllers[idx].type = ControllerType::GAMEPAD_CONTROLLER;
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input->joy_connection_changed(controllers[idx].id, true, "Xbox Controller", "__UWP_GAMEPAD__");
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}
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void JoypadUWP::OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value) {
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short idx = -1;
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for (int i = 0; i < MAX_CONTROLLERS; i++) {
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if (controllers[i].controller_reference == value) {
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idx = i;
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break;
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}
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}
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ERR_FAIL_COND(idx == -1);
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for (int i = idx + 1; i < MAX_CONTROLLERS - 1; i++) {
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if (!controllers[i].connected) {
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break;
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}
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controllers[i - 1] = controllers[i];
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}
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controllers[MAX_CONTROLLERS - 1] = ControllerDevice();
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input->joy_connection_changed(idx, false, "Xbox Controller");
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}
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InputDefault::JoyAxis JoypadUWP::axis_correct(double p_val, bool p_negate, bool p_trigger) const {
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InputDefault::JoyAxis jx;
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jx.min = p_trigger ? 0 : -1;
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jx.value = (float)(p_negate ? -p_val : p_val);
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return jx;
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}
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