mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-15 15:11:41 +00:00
10683e9123
Compiles but doesn't link yet.
844 lines
22 KiB
C++
844 lines
22 KiB
C++
/*
|
|
**
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2005-2016 Randy Heit
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
|
|
#ifndef NO_XINPUT
|
|
|
|
// HEADER FILES ------------------------------------------------------------
|
|
|
|
#define WIN32_LEAN_AND_MEAN
|
|
#include <windows.h>
|
|
#include <xinput.h>
|
|
#include <limits.h>
|
|
|
|
#include "i_input.h"
|
|
#include "d_event.h"
|
|
#include "templates.h"
|
|
#include "gameconfigfile.h"
|
|
#include "m_argv.h"
|
|
#include "keydef.h"
|
|
|
|
// MACROS ------------------------------------------------------------------
|
|
|
|
// This macro is defined by newer versions of xinput.h. In case we are
|
|
// compiling with an older version, define it here.
|
|
#ifndef XUSER_MAX_COUNT
|
|
#define XUSER_MAX_COUNT 4
|
|
#endif
|
|
|
|
// MinGW
|
|
#ifndef XINPUT_DLL
|
|
#define XINPUT_DLL_A "xinput1_3.dll"
|
|
#define XINPUT_DLL_W L"xinput1_3.dll"
|
|
#ifdef UNICODE
|
|
#define XINPUT_DLL XINPUT_DLL_W
|
|
#else
|
|
#define XINPUT_DLL XINPUT_DLL_A
|
|
#endif
|
|
#endif
|
|
|
|
// TYPES -------------------------------------------------------------------
|
|
|
|
typedef DWORD (WINAPI *XInputGetStateType)(DWORD index, XINPUT_STATE *state);
|
|
typedef DWORD (WINAPI *XInputSetStateType)(DWORD index, XINPUT_STATE *state);
|
|
typedef DWORD (WINAPI *XInputGetCapabilitiesType)(DWORD index, DWORD flags, XINPUT_CAPABILITIES *caps);
|
|
typedef void (WINAPI *XInputEnableType)(BOOL enable);
|
|
|
|
class FXInputController : public IJoystickConfig
|
|
{
|
|
public:
|
|
FXInputController(int index);
|
|
~FXInputController();
|
|
|
|
void ProcessInput();
|
|
void AddAxes(float axes[NUM_JOYAXIS]);
|
|
bool IsConnected() { return Connected; }
|
|
|
|
// IJoystickConfig interface
|
|
FString GetName();
|
|
float GetSensitivity();
|
|
virtual void SetSensitivity(float scale);
|
|
|
|
int GetNumAxes();
|
|
float GetAxisDeadZone(int axis);
|
|
EJoyAxis GetAxisMap(int axis);
|
|
const char *GetAxisName(int axis);
|
|
float GetAxisScale(int axis);
|
|
|
|
void SetAxisDeadZone(int axis, float deadzone);
|
|
void SetAxisMap(int axis, EJoyAxis gameaxis);
|
|
void SetAxisScale(int axis, float scale);
|
|
|
|
bool IsSensitivityDefault();
|
|
bool IsAxisDeadZoneDefault(int axis);
|
|
bool IsAxisMapDefault(int axis);
|
|
bool IsAxisScaleDefault(int axis);
|
|
|
|
void SetDefaultConfig();
|
|
FString GetIdentifier();
|
|
|
|
protected:
|
|
struct AxisInfo
|
|
{
|
|
float Value;
|
|
float DeadZone;
|
|
float Multiplier;
|
|
EJoyAxis GameAxis;
|
|
uint8_t ButtonValue;
|
|
};
|
|
struct DefaultAxisConfig
|
|
{
|
|
float DeadZone;
|
|
EJoyAxis GameAxis;
|
|
float Multiplier;
|
|
};
|
|
enum
|
|
{
|
|
AXIS_ThumbLX,
|
|
AXIS_ThumbLY,
|
|
AXIS_ThumbRX,
|
|
AXIS_ThumbRY,
|
|
AXIS_LeftTrigger,
|
|
AXIS_RightTrigger,
|
|
NUM_AXES
|
|
};
|
|
|
|
int Index;
|
|
float Multiplier;
|
|
AxisInfo Axes[NUM_AXES];
|
|
static DefaultAxisConfig DefaultAxes[NUM_AXES];
|
|
DWORD LastPacketNumber;
|
|
int LastButtons;
|
|
bool Connected;
|
|
|
|
void Attached();
|
|
void Detached();
|
|
|
|
static void ProcessThumbstick(int value1, AxisInfo *axis1, int value2, AxisInfo *axis2, int base);
|
|
static void ProcessTrigger(int value, AxisInfo *axis, int base);
|
|
};
|
|
|
|
class FXInputManager : public FJoystickCollection
|
|
{
|
|
public:
|
|
FXInputManager();
|
|
~FXInputManager();
|
|
|
|
bool GetDevice();
|
|
void ProcessInput();
|
|
bool WndProcHook(HWND hWnd, uint32_t message, WPARAM wParam, LPARAM lParam, LRESULT *result);
|
|
void AddAxes(float axes[NUM_JOYAXIS]);
|
|
void GetDevices(TArray<IJoystickConfig *> &sticks);
|
|
IJoystickConfig *Rescan();
|
|
|
|
protected:
|
|
HMODULE XInputDLL;
|
|
FXInputController *Devices[XUSER_MAX_COUNT];
|
|
};
|
|
|
|
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
|
|
|
|
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
|
|
|
|
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
|
|
|
|
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
|
|
|
|
// PUBLIC DATA DEFINITIONS -------------------------------------------------
|
|
|
|
CUSTOM_CVAR(Bool, joy_xinput, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL)
|
|
{
|
|
I_StartupXInput();
|
|
event_t ev = { EV_DeviceChange };
|
|
D_PostEvent(&ev);
|
|
}
|
|
|
|
// PRIVATE DATA DEFINITIONS ------------------------------------------------
|
|
|
|
static XInputGetStateType InputGetState;
|
|
static XInputSetStateType InputSetState;
|
|
static XInputGetCapabilitiesType InputGetCapabilities;
|
|
static XInputEnableType InputEnable;
|
|
|
|
static const char *AxisNames[] =
|
|
{
|
|
"Left Thumb X Axis",
|
|
"Left Thumb Y Axis",
|
|
"Right Thumb X Axis",
|
|
"Right Thumb Y Axis",
|
|
"Left Trigger",
|
|
"Right Trigger"
|
|
};
|
|
|
|
FXInputController::DefaultAxisConfig FXInputController::DefaultAxes[NUM_AXES] =
|
|
{
|
|
// Dead zone, game axis, multiplier
|
|
{ XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE / 32768.f, JOYAXIS_Side, 1 }, // ThumbLX
|
|
{ XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE / 32768.f, JOYAXIS_Forward, 1 }, // ThumbLY
|
|
{ XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE / 32768.f, JOYAXIS_Yaw, 1 }, // ThumbRX
|
|
{ XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE / 32768.f, JOYAXIS_Pitch, 0.75 }, // ThumbRY
|
|
{ XINPUT_GAMEPAD_TRIGGER_THRESHOLD / 256.f, JOYAXIS_None, 0 }, // LeftTrigger
|
|
{ XINPUT_GAMEPAD_TRIGGER_THRESHOLD / 256.f, JOYAXIS_None, 0 } // RightTrigger
|
|
};
|
|
|
|
// CODE --------------------------------------------------------------------
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController - Constructor
|
|
//
|
|
//==========================================================================
|
|
|
|
FXInputController::FXInputController(int index)
|
|
{
|
|
Index = index;
|
|
Connected = false;
|
|
M_LoadJoystickConfig(this);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController - Destructor
|
|
//
|
|
//==========================================================================
|
|
|
|
FXInputController::~FXInputController()
|
|
{
|
|
// Send button up events before destroying this.
|
|
ProcessThumbstick(0, &Axes[AXIS_ThumbLX], 0, &Axes[AXIS_ThumbLY], KEY_PAD_LTHUMB_RIGHT);
|
|
ProcessThumbstick(0, &Axes[AXIS_ThumbRX], 0, &Axes[AXIS_ThumbRY], KEY_PAD_RTHUMB_RIGHT);
|
|
ProcessTrigger(0, &Axes[AXIS_LeftTrigger], KEY_PAD_LTRIGGER);
|
|
ProcessTrigger(0, &Axes[AXIS_RightTrigger], KEY_PAD_RTRIGGER);
|
|
Joy_GenerateButtonEvents(LastButtons, 0, 16, KEY_PAD_DPAD_UP);
|
|
M_SaveJoystickConfig(this);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: ProcessInput
|
|
//
|
|
//==========================================================================
|
|
|
|
void FXInputController::ProcessInput()
|
|
{
|
|
DWORD res;
|
|
XINPUT_STATE state;
|
|
|
|
res = InputGetState(Index, &state);
|
|
if (res == ERROR_DEVICE_NOT_CONNECTED)
|
|
{
|
|
if (Connected)
|
|
{
|
|
Detached();
|
|
}
|
|
return;
|
|
}
|
|
if (res != ERROR_SUCCESS)
|
|
{
|
|
return;
|
|
}
|
|
if (!Connected)
|
|
{
|
|
Attached();
|
|
}
|
|
if (state.dwPacketNumber == LastPacketNumber)
|
|
{ // Nothing has changed since last time.
|
|
return;
|
|
}
|
|
|
|
// There is a hole in the wButtons bitmask where two buttons could fit.
|
|
// As per the XInput documentation, "bits that are set but not defined ... are reserved,
|
|
// and their state is undefined," so we clear them to make sure they're not set.
|
|
// Our keymapping uses these two slots for the triggers as buttons.
|
|
state.Gamepad.wButtons &= 0xF3FF;
|
|
|
|
// Convert axes to floating point and cancel out deadzones.
|
|
// XInput's Y axes are reversed compared to DirectInput.
|
|
ProcessThumbstick(state.Gamepad.sThumbLX, &Axes[AXIS_ThumbLX],
|
|
-state.Gamepad.sThumbLY, &Axes[AXIS_ThumbLY], KEY_PAD_LTHUMB_RIGHT);
|
|
ProcessThumbstick(state.Gamepad.sThumbRX, &Axes[AXIS_ThumbRX],
|
|
-state.Gamepad.sThumbRY, &Axes[AXIS_ThumbRY], KEY_PAD_RTHUMB_RIGHT);
|
|
ProcessTrigger(state.Gamepad.bLeftTrigger, &Axes[AXIS_LeftTrigger], KEY_PAD_LTRIGGER);
|
|
ProcessTrigger(state.Gamepad.bRightTrigger, &Axes[AXIS_RightTrigger], KEY_PAD_RTRIGGER);
|
|
|
|
// Generate events for buttons that have changed.
|
|
Joy_GenerateButtonEvents(LastButtons, state.Gamepad.wButtons, 16, KEY_PAD_DPAD_UP);
|
|
|
|
LastPacketNumber = state.dwPacketNumber;
|
|
LastButtons = state.Gamepad.wButtons;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: ProcessThumbstick STATIC
|
|
//
|
|
// Converts both axes of a thumb stick to floating point, cancels out the
|
|
// deadzone, and generates button up/down events for them.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FXInputController::ProcessThumbstick(int value1, AxisInfo *axis1,
|
|
int value2, AxisInfo *axis2, int base)
|
|
{
|
|
uint8_t buttonstate;
|
|
double axisval1, axisval2;
|
|
|
|
axisval1 = (value1 - SHRT_MIN) * 2.0 / 65536 - 1.0;
|
|
axisval2 = (value2 - SHRT_MIN) * 2.0 / 65536 - 1.0;
|
|
axisval1 = Joy_RemoveDeadZone(axisval1, axis1->DeadZone, NULL);
|
|
axisval2 = Joy_RemoveDeadZone(axisval2, axis2->DeadZone, NULL);
|
|
axis1->Value = float(axisval1);
|
|
axis2->Value = float(axisval2);
|
|
|
|
// We store all four buttons in the first axis and ignore the second.
|
|
buttonstate = Joy_XYAxesToButtons(axisval1, axisval2);
|
|
Joy_GenerateButtonEvents(axis1->ButtonValue, buttonstate, 4, base);
|
|
axis1->ButtonValue = buttonstate;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: ProcessTrigger STATIC
|
|
//
|
|
// Much like ProcessThumbstick, except triggers only go in the positive
|
|
// direction and have less precision.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FXInputController::ProcessTrigger(int value, AxisInfo *axis, int base)
|
|
{
|
|
uint8_t buttonstate;
|
|
double axisval;
|
|
|
|
axisval = Joy_RemoveDeadZone(value / 256.0, axis->DeadZone, &buttonstate);
|
|
Joy_GenerateButtonEvents(axis->ButtonValue, buttonstate, 1, base);
|
|
axis->ButtonValue = buttonstate;
|
|
axis->Value = float(axisval);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: Attached
|
|
//
|
|
// This controller was just attached. Set all buttons and axes to 0.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FXInputController::Attached()
|
|
{
|
|
int i;
|
|
|
|
Connected = true;
|
|
LastPacketNumber = ~0;
|
|
LastButtons = 0;
|
|
for (i = 0; i < NUM_AXES; ++i)
|
|
{
|
|
Axes[i].Value = 0;
|
|
Axes[i].ButtonValue = 0;
|
|
}
|
|
UpdateJoystickMenu(this);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: Detached
|
|
//
|
|
// This controller was just detached. Send button ups for buttons that
|
|
// were pressed the last time we got input from it.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FXInputController::Detached()
|
|
{
|
|
int i;
|
|
|
|
Connected = false;
|
|
for (i = 0; i < 4; i += 2)
|
|
{
|
|
ProcessThumbstick(0, &Axes[i], 0, &Axes[i+1], KEY_PAD_LTHUMB_RIGHT + i*2);
|
|
}
|
|
for (i = 0; i < 2; ++i)
|
|
{
|
|
ProcessTrigger(0, &Axes[4+i], KEY_PAD_LTRIGGER + i);
|
|
}
|
|
Joy_GenerateButtonEvents(LastButtons, 0, 16, KEY_PAD_DPAD_UP);
|
|
LastButtons = 0;
|
|
UpdateJoystickMenu(NULL);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: AddAxes
|
|
//
|
|
// Add the values of each axis to the game axes.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FXInputController::AddAxes(float axes[NUM_JOYAXIS])
|
|
{
|
|
// Add to game axes.
|
|
for (int i = 0; i < NUM_AXES; ++i)
|
|
{
|
|
axes[Axes[i].GameAxis] -= float(Axes[i].Value * Multiplier * Axes[i].Multiplier);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: SetDefaultConfig
|
|
//
|
|
//==========================================================================
|
|
|
|
void FXInputController::SetDefaultConfig()
|
|
{
|
|
Multiplier = 1;
|
|
for (int i = 0; i < NUM_AXES; ++i)
|
|
{
|
|
Axes[i].DeadZone = DefaultAxes[i].DeadZone;
|
|
Axes[i].GameAxis = DefaultAxes[i].GameAxis;
|
|
Axes[i].Multiplier = DefaultAxes[i].Multiplier;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: GetIdentifier
|
|
//
|
|
//==========================================================================
|
|
|
|
FString FXInputController::GetIdentifier()
|
|
{
|
|
char id[16];
|
|
snprintf(id, countof(id), "XI:%d", Index);
|
|
return id;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: GetName
|
|
//
|
|
//==========================================================================
|
|
|
|
FString FXInputController::GetName()
|
|
{
|
|
FString res;
|
|
res.Format("XInput Controller #%d", Index + 1);
|
|
return res;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: GetSensitivity
|
|
//
|
|
//==========================================================================
|
|
|
|
float FXInputController::GetSensitivity()
|
|
{
|
|
return Multiplier;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: SetSensitivity
|
|
//
|
|
//==========================================================================
|
|
|
|
void FXInputController::SetSensitivity(float scale)
|
|
{
|
|
Multiplier = scale;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: IsSensitivityDefault
|
|
//
|
|
//==========================================================================
|
|
|
|
bool FXInputController::IsSensitivityDefault()
|
|
{
|
|
return Multiplier == 1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: GetNumAxes
|
|
//
|
|
//==========================================================================
|
|
|
|
int FXInputController::GetNumAxes()
|
|
{
|
|
return NUM_AXES;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: GetAxisDeadZone
|
|
//
|
|
//==========================================================================
|
|
|
|
float FXInputController::GetAxisDeadZone(int axis)
|
|
{
|
|
if (unsigned(axis) < NUM_AXES)
|
|
{
|
|
return Axes[axis].DeadZone;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: GetAxisMap
|
|
//
|
|
//==========================================================================
|
|
|
|
EJoyAxis FXInputController::GetAxisMap(int axis)
|
|
{
|
|
if (unsigned(axis) < NUM_AXES)
|
|
{
|
|
return Axes[axis].GameAxis;
|
|
}
|
|
return JOYAXIS_None;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: GetAxisName
|
|
//
|
|
//==========================================================================
|
|
|
|
const char *FXInputController::GetAxisName(int axis)
|
|
{
|
|
if (unsigned(axis) < NUM_AXES)
|
|
{
|
|
return AxisNames[axis];
|
|
}
|
|
return "Invalid";
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: GetAxisScale
|
|
//
|
|
//==========================================================================
|
|
|
|
float FXInputController::GetAxisScale(int axis)
|
|
{
|
|
if (unsigned(axis) < NUM_AXES)
|
|
{
|
|
return Axes[axis].Multiplier;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FXInputController :: SetAxisDeadZone
|
|
//
|
|
//==========================================================================
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#else // NO_XINPUT
|
|
|
|
#include "i_input.h"
|
|
|
|
void I_StartupXInput()
|
|
{
|
|
JoyDevices[INPUT_XInput] = NULL;
|
|
}
|
|
|
|
#endif
|