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Diffstat (limited to 'platform/uwp/joypad_uwp.cpp')
-rw-r--r--platform/uwp/joypad_uwp.cpp75
1 files changed, 56 insertions, 19 deletions
diff --git a/platform/uwp/joypad_uwp.cpp b/platform/uwp/joypad_uwp.cpp
index 34e36f7b66..f3d4eb99c8 100644
--- a/platform/uwp/joypad_uwp.cpp
+++ b/platform/uwp/joypad_uwp.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "joypad_uwp.h"
+#include "core/os/os.h"
using namespace Windows::Gaming::Input;
using namespace Windows::Foundation;
@@ -45,27 +46,44 @@ void JoypadUWP::process_controllers() {
for (int i = 0; i < MAX_CONTROLLERS; i++) {
- if (!controllers[i].connected) break;
+ ControllerDevice &joy = controllers[i];
- switch (controllers[i].type) {
+ if (!joy.connected) break;
+
+ switch (joy.type) {
case ControllerType::GAMEPAD_CONTROLLER: {
- GamepadReading reading = ((Gamepad ^)controllers[i].controller_reference)->GetCurrentReading();
+ GamepadReading reading = ((Gamepad ^) joy.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);
+ input->joy_button(joy.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));
+ input->joy_axis(joy.id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
+ input->joy_axis(joy.id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
+ input->joy_axis(joy.id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
+ input->joy_axis(joy.id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
+ input->joy_axis(joy.id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
+ input->joy_axis(joy.id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
+
+ uint64_t timestamp = input->get_joy_vibration_timestamp(joy.id);
+ if (timestamp > joy.ff_timestamp) {
+ Vector2 strength = input->get_joy_vibration_strength(joy.id);
+ float duration = input->get_joy_vibration_duration(joy.id);
+ if (strength.x == 0 && strength.y == 0) {
+ joypad_vibration_stop(i, timestamp);
+ } else {
+ joypad_vibration_start(i, strength.x, strength.y, duration, timestamp);
+ }
+ } else if (joy.vibrating && joy.ff_end_timestamp != 0) {
+ uint64_t current_time = OS::get_singleton()->get_ticks_usec();
+ if (current_time >= joy.ff_end_timestamp)
+ joypad_vibration_stop(i, current_time);
+ }
break;
}
@@ -122,15 +140,7 @@ void JoypadUWP::OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Inp
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();
+ controllers[idx] = ControllerDevice();
input->joy_connection_changed(idx, false, "Xbox Controller");
}
@@ -144,3 +154,30 @@ InputDefault::JoyAxis JoypadUWP::axis_correct(double p_val, bool p_negate, bool
return jx;
}
+
+void JoypadUWP::joypad_vibration_start(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp) {
+ ControllerDevice &joy = controllers[p_device];
+ if (joy.connected) {
+ GamepadVibration vibration;
+ vibration.LeftMotor = p_strong_magnitude;
+ vibration.RightMotor = p_weak_magnitude;
+ ((Gamepad ^) joy.controller_reference)->Vibration = vibration;
+
+ joy.ff_timestamp = p_timestamp;
+ joy.ff_end_timestamp = p_duration == 0 ? 0 : p_timestamp + (uint64_t)(p_duration * 1000000.0);
+ joy.vibrating = true;
+ }
+}
+
+void JoypadUWP::joypad_vibration_stop(int p_device, uint64_t p_timestamp) {
+ ControllerDevice &joy = controllers[p_device];
+ if (joy.connected) {
+ GamepadVibration vibration;
+ vibration.LeftMotor = 0.0;
+ vibration.RightMotor = 0.0;
+ ((Gamepad ^) joy.controller_reference)->Vibration = vibration;
+
+ joy.ff_timestamp = p_timestamp;
+ joy.vibrating = false;
+ }
+}