godot/platform/windows/joypad_windows.h
Rémi Verschelde fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00

150 lines
4.9 KiB
C++

/*************************************************************************/
/* joypad_windows.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 != nullptr) { \
x->Release(); \
x = nullptr; \
}
#endif
#ifndef XUSER_MAX_COUNT
#define XUSER_MAX_COUNT 4
#endif
class JoypadWindows {
public:
JoypadWindows();
JoypadWindows(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;
Input *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);
Input::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