/*************************************************************************/ /* joypad_uwp.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. */ /*************************************************************************/ #ifndef JOYPAD_UWP_H #define JOYPAD_UWP_H #include "core/input/input.h" ref class JoypadUWP sealed { /** clang-format breaks this, it does not understand this token. */ /* clang-format off */ internal: void register_events(); void process_controllers(); /* clang-format on */ JoypadUWP(); JoypadUWP(InputDefault *p_input); private: enum { MAX_CONTROLLERS = 4, }; enum ControllerType { GAMEPAD_CONTROLLER, ARCADE_STICK_CONTROLLER, RACING_WHEEL_CONTROLLER, }; struct ControllerDevice { Windows::Gaming::Input::IGameController ^ controller_reference; int id = -1; bool connected = false; ControllerType type = ControllerType::GAMEPAD_CONTROLLER; float ff_timestamp = 0; float ff_end_timestamp = 0; bool vibrating = false; }; ControllerDevice controllers[MAX_CONTROLLERS]; InputDefault *input = nullptr; void OnGamepadAdded(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value); void OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value); float axis_correct(double p_val, bool p_negate = false, bool p_trigger = false) const; void joypad_vibration_start(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp); void joypad_vibration_stop(int p_device, uint64_t p_timestamp); }; #endif