doom3-bfg/neo/sys/win32/win_input.h
2012-11-26 12:58:24 -06:00

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
//#if defined( ID_VS2010 )
//#include "../../../libs/dxsdk_June2010/include/xinput.h"
//#else
#include <Xinput.h>
//#endif
static const int MAX_JOYSTICKS = 4;
/*
================================================================================================
Joystick Win32
================================================================================================
*/
struct controllerState_t {
// the current states are updated by the input thread at 250 hz
XINPUT_STATE current;
// the previous state is latched at polling time
XINPUT_STATE previous;
// The current button bits are or'd into this at the high sampling rate, then
// zero'd by the main thread when a usercmd_t is created. This prevents the
// complete missing of a button press that went down and up between two usercmd_t
// creations, although it can add sn extra frame of latency to sensing a release.
int buttonBits;
// Only valid controllers will have their rumble set
bool valid;
};
class idJoystickWin32 : idJoystick {
public:
idJoystickWin32();
virtual bool Init();
virtual void SetRumble( int deviceNum, int rumbleLow, int rumbleHigh );
virtual int PollInputEvents( int inputDeviceNum );
virtual int ReturnInputEvent( const int n, int &action, int &value );
virtual void EndInputEvents() {}
protected:
friend void JoystickSamplingThread( void *data );
void PushButton( int inputDeviceNum, int key, bool value );
void PostInputEvent( int inputDeviceNum, int event, int value, int range = 16384 );
idSysMutex mutexXis; // lock this before using currentXis or stickIntegrations
HANDLE timer; // fire every 4 msec
int numEvents;
struct {
int event;
int value;
} events[ MAX_JOY_EVENT ];
controllerState_t controllers[ MAX_JOYSTICKS ];
// should these be per-controller?
bool buttonStates[MAX_INPUT_DEVICES][K_LAST_KEY]; // For keeping track of button up/down events
int joyAxis[MAX_INPUT_DEVICES][MAX_JOYSTICK_AXIS]; // For keeping track of joystick axises
};