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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
141 lines
4.8 KiB
C++
141 lines
4.8 KiB
C++
/*************************************************************************/
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/* joypad_windows.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef JOYPAD_WINDOWS_H
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#define JOYPAD_WINDOWS_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 != nullptr) { \
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x->Release(); \
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x = nullptr; \
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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 JoypadWindows {
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public:
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JoypadWindows();
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JoypadWindows(HWND *hwnd);
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~JoypadWindows();
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void probe_joypads();
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void process_joypads();
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private:
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enum {
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JOYPADS_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<LONG> 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 = 0;
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bool attached = false;
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bool vibrating = false;
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DWORD last_packet = 0;
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XINPUT_STATE state;
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uint64_t ff_timestamp = 0;
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uint64_t ff_end_timestamp = 0;
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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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Input *input;
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int id_to_change;
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int slider_count;
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int joypad_count;
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bool attached_joypads[JOYPADS_MAX];
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dinput_gamepad d_joypads[JOYPADS_MAX];
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xinput_gamepad x_joypads[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_joypad_object(const DIDEVICEOBJECTINSTANCE *ob, int p_joy_id);
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void close_joypad(int id = -1);
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void load_xinput();
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void unload_xinput();
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void post_hat(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_joypad(const DIDEVICEINSTANCE *instance);
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void joypad_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 joypad_vibration_stop_xinput(int p_device, uint64_t p_timestamp);
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Input::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 // JOYPAD_WINDOWS_H
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