mirror of
https://github.com/ZDoom/Raze.git
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831 lines
22 KiB
C++
831 lines
22 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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#include <windows.h>
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#include <xinput.h>
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#include <limits.h>
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#include "i_input.h"
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#include "d_event.h"
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#include "templates.h"
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#include "gameconfigfile.h"
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#include "m_argv.h"
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#include "cmdlib.h"
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#include "keydef.h"
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// MACROS ------------------------------------------------------------------
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// This macro is defined by newer versions of xinput.h. In case we are
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// compiling with an older version, define it here.
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#ifndef XUSER_MAX_COUNT
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#define XUSER_MAX_COUNT 4
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#endif
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// MinGW
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#ifndef XINPUT_DLL
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#define XINPUT_DLL_A "xinput1_3.dll"
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#define XINPUT_DLL_W L"xinput1_3.dll"
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#ifdef UNICODE
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#define XINPUT_DLL XINPUT_DLL_W
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#else
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#define XINPUT_DLL XINPUT_DLL_A
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#endif
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#endif
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// TYPES -------------------------------------------------------------------
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typedef DWORD (WINAPI *XInputGetStateType)(DWORD index, XINPUT_STATE *state);
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typedef DWORD (WINAPI *XInputSetStateType)(DWORD index, XINPUT_STATE *state);
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typedef DWORD (WINAPI *XInputGetCapabilitiesType)(DWORD index, DWORD flags, XINPUT_CAPABILITIES *caps);
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typedef void (WINAPI *XInputEnableType)(BOOL enable);
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class FXInputController : public IJoystickConfig
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{
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public:
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FXInputController(int index);
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~FXInputController();
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void ProcessInput();
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void AddAxes(float axes[NUM_JOYAXIS]);
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bool IsConnected() { return Connected; }
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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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float Value;
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float DeadZone;
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float Multiplier;
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EJoyAxis GameAxis;
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uint8_t ButtonValue;
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};
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struct DefaultAxisConfig
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{
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float DeadZone;
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EJoyAxis GameAxis;
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float Multiplier;
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};
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enum
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{
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AXIS_ThumbLX,
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AXIS_ThumbLY,
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AXIS_ThumbRX,
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AXIS_ThumbRY,
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AXIS_LeftTrigger,
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AXIS_RightTrigger,
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NUM_AXES
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};
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int Index;
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float Multiplier;
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AxisInfo Axes[NUM_AXES];
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static DefaultAxisConfig DefaultAxes[NUM_AXES];
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DWORD LastPacketNumber;
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int LastButtons;
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bool Connected;
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void Attached();
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void Detached();
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static void ProcessThumbstick(int value1, AxisInfo *axis1, int value2, AxisInfo *axis2, int base);
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static void ProcessTrigger(int value, AxisInfo *axis, int base);
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};
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class FXInputManager : public FJoystickCollection
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{
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public:
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FXInputManager();
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~FXInputManager();
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bool GetDevice();
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void ProcessInput();
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bool WndProcHook(HWND hWnd, uint32_t message, WPARAM wParam, LPARAM lParam, LRESULT *result);
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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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HMODULE XInputDLL;
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FXInputController *Devices[XUSER_MAX_COUNT];
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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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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CUSTOM_CVAR(Bool, joy_xinput, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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I_StartupXInput();
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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 XInputGetStateType InputGetState;
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static XInputSetStateType InputSetState;
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static XInputGetCapabilitiesType InputGetCapabilities;
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static XInputEnableType InputEnable;
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static const char *AxisNames[] =
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{
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"Left Thumb X Axis",
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"Left Thumb Y Axis",
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"Right Thumb X Axis",
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"Right Thumb Y Axis",
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"Left Trigger",
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"Right Trigger"
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};
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FXInputController::DefaultAxisConfig FXInputController::DefaultAxes[NUM_AXES] =
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{
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// Dead zone, game axis, multiplier
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{ XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE / 32768.f, JOYAXIS_Side, 1 }, // ThumbLX
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{ XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE / 32768.f, JOYAXIS_Forward, 1 }, // ThumbLY
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{ XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE / 32768.f, JOYAXIS_Yaw, 1 }, // ThumbRX
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{ XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE / 32768.f, JOYAXIS_Pitch, 0.75 }, // ThumbRY
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{ XINPUT_GAMEPAD_TRIGGER_THRESHOLD / 256.f, JOYAXIS_None, 0 }, // LeftTrigger
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{ XINPUT_GAMEPAD_TRIGGER_THRESHOLD / 256.f, JOYAXIS_None, 0 } // RightTrigger
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};
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// FXInputController - Constructor
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//
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//==========================================================================
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FXInputController::FXInputController(int index)
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{
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Index = index;
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Connected = false;
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M_LoadJoystickConfig(this);
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}
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//==========================================================================
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//
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// FXInputController - Destructor
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//
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//==========================================================================
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FXInputController::~FXInputController()
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{
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// Send button up events before destroying this.
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ProcessThumbstick(0, &Axes[AXIS_ThumbLX], 0, &Axes[AXIS_ThumbLY], KEY_PAD_LTHUMB_RIGHT);
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ProcessThumbstick(0, &Axes[AXIS_ThumbRX], 0, &Axes[AXIS_ThumbRY], KEY_PAD_RTHUMB_RIGHT);
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ProcessTrigger(0, &Axes[AXIS_LeftTrigger], KEY_PAD_LTRIGGER);
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ProcessTrigger(0, &Axes[AXIS_RightTrigger], KEY_PAD_RTRIGGER);
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Joy_GenerateButtonEvents(LastButtons, 0, 16, KEY_PAD_DPAD_UP);
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M_SaveJoystickConfig(this);
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}
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//==========================================================================
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//
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// FXInputController :: ProcessInput
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//
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//==========================================================================
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void FXInputController::ProcessInput()
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{
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DWORD res;
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XINPUT_STATE state;
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res = InputGetState(Index, &state);
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if (res == ERROR_DEVICE_NOT_CONNECTED)
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{
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if (Connected)
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{
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Detached();
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}
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return;
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}
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if (res != ERROR_SUCCESS)
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{
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return;
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}
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if (!Connected)
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{
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Attached();
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}
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if (state.dwPacketNumber == LastPacketNumber)
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{ // Nothing has changed since last time.
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return;
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}
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// There is a hole in the wButtons bitmask where two buttons could fit.
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// As per the XInput documentation, "bits that are set but not defined ... are reserved,
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// and their state is undefined," so we clear them to make sure they're not set.
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// Our keymapping uses these two slots for the triggers as buttons.
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state.Gamepad.wButtons &= 0xF3FF;
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// Convert axes to floating point and cancel out deadzones.
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// XInput's Y axes are reversed compared to DirectInput.
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ProcessThumbstick(state.Gamepad.sThumbLX, &Axes[AXIS_ThumbLX],
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-state.Gamepad.sThumbLY, &Axes[AXIS_ThumbLY], KEY_PAD_LTHUMB_RIGHT);
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ProcessThumbstick(state.Gamepad.sThumbRX, &Axes[AXIS_ThumbRX],
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-state.Gamepad.sThumbRY, &Axes[AXIS_ThumbRY], KEY_PAD_RTHUMB_RIGHT);
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ProcessTrigger(state.Gamepad.bLeftTrigger, &Axes[AXIS_LeftTrigger], KEY_PAD_LTRIGGER);
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ProcessTrigger(state.Gamepad.bRightTrigger, &Axes[AXIS_RightTrigger], KEY_PAD_RTRIGGER);
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// Generate events for buttons that have changed.
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Joy_GenerateButtonEvents(LastButtons, state.Gamepad.wButtons, 16, KEY_PAD_DPAD_UP);
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LastPacketNumber = state.dwPacketNumber;
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LastButtons = state.Gamepad.wButtons;
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}
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//==========================================================================
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//
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// FXInputController :: ProcessThumbstick STATIC
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//
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// Converts both axes of a thumb stick to floating point, cancels out the
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// deadzone, and generates button up/down events for them.
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//
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//==========================================================================
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void FXInputController::ProcessThumbstick(int value1, AxisInfo *axis1,
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int value2, AxisInfo *axis2, int base)
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{
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uint8_t buttonstate;
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double axisval1, axisval2;
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axisval1 = (value1 - SHRT_MIN) * 2.0 / 65536 - 1.0;
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axisval2 = (value2 - SHRT_MIN) * 2.0 / 65536 - 1.0;
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axisval1 = Joy_RemoveDeadZone(axisval1, axis1->DeadZone, NULL);
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axisval2 = Joy_RemoveDeadZone(axisval2, axis2->DeadZone, NULL);
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axis1->Value = float(axisval1);
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axis2->Value = float(axisval2);
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// We store all four buttons in the first axis and ignore the second.
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buttonstate = Joy_XYAxesToButtons(axisval1, axisval2);
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Joy_GenerateButtonEvents(axis1->ButtonValue, buttonstate, 4, base);
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axis1->ButtonValue = buttonstate;
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}
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//==========================================================================
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//
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// FXInputController :: ProcessTrigger STATIC
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//
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// Much like ProcessThumbstick, except triggers only go in the positive
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// direction and have less precision.
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//
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//==========================================================================
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void FXInputController::ProcessTrigger(int value, AxisInfo *axis, int base)
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{
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uint8_t buttonstate;
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double axisval;
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axisval = Joy_RemoveDeadZone(value / 256.0, axis->DeadZone, &buttonstate);
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Joy_GenerateButtonEvents(axis->ButtonValue, buttonstate, 1, base);
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axis->ButtonValue = buttonstate;
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axis->Value = float(axisval);
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}
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//==========================================================================
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//
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// FXInputController :: Attached
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//
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// This controller was just attached. Set all buttons and axes to 0.
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//
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//==========================================================================
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void FXInputController::Attached()
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{
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int i;
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Connected = true;
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LastPacketNumber = ~0;
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LastButtons = 0;
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for (i = 0; i < NUM_AXES; ++i)
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{
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Axes[i].Value = 0;
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Axes[i].ButtonValue = 0;
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}
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UpdateJoystickMenu(this);
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}
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//==========================================================================
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//
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// FXInputController :: Detached
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//
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// This controller was just detached. Send button ups for buttons that
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// were pressed the last time we got input from it.
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//
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//==========================================================================
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void FXInputController::Detached()
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{
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int i;
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Connected = false;
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for (i = 0; i < 4; i += 2)
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{
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ProcessThumbstick(0, &Axes[i], 0, &Axes[i+1], KEY_PAD_LTHUMB_RIGHT + i*2);
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}
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for (i = 0; i < 2; ++i)
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{
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ProcessTrigger(0, &Axes[4+i], KEY_PAD_LTRIGGER + i);
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}
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Joy_GenerateButtonEvents(LastButtons, 0, 16, KEY_PAD_DPAD_UP);
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LastButtons = 0;
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UpdateJoystickMenu(NULL);
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}
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//==========================================================================
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//
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// FXInputController :: 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 FXInputController::AddAxes(float axes[NUM_JOYAXIS])
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{
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// Add to game axes.
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for (int i = 0; i < NUM_AXES; ++i)
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{
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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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// FXInputController :: SetDefaultConfig
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//
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//==========================================================================
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void FXInputController::SetDefaultConfig()
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{
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Multiplier = 1;
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for (int i = 0; i < NUM_AXES; ++i)
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{
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Axes[i].DeadZone = DefaultAxes[i].DeadZone;
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Axes[i].GameAxis = DefaultAxes[i].GameAxis;
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Axes[i].Multiplier = DefaultAxes[i].Multiplier;
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}
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}
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//==========================================================================
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//
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// FXInputController :: GetIdentifier
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//
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//==========================================================================
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FString FXInputController::GetIdentifier()
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{
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return FStringf("XI:%d", Index);
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}
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//==========================================================================
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//
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// FXInputController :: GetName
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//
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//==========================================================================
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FString FXInputController::GetName()
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{
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FString res;
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res.Format("XInput Controller #%d", Index + 1);
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return res;
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}
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//==========================================================================
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//
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// FXInputController :: GetSensitivity
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//
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//==========================================================================
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float FXInputController::GetSensitivity()
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{
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return Multiplier;
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}
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//==========================================================================
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//
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// FXInputController :: SetSensitivity
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//
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//==========================================================================
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void FXInputController::SetSensitivity(float scale)
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{
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Multiplier = scale;
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}
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//==========================================================================
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//
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// FXInputController :: IsSensitivityDefault
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//
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//==========================================================================
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bool FXInputController::IsSensitivityDefault()
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{
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return Multiplier == 1;
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}
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//==========================================================================
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//
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// FXInputController :: GetNumAxes
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//
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//==========================================================================
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int FXInputController::GetNumAxes()
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{
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return NUM_AXES;
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}
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//==========================================================================
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//
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// FXInputController :: GetAxisDeadZone
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//
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//==========================================================================
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float FXInputController::GetAxisDeadZone(int axis)
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{
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if (unsigned(axis) < NUM_AXES)
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{
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return Axes[axis].DeadZone;
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}
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return 0;
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}
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//==========================================================================
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//
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// FXInputController :: GetAxisMap
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//
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//==========================================================================
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EJoyAxis FXInputController::GetAxisMap(int axis)
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{
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if (unsigned(axis) < NUM_AXES)
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{
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return Axes[axis].GameAxis;
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}
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return JOYAXIS_None;
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}
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//==========================================================================
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//
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// FXInputController :: GetAxisName
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//
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//==========================================================================
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const char *FXInputController::GetAxisName(int axis)
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{
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if (unsigned(axis) < NUM_AXES)
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{
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return AxisNames[axis];
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}
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return "Invalid";
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}
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//==========================================================================
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//
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// FXInputController :: GetAxisScale
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//
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//==========================================================================
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float FXInputController::GetAxisScale(int axis)
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{
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if (unsigned(axis) < NUM_AXES)
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{
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return Axes[axis].Multiplier;
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}
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return 0;
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}
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//==========================================================================
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//
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// FXInputController :: SetAxisDeadZone
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//
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//==========================================================================
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|
|
void FXInputController::SetAxisDeadZone(int axis, float deadzone)
|
|
{
|
|
if (unsigned(axis) < NUM_AXES)
|
|
{
|
|
Axes[axis].DeadZone = clamp(deadzone, 0.f, 1.f);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: SetAxisMap
|
|
//
|
|
//==========================================================================
|
|
|
|
void FXInputController::SetAxisMap(int axis, EJoyAxis gameaxis)
|
|
{
|
|
if (unsigned(axis) < NUM_AXES)
|
|
{
|
|
Axes[axis].GameAxis = (unsigned(gameaxis) < NUM_JOYAXIS) ? gameaxis : JOYAXIS_None;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: SetAxisScale
|
|
//
|
|
//==========================================================================
|
|
|
|
void FXInputController::SetAxisScale(int axis, float scale)
|
|
{
|
|
if (unsigned(axis) < NUM_AXES)
|
|
{
|
|
Axes[axis].Multiplier = scale;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FXInputController :: IsAxisDeadZoneDefault
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FXInputController::IsAxisDeadZoneDefault(int axis)
|
|
{
|
|
if (unsigned(axis) < NUM_AXES)
|
|
{
|
|
return Axes[axis].DeadZone == DefaultAxes[axis].DeadZone;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FXInputController :: IsAxisScaleDefault
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FXInputController::IsAxisScaleDefault(int axis)
|
|
{
|
|
if (unsigned(axis) < NUM_AXES)
|
|
{
|
|
return Axes[axis].Multiplier == DefaultAxes[axis].Multiplier;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FXInputController :: IsAxisMapDefault
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FXInputController::IsAxisMapDefault(int axis)
|
|
{
|
|
if (unsigned(axis) < NUM_AXES)
|
|
{
|
|
return Axes[axis].GameAxis == DefaultAxes[axis].GameAxis;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputManager - Constructor
|
|
//
|
|
//==========================================================================
|
|
|
|
FXInputManager::FXInputManager()
|
|
{
|
|
XInputDLL = LoadLibrary(XINPUT_DLL);
|
|
if (XInputDLL != NULL)
|
|
{
|
|
InputGetState = (XInputGetStateType)GetProcAddress(XInputDLL, "XInputGetState");
|
|
InputSetState = (XInputSetStateType)GetProcAddress(XInputDLL, "XInputSetState");
|
|
InputGetCapabilities = (XInputGetCapabilitiesType)GetProcAddress(XInputDLL, "XInputGetCapabilities");
|
|
InputEnable = (XInputEnableType)GetProcAddress(XInputDLL, "XInputEnable");
|
|
// Treat XInputEnable() function as optional
|
|
// It is not available in xinput9_1_0.dll which is XINPUT_DLL in modern SDKs
|
|
// See https://msdn.microsoft.com/en-us/library/windows/desktop/hh405051(v=vs.85).aspx
|
|
if (InputGetState == NULL || InputSetState == NULL || InputGetCapabilities == NULL)
|
|
{
|
|
FreeLibrary(XInputDLL);
|
|
XInputDLL = NULL;
|
|
}
|
|
}
|
|
for (int i = 0; i < XUSER_MAX_COUNT; ++i)
|
|
{
|
|
Devices[i] = (XInputDLL != NULL) ? new FXInputController(i) : NULL;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputManager - Destructor
|
|
//
|
|
//==========================================================================
|
|
|
|
FXInputManager::~FXInputManager()
|
|
{
|
|
for (int i = 0; i < XUSER_MAX_COUNT; ++i)
|
|
{
|
|
if (Devices[i] != NULL)
|
|
{
|
|
delete Devices[i];
|
|
}
|
|
}
|
|
if (XInputDLL != NULL)
|
|
{
|
|
FreeLibrary(XInputDLL);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputManager :: GetDevice
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FXInputManager::GetDevice()
|
|
{
|
|
return (XInputDLL != NULL);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputManager :: ProcessInput
|
|
//
|
|
// Process input for every attached device.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FXInputManager::ProcessInput()
|
|
{
|
|
for (int i = 0; i < XUSER_MAX_COUNT; ++i)
|
|
{
|
|
Devices[i]->ProcessInput();
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FXInputManager :: AddAxes
|
|
//
|
|
// Adds the state of all attached device axes to the passed array.
|
|
//
|
|
//===========================================================================
|
|
|
|
void FXInputManager::AddAxes(float axes[NUM_JOYAXIS])
|
|
{
|
|
for (int i = 0; i < XUSER_MAX_COUNT; ++i)
|
|
{
|
|
if (Devices[i]->IsConnected())
|
|
{
|
|
Devices[i]->AddAxes(axes);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FXInputManager :: GetJoysticks
|
|
//
|
|
// Adds the IJoystick interfaces for each device we created to the sticks
|
|
// array, if they are detected as connected.
|
|
//
|
|
//===========================================================================
|
|
|
|
void FXInputManager::GetDevices(TArray<IJoystickConfig *> &sticks)
|
|
{
|
|
for (int i = 0; i < XUSER_MAX_COUNT; ++i)
|
|
{
|
|
if (Devices[i]->IsConnected())
|
|
{
|
|
sticks.Push(Devices[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FXInputManager :: WndProcHook
|
|
//
|
|
// Enable and disable XInput as our window is (de)activated.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FXInputManager::WndProcHook(HWND hWnd, uint32_t message, WPARAM wParam, LPARAM lParam, LRESULT *result)
|
|
{
|
|
if (nullptr != InputEnable && message == WM_ACTIVATE)
|
|
{
|
|
if (LOWORD(wParam) == WA_INACTIVE)
|
|
{
|
|
InputEnable(FALSE);
|
|
}
|
|
else
|
|
{
|
|
InputEnable(TRUE);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FXInputManager :: Rescan
|
|
//
|
|
//===========================================================================
|
|
|
|
IJoystickConfig *FXInputManager::Rescan()
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// I_StartupXInput
|
|
//
|
|
//===========================================================================
|
|
|
|
void I_StartupXInput()
|
|
{
|
|
if (!joy_xinput || !use_joystick || Args->CheckParm("-nojoy"))
|
|
{
|
|
if (JoyDevices[INPUT_XInput] != NULL)
|
|
{
|
|
delete JoyDevices[INPUT_XInput];
|
|
JoyDevices[INPUT_XInput] = NULL;
|
|
UpdateJoystickMenu(NULL);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (JoyDevices[INPUT_XInput] == NULL)
|
|
{
|
|
FJoystickCollection *joys = new FXInputManager;
|
|
if (joys->GetDevice())
|
|
{
|
|
JoyDevices[INPUT_XInput] = joys;
|
|
}
|
|
else
|
|
{
|
|
delete joys;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|