/*************************************************************************/ /* joystick.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 JOYSTICK_WINRT_H #define JOYSTICK_WINRT_H #include "main/input_default.h" ref class JoystickWinrt sealed { internal: void register_events(); uint32_t process_controllers(uint32_t p_last_id); JoystickWinrt(); JoystickWinrt(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; 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; 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