#ifndef JOYPAD_WINDOWS_H #define JOYPAD_WINDOWS_H /*************************************************************************/ /* joypad_windows.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "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 JoypadWindows { public: JoypadWindows(); JoypadWindows(InputDefault *_input, HWND *hwnd); ~JoypadWindows(); void probe_joypads(); void process_joypads(); private: enum { JOYPADS_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<LONG> 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 slider_count; int joypad_count; bool attached_joypads[JOYPADS_MAX]; dinput_gamepad d_joypads[JOYPADS_MAX]; xinput_gamepad x_joypads[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_joypad_object(const DIDEVICEOBJECTINSTANCE *ob, int p_joy_id); void close_joypad(int id = -1); void load_xinput(); void unload_xinput(); void post_hat(int p_device, DWORD p_dpad); bool have_device(const GUID &p_guid); bool is_xinput_device(const GUID *p_guid); bool setup_dinput_joypad(const DIDEVICEINSTANCE *instance); void joypad_vibration_start_xinput(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp); void joypad_vibration_stop_xinput(int p_device, uint64_t p_timestamp); float 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 // JOYPAD_WINDOWS_H