virtualx-engine/platform/uwp/joypad_uwp.cpp
Andreas Haas c0b6756875
Input: Remove usage of platform dependent event IDs.
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...
2017-03-26 15:59:32 +02:00

145 lines
4.9 KiB
C++

/*************************************************************************/
/* joypad_uwp.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "joypad_uwp.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++) {
if (!controllers[i].connected) break;
switch (controllers[i].type) {
case ControllerType::GAMEPAD_CONTROLLER: {
GamepadReading reading = ((Gamepad ^)controllers[i].controller_reference)->GetCurrentReading();
int button_mask = (int)GamepadButtons::Menu;
for (int j = 0; j < 14; j++) {
input->joy_button(controllers[i].id, j, (int)reading.Buttons & button_mask);
button_mask *= 2;
}
input->joy_axis(controllers[i].id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
input->joy_axis(controllers[i].id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
input->joy_axis(controllers[i].id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
input->joy_axis(controllers[i].id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
input->joy_axis(controllers[i].id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
input->joy_axis(controllers[i].id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
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);
for (int i = idx + 1; i < MAX_CONTROLLERS - 1; i++) {
if (!controllers[i].connected) {
break;
}
controllers[i - 1] = controllers[i];
}
controllers[MAX_CONTROLLERS - 1] = 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;
}