WinRT: Add Gamepad vibration support

This commit is contained in:
George Marques 2017-06-24 13:31:36 -03:00
parent fbb4107ec7
commit 0a9d482482
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GPG key ID: 046BD46A3201E43D
2 changed files with 69 additions and 18 deletions

View file

@ -28,6 +28,7 @@
/*************************************************************************/
#include "joystick_winrt.h"
#include "core/os/os.h"
using namespace Windows::Gaming::Input;
using namespace Windows::Foundation;
@ -44,27 +45,44 @@ uint32_t JoystickWinrt::process_controllers(uint32_t p_last_id) {
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++) {
p_last_id = input->joy_button(p_last_id, controllers[i].id, j, (int)reading.Buttons & button_mask);
p_last_id = input->joy_button(p_last_id, joy.id, j, (int)reading.Buttons & button_mask);
button_mask *= 2;
}
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
p_last_id = input->joy_axis(p_last_id, joy.id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
p_last_id = input->joy_axis(p_last_id, joy.id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
p_last_id = input->joy_axis(p_last_id, joy.id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
p_last_id = input->joy_axis(p_last_id, joy.id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
p_last_id = input->joy_axis(p_last_id, joy.id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
p_last_id = input->joy_axis(p_last_id, 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;
}
@ -123,8 +141,7 @@ void JoystickWinrt::OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming:
ERR_FAIL_COND(idx == -1);
controllers[idx].connected = false;
controllers[idx].controller_reference = nullptr;
controllers[idx] = ControllerDevice();
input->joy_connection_changed(idx, false, "Xbox Controller");
}
@ -138,3 +155,30 @@ InputDefault::JoyAxis JoystickWinrt::axis_correct(double p_val, bool p_negate, b
return jx;
}
void JoystickWinrt::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 JoystickWinrt::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;
}
}

View file

@ -39,10 +39,9 @@ internal:
uint32_t process_controllers(uint32_t p_last_id);
JoystickWinrt();
JoystickWinrt(InputDefault* p_input);
JoystickWinrt(InputDefault *p_input);
private:
enum {
MAX_CONTROLLERS = 4,
};
@ -55,27 +54,35 @@ private:
struct ControllerDevice {
Windows::Gaming::Input::IGameController^ controller_reference;
Windows::Gaming::Input::IGameController ^ controller_reference;
int id;
bool connected;
ControllerType type;
float ff_timestamp;
float ff_end_timestamp;
bool vibrating;
ControllerDevice() {
id = -1;
connected = false;
type = ControllerType::GAMEPAD_CONTROLLER;
ff_timestamp = 0.0f;
ff_end_timestamp = 0.0f;
vibrating = false;
}
};
ControllerDevice controllers[MAX_CONTROLLERS];
InputDefault* input;
InputDefault *input;
void OnGamepadAdded(Platform::Object^ sender, Windows::Gaming::Input::Gamepad^ value);
void OnGamepadRemoved(Platform::Object^ sender, Windows::Gaming::Input::Gamepad^ value);
void OnGamepadAdded(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value);
void OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value);
InputDefault::JoyAxis 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