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+/*************************************************************************/
+/* joypad_windows.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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. */
+/*************************************************************************/
+
+#ifndef JOYPAD_WINDOWS_H
+#define JOYPAD_WINDOWS_H
+
+#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<DWORD> 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 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);
+
+ InputDefault::JoyAxis 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