mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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99 lines
3.7 KiB
C++
99 lines
3.7 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#ifdef _MSC_VER // DG: dx SDK's xinput.h is incompatible with MinGW..
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#include <Xinput.h>
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#else // .. so use the one from wine instead when not using MSVC
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#include "wine-xinput.h"
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#endif // DG end
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static const int MAX_JOYSTICKS = 4;
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/*
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================================================================================================
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Joystick Win32
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================================================================================================
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*/
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struct controllerState_t
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{
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// the current states are updated by the input thread at 250 hz
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XINPUT_STATE current;
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// the previous state is latched at polling time
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XINPUT_STATE previous;
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// The current button bits are or'd into this at the high sampling rate, then
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// zero'd by the main thread when a usercmd_t is created. This prevents the
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// complete missing of a button press that went down and up between two usercmd_t
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// creations, although it can add sn extra frame of latency to sensing a release.
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int buttonBits;
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// Only valid controllers will have their rumble set
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bool valid;
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};
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class idJoystickWin32 : idJoystick
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{
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public:
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idJoystickWin32();
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virtual bool Init();
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virtual void SetRumble( int deviceNum, int rumbleLow, int rumbleHigh );
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virtual int PollInputEvents( int inputDeviceNum );
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virtual int ReturnInputEvent( const int n, int& action, int& value );
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virtual void EndInputEvents() {}
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protected:
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friend void JoystickSamplingThread( void* data );
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void PushButton( int inputDeviceNum, int key, bool value );
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void PostInputEvent( int inputDeviceNum, int event, int value, int range = 16384 );
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idSysMutex mutexXis; // lock this before using currentXis or stickIntegrations
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HANDLE timer; // fire every 4 msec
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int numEvents;
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struct
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{
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int event;
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int value;
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} events[ MAX_JOY_EVENT ];
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controllerState_t controllers[ MAX_JOYSTICKS ];
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// should these be per-controller?
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bool buttonStates[MAX_INPUT_DEVICES][K_LAST_KEY]; // For keeping track of button up/down events
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int joyAxis[MAX_INPUT_DEVICES][MAX_JOYSTICK_AXIS]; // For keeping track of joystick axises
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};
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