mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
1360 lines
36 KiB
C++
1360 lines
36 KiB
C++
/*
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2016 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// HEADER FILES ------------------------------------------------------------
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#define WIN32_LEAN_AND_MEAN
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#define DIRECTINPUT_VERSION 0x800
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#include <windows.h>
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#include <dinput.h>
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#ifndef __GNUC__
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#include <wbemidl.h>
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#endif
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#include <oleauto.h>
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#include <malloc.h>
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#include "i_input.h"
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#include "d_eventbase.h"
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#include "gameconfigfile.h"
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#include "cmdlib.h"
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#include "v_text.h"
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#include "m_argv.h"
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#include "keydef.h"
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#include "printf.h"
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#define SAFE_RELEASE(x) { if (x != NULL) { x->Release(); x = NULL; } }
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// WBEMIDL BITS -- because w32api doesn't have this, either -----------------
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#ifdef __GNUC__
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struct IWbemClassObject : public IUnknown
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{
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public:
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virtual HRESULT __stdcall GetQualifierSet() = 0;
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virtual HRESULT __stdcall Get(LPCWSTR wszName, long lFlags, VARIANT *pVal, long *pType, long *plFlavor) = 0;
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virtual HRESULT __stdcall Put() = 0;
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virtual HRESULT __stdcall Delete() = 0;
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virtual HRESULT __stdcall GetNames() = 0;
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virtual HRESULT __stdcall BeginEnumeration() = 0;
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virtual HRESULT __stdcall Next() = 0;
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virtual HRESULT __stdcall EndEnumeration() = 0;
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virtual HRESULT __stdcall GetPropertyQualifierSet() = 0;
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virtual HRESULT __stdcall Clone() = 0;
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virtual HRESULT __stdcall GetObjectText() = 0;
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virtual HRESULT __stdcall SpawnDerivedClass() = 0;
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virtual HRESULT __stdcall SpawnInstance() = 0;
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virtual HRESULT __stdcall CompareTo() = 0;
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virtual HRESULT __stdcall GetPropertyOrigin() = 0;
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virtual HRESULT __stdcall InheritsFrom() = 0;
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virtual HRESULT __stdcall GetMethod() = 0;
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virtual HRESULT __stdcall PutMethod() = 0;
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virtual HRESULT __stdcall DeleteMethod() = 0;
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virtual HRESULT __stdcall BeginMethodEnumeration() = 0;
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virtual HRESULT __stdcall NextMethod() = 0;
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virtual HRESULT __stdcall EndMethodEnumeration() = 0;
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virtual HRESULT __stdcall GetMethodQualifierSet() = 0;
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virtual HRESULT __stdcall GetMethodOrigin() = 0;
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};
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struct IEnumWbemClassObject : public IUnknown
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{
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public:
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virtual HRESULT __stdcall Reset() = 0;
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virtual HRESULT __stdcall Next(long lTimeout, ULONG uCount,
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IWbemClassObject **apObjects, ULONG *puReturned) = 0;
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virtual HRESULT __stdcall NextAsync() = 0;
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virtual HRESULT __stdcall Clone() = 0;
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virtual HRESULT __stdcall Skip(long lTimeout, ULONG nCount) = 0;
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};
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struct IWbemServices : public IUnknown
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{
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public:
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virtual HRESULT __stdcall OpenNamespace() = 0;
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virtual HRESULT __stdcall CancelAsyncCall() = 0;
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virtual HRESULT __stdcall QueryObjectSink() = 0;
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virtual HRESULT __stdcall GetObject() = 0;
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virtual HRESULT __stdcall GetObjectAsync() = 0;
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virtual HRESULT __stdcall PutClass() = 0;
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virtual HRESULT __stdcall PutClassAsync() = 0;
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virtual HRESULT __stdcall DeleteClass() = 0;
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virtual HRESULT __stdcall DeleteClassAsync() = 0;
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virtual HRESULT __stdcall CreateClassEnum() = 0;
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virtual HRESULT __stdcall CreateClassEnumAsync() = 0;
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virtual HRESULT __stdcall PutInstance() = 0;
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virtual HRESULT __stdcall PutInstanceAsync() = 0;
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virtual HRESULT __stdcall DeleteInstance() = 0;
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virtual HRESULT __stdcall DeleteInstanceAsync() = 0;
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virtual HRESULT __stdcall CreateInstanceEnum(
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const BSTR strFilter, long lFlags, void *pCtx, IEnumWbemClassObject **ppEnum) = 0;
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virtual HRESULT __stdcall CreateInstanceEnumAsync() = 0;
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virtual HRESULT __stdcall ExecQuery() = 0;
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virtual HRESULT __stdcall ExecQueryAsync() = 0;
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virtual HRESULT __stdcall ExecNotificationQuery() = 0;
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virtual HRESULT __stdcall ExecNotificationQueryAsync() = 0;
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virtual HRESULT __stdcall ExecMethod() = 0;
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virtual HRESULT __stdcall ExecMethodAsync() = 0;
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};
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struct IWbemLocator : public IUnknown
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{
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public:
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virtual HRESULT __stdcall ConnectServer(
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const BSTR strNetworkResource,
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const BSTR strUser,
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const BSTR strPassword,
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const BSTR strLocale,
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long lSecurityFlags,
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const BSTR strAuthority,
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void *pCtx,
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IWbemServices **ppNamespace) = 0;
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};
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#endif
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// MACROS ------------------------------------------------------------------
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#define DEFAULT_DEADZONE 0.25f
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// TYPES -------------------------------------------------------------------
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class FDInputJoystick : public FInputDevice, IJoystickConfig
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{
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public:
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FDInputJoystick(const GUID *instance, FString &name);
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~FDInputJoystick();
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bool GetDevice();
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void ProcessInput();
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void AddAxes(float axes[NUM_JOYAXIS]);
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// IJoystickConfig interface
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FString GetName();
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float GetSensitivity();
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virtual void SetSensitivity(float scale);
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int GetNumAxes();
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float GetAxisDeadZone(int axis);
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EJoyAxis GetAxisMap(int axis);
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const char *GetAxisName(int axis);
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float GetAxisScale(int axis);
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void SetAxisDeadZone(int axis, float deadzone);
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void SetAxisMap(int axis, EJoyAxis gameaxis);
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void SetAxisScale(int axis, float scale);
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bool IsSensitivityDefault();
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bool IsAxisDeadZoneDefault(int axis);
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bool IsAxisMapDefault(int axis);
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bool IsAxisScaleDefault(int axis);
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void SetDefaultConfig();
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FString GetIdentifier();
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protected:
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struct AxisInfo
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{
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FString Name;
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GUID Guid;
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DWORD Type;
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DWORD Ofs;
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LONG Min, Max;
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float Value;
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float DeadZone, DefaultDeadZone;
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float Multiplier, DefaultMultiplier;
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EJoyAxis GameAxis, DefaultGameAxis;
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uint8_t ButtonValue;
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};
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struct ButtonInfo
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{
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FString Name;
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GUID Guid;
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DWORD Type;
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DWORD Ofs;
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uint8_t Value;
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};
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LPDIRECTINPUTDEVICE8 Device;
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GUID Instance;
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FString Name;
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bool Marked;
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float Multiplier;
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int Warmup;
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TArray<AxisInfo> Axes;
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TArray<ButtonInfo> Buttons;
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TArray<ButtonInfo> POVs;
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DIOBJECTDATAFORMAT *Objects;
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DIDATAFORMAT DataFormat;
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static BOOL CALLBACK EnumObjectsCallback(LPCDIDEVICEOBJECTINSTANCE lpddoi, LPVOID pvRef);
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void OrderAxes();
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bool ReorderAxisPair(const GUID &x, const GUID &y, int pos);
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HRESULT SetDataFormat();
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friend class FDInputJoystickManager;
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};
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class FDInputJoystickManager : public FJoystickCollection
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{
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public:
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FDInputJoystickManager();
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~FDInputJoystickManager();
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bool GetDevice();
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void ProcessInput();
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void AddAxes(float axes[NUM_JOYAXIS]);
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void GetDevices(TArray<IJoystickConfig *> &sticks);
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IJoystickConfig *Rescan();
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protected:
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struct Enumerator
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{
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GUID Instance;
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FString Name;
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};
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struct EnumData
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{
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TArray<Enumerator> *All;
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bool GenericDevices;
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};
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TArray<FDInputJoystick *> Devices;
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FDInputJoystick *EnumDevices();
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static BOOL CALLBACK EnumCallback(LPCDIDEVICEINSTANCE lpddi, LPVOID pvRef);
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static int NameSort(const void *a, const void *b);
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static bool IsXInputDevice(const GUID *guid);
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern LPDIRECTINPUT8 g_pdi;
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extern HWND Window;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CUSTOM_CVAR(Bool, joy_dinput, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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I_StartupDirectInputJoystick();
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event_t ev = { EV_DeviceChange };
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D_PostEvent(&ev);
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}
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static const uint8_t POVButtons[9] = { 0x01, 0x03, 0x02, 0x06, 0x04, 0x0C, 0x08, 0x09, 0x00 };
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// CODE --------------------------------------------------------------------
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//===========================================================================
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//
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// FDInputJoystick - Constructor
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//
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//===========================================================================
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FDInputJoystick::FDInputJoystick(const GUID *instance, FString &name)
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{
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Device = NULL;
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DataFormat.rgodf = NULL;
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Instance = *instance;
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Name = name;
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Marked = false;
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}
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//===========================================================================
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//
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// FDInputJoystick - Destructor
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//
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//===========================================================================
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FDInputJoystick::~FDInputJoystick()
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{
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unsigned int i;
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if (Device != NULL)
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{
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M_SaveJoystickConfig(this);
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Device->Release();
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Device = NULL;
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}
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if (DataFormat.rgodf != NULL)
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{
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delete[] DataFormat.rgodf;
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}
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// Send key ups before destroying this.
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if (Axes.Size() == 1)
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{
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Joy_GenerateButtonEvents(Axes[0].ButtonValue, 0, 2, KEY_JOYAXIS1PLUS);
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}
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else if (Axes.Size() > 1)
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{
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Joy_GenerateButtonEvents(Axes[1].ButtonValue, 0, 4, KEY_JOYAXIS1PLUS);
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for (i = 2; i < Axes.Size(); ++i)
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{
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Joy_GenerateButtonEvents(Axes[i].ButtonValue, 0, 2, KEY_JOYAXIS1PLUS + i*2);
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}
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}
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for (i = 0; i < Buttons.Size(); ++i)
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{
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if (Buttons[i].Value)
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{
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event_t ev = { EV_KeyUp };
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ev.data1 = KEY_FIRSTJOYBUTTON + i;
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}
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}
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for (i = 0; i < POVs.Size(); ++i)
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{
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Joy_GenerateButtonEvents(POVs[i].Value, 0, 4, KEY_JOYPOV1_UP + i*4);
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}
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}
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//===========================================================================
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//
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// FDInputJoystick :: GetDevice
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//
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//===========================================================================
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bool FDInputJoystick::GetDevice()
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{
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HRESULT hr;
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if (g_pdi == NULL)
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{
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return false;
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}
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hr = g_pdi->CreateDevice(Instance, &Device, NULL);
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if (FAILED(hr) || Device == NULL)
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{
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return false;
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}
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hr = Device->EnumObjects(EnumObjectsCallback, this, DIDFT_ABSAXIS | DIDFT_BUTTON | DIDFT_POV);
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OrderAxes();
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hr = SetDataFormat();
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if (FAILED(hr))
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{
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Printf(TEXTCOLOR_ORANGE "Setting data format for %s failed.\n", Name.GetChars());
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return false;
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}
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hr = Device->SetCooperativeLevel(Window, DISCL_NONEXCLUSIVE | DISCL_FOREGROUND);
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if (FAILED(hr))
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{
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Printf(TEXTCOLOR_ORANGE "Setting cooperative level for %s failed.\n", Name.GetChars());
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return false;
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}
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Device->Acquire();
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M_LoadJoystickConfig(this);
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Warmup = 4;
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return true;
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}
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//===========================================================================
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//
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// FDInputJoystick :: ProcessInput
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//
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// Send button events and record axes for later.
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//
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//===========================================================================
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void FDInputJoystick::ProcessInput()
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{
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HRESULT hr;
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uint8_t *state;
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unsigned i;
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event_t ev;
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if (Device == NULL)
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{
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return;
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}
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hr = Device->Poll();
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if (hr == DIERR_INPUTLOST || hr == DIERR_NOTACQUIRED)
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{
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hr = Device->Acquire();
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}
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if (FAILED(hr))
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{
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return;
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}
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state = (uint8_t *)alloca(DataFormat.dwDataSize);
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hr = Device->GetDeviceState(DataFormat.dwDataSize, state);
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if (FAILED(hr))
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return;
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// Some controllers send false values when they are first
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// initialized, so give some time for them to get past that
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// before we pay any attention to their state.
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if (Warmup > 0)
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{
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Warmup--;
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return;
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}
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// Convert axis values to floating point and save them for a later call
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// to AddAxes(). Axes that are past their dead zone will also be translated
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// into button presses.
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for (i = 0; i < Axes.Size(); ++i)
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{
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AxisInfo *info = &Axes[i];
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LONG value = *(LONG *)(state + info->Ofs);
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double axisval;
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uint8_t buttonstate = 0;
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// Scale to [-1.0, 1.0]
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axisval = (value - info->Min) * 2.0 / (info->Max - info->Min) - 1.0;
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// Cancel out dead zone
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axisval = Joy_RemoveDeadZone(axisval, info->DeadZone, &buttonstate);
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info->Value = float(axisval);
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if (i < NUM_JOYAXISBUTTONS && (i > 2 || Axes.Size() == 1))
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{
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Joy_GenerateButtonEvents(info->ButtonValue, buttonstate, 2, KEY_JOYAXIS1PLUS + i*2);
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}
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else if (i == 1)
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{
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// Since we sorted the axes, we know that the first two are definitely X and Y.
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// They are probably a single stick, so use angular position to determine buttons.
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buttonstate = Joy_XYAxesToButtons(Axes[0].Value, axisval);
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Joy_GenerateButtonEvents(info->ButtonValue, buttonstate, 4, KEY_JOYAXIS1PLUS);
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}
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info->ButtonValue = buttonstate;
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}
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// Compare button states and generate events for buttons that have changed.
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memset(&ev, 0, sizeof(ev));
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for (i = 0; i < Buttons.Size(); ++i)
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{
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ButtonInfo *info = &Buttons[i];
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uint8_t newstate = *(uint8_t *)(state + info->Ofs) & 0x80;
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if (newstate != info->Value)
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{
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info->Value = newstate;
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ev.data1 = KEY_FIRSTJOYBUTTON + i;
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ev.type = (newstate != 0) ? EV_KeyDown : EV_KeyUp;
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D_PostEvent(&ev);
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}
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}
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// POV hats are treated as a set of four buttons, because if it's a
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// D-pad, that's exactly what it is.
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for (i = 0; i < POVs.Size(); ++i)
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{
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ButtonInfo *info = &POVs[i];
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DWORD povangle = *(DWORD *)(state + info->Ofs);
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int pov;
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// Smoosh POV angles down into octants. 8 is centered.
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pov = (LOWORD(povangle) == 0xFFFF) ? 8 : ((povangle + 2250) % 36000) / 4500;
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// Convert octant to one or two buttons needed to represent it.
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pov = POVButtons[pov];
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// Send events for POV "buttons" that have changed.
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Joy_GenerateButtonEvents(info->Value, pov, 4, KEY_JOYPOV1_UP + i*4);
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info->Value = pov;
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}
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}
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//===========================================================================
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//
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// FDInputJoystick :: AddAxes
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//
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// Add the values of each axis to the game axes.
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//
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//===========================================================================
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void FDInputJoystick::AddAxes(float axes[NUM_JOYAXIS])
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{
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for (unsigned i = 0; i < Axes.Size(); ++i)
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{
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// Add to the game axis.
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axes[Axes[i].GameAxis] -= float(Axes[i].Value * Multiplier * Axes[i].Multiplier);
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}
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}
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//===========================================================================
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//
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// FDInputJoystick :: EnumObjectsCallback STATIC
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//
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// Finds all axes, buttons, and hats on the controller.
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|
//
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|
//===========================================================================
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BOOL CALLBACK FDInputJoystick::EnumObjectsCallback(LPCDIDEVICEOBJECTINSTANCE lpddoi, LPVOID pvRef)
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|
{
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|
FDInputJoystick *joy = (FDInputJoystick *)pvRef;
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|
|
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if (lpddoi->guidType == GUID_Button)
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|
{
|
|
ButtonInfo info;
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|
info.Name = lpddoi->tszName;
|
|
info.Guid = lpddoi->guidType;
|
|
info.Type = lpddoi->dwType;
|
|
info.Ofs = 0;
|
|
info.Value = 0;
|
|
// We don't have the key labels necessary to support more than 128
|
|
// joystick buttons. This is what DIJOYSTATE2 offers, so we
|
|
// probably don't need to worry about any devices with more than
|
|
// that.
|
|
if (joy->Buttons.Size() < 128)
|
|
{
|
|
joy->Buttons.Push(info);
|
|
}
|
|
}
|
|
else if (lpddoi->guidType == GUID_POV)
|
|
{
|
|
ButtonInfo info;
|
|
info.Name = lpddoi->tszName;
|
|
info.Guid = lpddoi->guidType;
|
|
info.Type = lpddoi->dwType;
|
|
info.Ofs = 0;
|
|
info.Value = 0;
|
|
// We don't have the key labels necessary to support more than 4
|
|
// hats. I don't know any devices with more than 1, and the
|
|
// standard DirectInput DIJOYSTATE does not support more than 4
|
|
// hats either, so this is probably a non-issue.
|
|
if (joy->POVs.Size() < 4)
|
|
{
|
|
joy->POVs.Push(info);
|
|
}
|
|
}
|
|
else
|
|
if (lpddoi->guidType == GUID_XAxis ||
|
|
lpddoi->guidType == GUID_YAxis ||
|
|
lpddoi->guidType == GUID_ZAxis ||
|
|
lpddoi->guidType == GUID_RxAxis ||
|
|
lpddoi->guidType == GUID_RyAxis ||
|
|
lpddoi->guidType == GUID_RzAxis ||
|
|
lpddoi->guidType == GUID_Slider)
|
|
{
|
|
DIPROPRANGE diprg;
|
|
AxisInfo info;
|
|
|
|
diprg.diph.dwSize = sizeof(DIPROPRANGE);
|
|
diprg.diph.dwHeaderSize = sizeof(DIPROPHEADER);
|
|
diprg.diph.dwObj = lpddoi->dwType;
|
|
diprg.diph.dwHow = DIPH_BYID;
|
|
diprg.lMin = 0;
|
|
diprg.lMax = 0;
|
|
joy->Device->GetProperty(DIPROP_RANGE, &diprg.diph);
|
|
|
|
info.Name = lpddoi->tszName;
|
|
info.Guid = lpddoi->guidType;
|
|
info.Type = lpddoi->dwType;
|
|
info.Ofs = 0;
|
|
info.Min = diprg.lMin;
|
|
info.Max = diprg.lMax;
|
|
info.GameAxis = JOYAXIS_None;
|
|
info.Value = 0;
|
|
info.ButtonValue = 0;
|
|
joy->Axes.Push(info);
|
|
}
|
|
return DIENUM_CONTINUE;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: OrderAxes
|
|
//
|
|
// Try to put the axes in some sort of sane order. X and Y axes are pretty
|
|
// much standard. Unfortunately, the rest are entirely up to the
|
|
// manufacturers to decide how they want to assign them.
|
|
//
|
|
//===========================================================================
|
|
|
|
void FDInputJoystick::OrderAxes()
|
|
{
|
|
// Make X,Y the first pair.
|
|
if (!ReorderAxisPair(GUID_XAxis, GUID_YAxis, 0))
|
|
{
|
|
return;
|
|
}
|
|
// The second pair is either Rx,Ry or Rz,Z, depending on what we have
|
|
if (!ReorderAxisPair(GUID_RxAxis, GUID_RyAxis, 2))
|
|
{
|
|
ReorderAxisPair(GUID_RzAxis, GUID_ZAxis, 2);
|
|
}
|
|
}
|
|
|
|
bool FDInputJoystick::ReorderAxisPair(const GUID &xid, const GUID &yid, int pos)
|
|
{
|
|
unsigned i;
|
|
int x, y;
|
|
|
|
// Find each axis.
|
|
x = -1;
|
|
y = -1;
|
|
for (i = 0; i < Axes.Size(); ++i)
|
|
{
|
|
if (x < 0 && Axes[i].Guid == xid)
|
|
{
|
|
x = i;
|
|
}
|
|
else if (y < 0 && Axes[i].Guid == yid)
|
|
{
|
|
y = i;
|
|
}
|
|
}
|
|
// If we don't have both X and Y axes, do nothing.
|
|
if (x < 0 || y < 0)
|
|
{
|
|
return false;
|
|
}
|
|
if (x == pos + 1 && y == pos)
|
|
{ // Xbox 360 Controllers return them in this order.
|
|
std::swap(Axes[pos], Axes[pos + 1]);
|
|
}
|
|
else if (x != pos || y != pos + 1)
|
|
{
|
|
AxisInfo xinfo = Axes[x], yinfo = Axes[y];
|
|
Axes.Delete(x);
|
|
if (x < y)
|
|
{
|
|
y--;
|
|
}
|
|
Axes.Delete(y);
|
|
Axes.Insert(pos, xinfo);
|
|
Axes.Insert(pos + 1, yinfo);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: SetDataFormat
|
|
//
|
|
// Using the objects we previously enumerated, construct a data format
|
|
// structure for DirectInput to use for this device. We could use the
|
|
// predefined c_dfDIJoystick2, except that we would have no way of knowing
|
|
// which axis mapped to a certain point in the structure if there is more
|
|
// than one of a particular type of axis. The dwOfs member of
|
|
// DIDEVICEOBJECTINSTANCE is practically useless, because it describes the
|
|
// offset of the object in the device's native data format, and not
|
|
// the offset in something we can actually use.
|
|
//
|
|
//===========================================================================
|
|
|
|
HRESULT FDInputJoystick::SetDataFormat()
|
|
{
|
|
DIOBJECTDATAFORMAT *objects;
|
|
DWORD numobjs;
|
|
DWORD nextofs;
|
|
unsigned i;
|
|
|
|
objects = new DIOBJECTDATAFORMAT[Axes.Size() + POVs.Size() + Buttons.Size()];
|
|
numobjs = nextofs = 0;
|
|
|
|
// Add all axes
|
|
for (i = 0; i < Axes.Size(); ++i)
|
|
{
|
|
objects[i].pguid = &Axes[i].Guid;
|
|
objects[i].dwOfs = Axes[i].Ofs = nextofs;
|
|
objects[i].dwType = Axes[i].Type;
|
|
objects[i].dwFlags = 0;
|
|
nextofs += sizeof(LONG);
|
|
}
|
|
numobjs = i;
|
|
// Add all POVs
|
|
for (i = 0; i < POVs.Size(); ++i)
|
|
{
|
|
objects[numobjs + i].pguid = &POVs[i].Guid;
|
|
objects[numobjs + i].dwOfs = POVs[i].Ofs = nextofs;
|
|
objects[numobjs + i].dwType = POVs[i].Type;
|
|
objects[numobjs + i].dwFlags = 0;
|
|
nextofs += sizeof(DWORD);
|
|
}
|
|
numobjs += i;
|
|
// Add all buttons
|
|
for (i = 0; i < Buttons.Size(); ++i)
|
|
{
|
|
objects[numobjs + i].pguid = &Buttons[i].Guid;
|
|
objects[numobjs + i].dwOfs = Buttons[i].Ofs = nextofs;
|
|
objects[numobjs + i].dwType = Buttons[i].Type;
|
|
objects[numobjs + i].dwFlags = 0;
|
|
nextofs += sizeof(uint8_t);
|
|
}
|
|
numobjs += i;
|
|
|
|
// Set format
|
|
DataFormat.dwSize = sizeof(DIDATAFORMAT);
|
|
DataFormat.dwObjSize = sizeof(DIOBJECTDATAFORMAT);
|
|
DataFormat.dwFlags = DIDF_ABSAXIS;
|
|
DataFormat.dwDataSize = (nextofs + 3) & ~3; // Round to the nearest multiple of 4.
|
|
DataFormat.dwNumObjs = numobjs;
|
|
DataFormat.rgodf = objects;
|
|
return Device->SetDataFormat(&DataFormat);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: GetIdentifier
|
|
//
|
|
//===========================================================================
|
|
|
|
FString FDInputJoystick::GetIdentifier()
|
|
{
|
|
char id[48];
|
|
|
|
id[0] = 'D'; id[1] = 'I'; id[2] = ':';
|
|
FormatGUID(id + 3, countof(id) - 3, Instance);
|
|
return id;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: SetDefaultConfig
|
|
//
|
|
// Try for a reasonable default axis configuration.
|
|
//
|
|
//===========================================================================
|
|
|
|
void FDInputJoystick::SetDefaultConfig()
|
|
{
|
|
unsigned i;
|
|
|
|
Multiplier = 1;
|
|
for (i = 0; i < Axes.Size(); ++i)
|
|
{
|
|
Axes[i].DeadZone = DEFAULT_DEADZONE;
|
|
Axes[i].Multiplier = 1;
|
|
Axes[i].GameAxis = JOYAXIS_None;
|
|
}
|
|
// Triggers on a 360 controller have a much smaller deadzone.
|
|
if (Axes.Size() == 5 && Axes[4].Guid == GUID_ZAxis)
|
|
{
|
|
Axes[4].DeadZone = 30 / 256.f;
|
|
}
|
|
// Two axes? Horizontal is yaw and vertical is forward.
|
|
if (Axes.Size() == 2)
|
|
{
|
|
Axes[0].GameAxis = JOYAXIS_Yaw;
|
|
Axes[1].GameAxis = JOYAXIS_Forward;
|
|
}
|
|
// Three axes? First two are movement, third is yaw.
|
|
else if (Axes.Size() >= 3)
|
|
{
|
|
Axes[0].GameAxis = JOYAXIS_Side;
|
|
Axes[1].GameAxis = JOYAXIS_Forward;
|
|
Axes[2].GameAxis = JOYAXIS_Yaw;
|
|
// Four axes? First two are movement, last two are looking around.
|
|
if (Axes.Size() >= 4)
|
|
{
|
|
Axes[3].GameAxis = JOYAXIS_Pitch; Axes[3].Multiplier = 0.75f;
|
|
// Five axes? Use the fifth one for moving up and down.
|
|
if (Axes.Size() >= 5)
|
|
{
|
|
Axes[4].GameAxis = JOYAXIS_Up;
|
|
}
|
|
}
|
|
}
|
|
// If there is only one axis, then we make no assumptions about how
|
|
// the user might want to use it.
|
|
|
|
// Preserve defaults for config saving.
|
|
for (i = 0; i < Axes.Size(); ++i)
|
|
{
|
|
Axes[i].DefaultDeadZone = Axes[i].DeadZone;
|
|
Axes[i].DefaultMultiplier = Axes[i].Multiplier;
|
|
Axes[i].DefaultGameAxis = Axes[i].GameAxis;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: GetName
|
|
//
|
|
//===========================================================================
|
|
|
|
FString FDInputJoystick::GetName()
|
|
{
|
|
return Name;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: GetSensitivity
|
|
//
|
|
//===========================================================================
|
|
|
|
float FDInputJoystick::GetSensitivity()
|
|
{
|
|
return Multiplier;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: SetSensitivity
|
|
//
|
|
//===========================================================================
|
|
|
|
void FDInputJoystick::SetSensitivity(float scale)
|
|
{
|
|
Multiplier = scale;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: IsSensitivityDefault
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FDInputJoystick::IsSensitivityDefault()
|
|
{
|
|
return Multiplier == 1;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: GetNumAxes
|
|
//
|
|
//===========================================================================
|
|
|
|
int FDInputJoystick::GetNumAxes()
|
|
{
|
|
return (int)Axes.Size();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: GetAxisDeadZone
|
|
//
|
|
//===========================================================================
|
|
|
|
float FDInputJoystick::GetAxisDeadZone(int axis)
|
|
{
|
|
if (unsigned(axis) >= Axes.Size())
|
|
{
|
|
return 0;
|
|
}
|
|
return Axes[axis].DeadZone;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: GetAxisMap
|
|
//
|
|
//===========================================================================
|
|
|
|
EJoyAxis FDInputJoystick::GetAxisMap(int axis)
|
|
{
|
|
if (unsigned(axis) >= Axes.Size())
|
|
{
|
|
return JOYAXIS_None;
|
|
}
|
|
return Axes[axis].GameAxis;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: GetAxisName
|
|
//
|
|
//===========================================================================
|
|
|
|
const char *FDInputJoystick::GetAxisName(int axis)
|
|
{
|
|
if (unsigned(axis) < Axes.Size())
|
|
{
|
|
return Axes[axis].Name;
|
|
}
|
|
return "Invalid";
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: GetAxisScale
|
|
//
|
|
//===========================================================================
|
|
|
|
float FDInputJoystick::GetAxisScale(int axis)
|
|
{
|
|
if (unsigned(axis) >= Axes.Size())
|
|
{
|
|
return 0;
|
|
}
|
|
return Axes[axis].Multiplier;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: SetAxisDeadZone
|
|
//
|
|
//===========================================================================
|
|
|
|
void FDInputJoystick::SetAxisDeadZone(int axis, float deadzone)
|
|
{
|
|
if (unsigned(axis) < Axes.Size())
|
|
{
|
|
Axes[axis].DeadZone = clamp(deadzone, 0.f, 1.f);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: SetAxisMap
|
|
//
|
|
//===========================================================================
|
|
|
|
void FDInputJoystick::SetAxisMap(int axis, EJoyAxis gameaxis)
|
|
{
|
|
if (unsigned(axis) < Axes.Size())
|
|
{
|
|
Axes[axis].GameAxis = (unsigned(gameaxis) < NUM_JOYAXIS) ? gameaxis : JOYAXIS_None;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: SetAxisScale
|
|
//
|
|
//===========================================================================
|
|
|
|
void FDInputJoystick::SetAxisScale(int axis, float scale)
|
|
{
|
|
if (unsigned(axis) < Axes.Size())
|
|
{
|
|
Axes[axis].Multiplier = scale;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: IsAxisDeadZoneDefault
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FDInputJoystick::IsAxisDeadZoneDefault(int axis)
|
|
{
|
|
if (unsigned(axis) < Axes.Size())
|
|
{
|
|
return Axes[axis].DeadZone == Axes[axis].DefaultDeadZone;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: IsAxisScaleDefault
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FDInputJoystick::IsAxisScaleDefault(int axis)
|
|
{
|
|
if (unsigned(axis) < Axes.Size())
|
|
{
|
|
return Axes[axis].Multiplier == Axes[axis].DefaultMultiplier;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystick :: IsAxisMapDefault
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FDInputJoystick::IsAxisMapDefault(int axis)
|
|
{
|
|
if (unsigned(axis) < Axes.Size())
|
|
{
|
|
return Axes[axis].GameAxis == Axes[axis].DefaultGameAxis;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystickManager - Constructor
|
|
//
|
|
//===========================================================================
|
|
|
|
FDInputJoystickManager::FDInputJoystickManager()
|
|
{
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystickManager - Destructor
|
|
//
|
|
//===========================================================================
|
|
|
|
FDInputJoystickManager::~FDInputJoystickManager()
|
|
{
|
|
for (unsigned i = 0; i < Devices.Size(); ++i)
|
|
{
|
|
delete Devices[i];
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystickManager :: GetDevice
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FDInputJoystickManager::GetDevice()
|
|
{
|
|
if (g_pdi == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
EnumDevices();
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystickManager :: ProcessInput
|
|
//
|
|
// Process input for every attached device.
|
|
//
|
|
//===========================================================================
|
|
|
|
void FDInputJoystickManager::ProcessInput()
|
|
{
|
|
for (unsigned i = 0; i < Devices.Size(); ++i)
|
|
{
|
|
if (Devices[i] != NULL)
|
|
{
|
|
Devices[i]->ProcessInput();
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystickManager :: AddAxes
|
|
//
|
|
// Adds the state of all attached device axes to the passed array.
|
|
//
|
|
//===========================================================================
|
|
|
|
void FDInputJoystickManager :: AddAxes(float axes[NUM_JOYAXIS])
|
|
{
|
|
for (unsigned i = 0; i < Devices.Size(); ++i)
|
|
{
|
|
Devices[i]->AddAxes(axes);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystickManager :: GetDevices
|
|
//
|
|
// Adds the IJoystick interfaces for each device we created to the sticks
|
|
// array.
|
|
//
|
|
//===========================================================================
|
|
|
|
void FDInputJoystickManager::GetDevices(TArray<IJoystickConfig *> &sticks)
|
|
{
|
|
for (unsigned i = 0; i < Devices.Size(); ++i)
|
|
{
|
|
sticks.Push(Devices[i]);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystickManager :: EnumCallback STATIC
|
|
//
|
|
// Adds each DirectInput game controller to a TArray.
|
|
//
|
|
//===========================================================================
|
|
|
|
BOOL CALLBACK FDInputJoystickManager::EnumCallback(LPCDIDEVICEINSTANCE lpddi, LPVOID pvRef)
|
|
{
|
|
EnumData *data = (EnumData *)pvRef;
|
|
|
|
// Special check for the Microsoft SideWinder Strategic Commander,
|
|
// which for some odd reason reports itself as a generic device and
|
|
// not a game controller.
|
|
if (data->GenericDevices && lpddi->guidProduct.Data1 != MAKELONG(0x45e, 0x0033))
|
|
{
|
|
return DIENUM_CONTINUE;
|
|
}
|
|
|
|
// Do not add PS2 adapters if Raw PS2 Input was initialized.
|
|
// Do not add XInput devices if XInput was initialized.
|
|
if ((JoyDevices[INPUT_RawPS2] == NULL || !I_IsPS2Adapter(lpddi->guidProduct.Data1)) &&
|
|
(JoyDevices[INPUT_XInput] == NULL || !IsXInputDevice(&lpddi->guidProduct)))
|
|
{
|
|
Enumerator thisone;
|
|
|
|
thisone.Instance = lpddi->guidInstance;
|
|
thisone.Name = lpddi->tszInstanceName;
|
|
data->All->Push(thisone);
|
|
}
|
|
return DIENUM_CONTINUE;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystickManager :: IsXInputDeviceFast STATIC
|
|
//
|
|
// The theory of operation is the same as for IsXInputDeviceSlow, except that
|
|
// we use the Raw Input device list to find the device ID instead of WMI.
|
|
// This generally takes ~0.02 ms on my machine, though it occasionally spikes
|
|
// at over 1 ms. Either way, it is a huge order of magnitude faster than WMI.
|
|
// (around 10,000 times faster, in fact!)
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FDInputJoystickManager::IsXInputDevice(const GUID *guid)
|
|
{
|
|
UINT nDevices, numDevices;
|
|
RAWINPUTDEVICELIST *devices;
|
|
UINT i;
|
|
bool isxinput = false;
|
|
|
|
if (GetRawInputDeviceList(NULL, &nDevices, sizeof(RAWINPUTDEVICELIST)) != 0)
|
|
{
|
|
return false;
|
|
}
|
|
if ((devices = (RAWINPUTDEVICELIST *)malloc(sizeof(RAWINPUTDEVICELIST) * nDevices)) == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
if ((numDevices = GetRawInputDeviceList(devices, &nDevices, sizeof(RAWINPUTDEVICELIST))) == (UINT)-1)
|
|
{
|
|
free(devices);
|
|
return false;
|
|
}
|
|
for (i = 0; i < numDevices; ++i)
|
|
{
|
|
// I am making the assumption here that all possible XInput devices
|
|
// will report themselves as generic HID devices and not as keyboards
|
|
// or mice.
|
|
if (devices[i].dwType == RIM_TYPEHID)
|
|
{
|
|
RID_DEVICE_INFO rdi;
|
|
UINT cbSize;
|
|
|
|
cbSize = rdi.cbSize = sizeof(rdi);
|
|
if ((INT)GetRawInputDeviceInfoA(devices[i].hDevice, RIDI_DEVICEINFO, &rdi, &cbSize) >= 0)
|
|
{
|
|
if(MAKELONG(rdi.hid.dwVendorId, rdi.hid.dwProductId) == (LONG)guid->Data1)
|
|
{
|
|
char name[256];
|
|
UINT namelen = countof(name);
|
|
UINT reslen;
|
|
|
|
reslen = GetRawInputDeviceInfoA(devices[i].hDevice, RIDI_DEVICENAME, name, &namelen);
|
|
if (reslen != (UINT)-1)
|
|
{
|
|
isxinput = (strstr(name, "IG_") != NULL);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
free(devices);
|
|
return isxinput;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystickManager :: NameSort STATIC
|
|
//
|
|
//===========================================================================
|
|
|
|
int FDInputJoystickManager::NameSort(const void *a, const void *b)
|
|
{
|
|
const Enumerator *ea = (const Enumerator *)a;
|
|
const Enumerator *eb = (const Enumerator *)b;
|
|
int lex = ea->Name.Compare(eb->Name);
|
|
if (lex == 0)
|
|
{
|
|
return memcmp(&ea->Instance, &eb->Instance, sizeof(GUID));
|
|
}
|
|
return lex;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystickManager :: EnumDevices
|
|
//
|
|
// Find out what DirectInput game controllers are on the system and create
|
|
// FDInputJoystick objects for them. May return a pointer to the first new
|
|
// device found.
|
|
//
|
|
//===========================================================================
|
|
|
|
FDInputJoystick *FDInputJoystickManager::EnumDevices()
|
|
{
|
|
FDInputJoystick *newone = NULL;
|
|
TArray<Enumerator> controllers;
|
|
EnumData data;
|
|
unsigned i, j, k;
|
|
|
|
// Find all game controllers
|
|
data.All = &controllers;
|
|
data.GenericDevices = false;
|
|
g_pdi->EnumDevices(DI8DEVCLASS_GAMECTRL, EnumCallback, &data, DIEDFL_ALLDEVICES);
|
|
// Again, just for the Strategic Commander
|
|
data.GenericDevices = true;
|
|
g_pdi->EnumDevices(DI8DEVCLASS_DEVICE, EnumCallback, &data, DIEDFL_ALLDEVICES);
|
|
|
|
// Sort by name so that devices with duplicate names can have numbers appended.
|
|
qsort(&controllers[0], controllers.Size(), sizeof(Enumerator), NameSort);
|
|
for (i = 1; i < controllers.Size(); ++i)
|
|
{
|
|
// Does this device have the same name as the previous one? If so, how
|
|
// many more have the same name?
|
|
for (j = i; j < controllers.Size(); ++j)
|
|
{
|
|
if (controllers[j-1].Name.Compare(controllers[j].Name) != 0)
|
|
break;
|
|
}
|
|
// j is one past the last duplicate name.
|
|
if (j > i)
|
|
{
|
|
// Append numbers.
|
|
for (k = i - 1; k < j; ++k)
|
|
{
|
|
controllers[k].Name.AppendFormat(" #%d", k - i + 2);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Compare the new list of devices with the one we previously instantiated.
|
|
// Every device we currently hold is marked 0. Then scan through the new
|
|
// list and try to find it there, if it's found, it is marked 1. At the end
|
|
// of this, devices marked 1 existed before and are left alone. Devices
|
|
// marked 0 are no longer present and should be destroyed. If a device is
|
|
// present in the new list that we have not yet instantiated, we
|
|
// instantiate it now.
|
|
for (j = 0; j < Devices.Size(); ++j)
|
|
{
|
|
Devices[j]->Marked = false;
|
|
}
|
|
for (i = 0; i < controllers.Size(); ++i)
|
|
{
|
|
GUID *lookfor = &controllers[i].Instance;
|
|
for (j = 0; j < Devices.Size(); ++j)
|
|
{
|
|
if (Devices[j]->Instance == *lookfor)
|
|
{
|
|
Devices[j]->Marked = true;
|
|
break;
|
|
}
|
|
}
|
|
if (j == Devices.Size())
|
|
{ // Not found. Add it.
|
|
FDInputJoystick *device = new FDInputJoystick(lookfor, controllers[i].Name);
|
|
if (!device->GetDevice())
|
|
{
|
|
delete device;
|
|
}
|
|
else
|
|
{
|
|
device->Marked = true;
|
|
Devices.Push(device);
|
|
if (newone == NULL)
|
|
{
|
|
newone = device;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Remove detached devices and avoid holes in the list.
|
|
for (i = j = 0; j < Devices.Size(); ++j)
|
|
{
|
|
if (!Devices[j]->Marked)
|
|
{
|
|
delete Devices[j];
|
|
}
|
|
else
|
|
{
|
|
if (i != j)
|
|
{
|
|
Devices[i] = Devices[j];
|
|
}
|
|
++i;
|
|
}
|
|
}
|
|
Devices.Resize(i);
|
|
return newone;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FDInputJoystickManager :: Rescan
|
|
//
|
|
// Used by the joy_ps2raw and joy_xinput callbacks to rescan the
|
|
// DirectInput devices, since their presence or absence can affect the
|
|
// results of the scan.
|
|
//
|
|
//===========================================================================
|
|
|
|
IJoystickConfig *FDInputJoystickManager::Rescan()
|
|
{
|
|
return EnumDevices();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// I_StartupDirectInputJoystick
|
|
//
|
|
//===========================================================================
|
|
|
|
void I_StartupDirectInputJoystick()
|
|
{
|
|
if (!joy_dinput || !use_joystick || Args->CheckParm("-nojoy"))
|
|
{
|
|
if (JoyDevices[INPUT_DIJoy] != NULL)
|
|
{
|
|
delete JoyDevices[INPUT_DIJoy];
|
|
JoyDevices[INPUT_DIJoy] = NULL;
|
|
UpdateJoystickMenu(NULL);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (JoyDevices[INPUT_DIJoy] == NULL)
|
|
{
|
|
FJoystickCollection *joys = new FDInputJoystickManager;
|
|
if (joys->GetDevice())
|
|
{
|
|
JoyDevices[INPUT_DIJoy] = joys;
|
|
}
|
|
}
|
|
}
|
|
}
|