Torque3D/Engine/source/platformWin32/winDirectInput.h

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2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _WINDIRECTINPUT_H_
#define _WINDIRECTINPUT_H_
#ifndef _PLATFORMWIN32_H_
#include "platformWin32/platformWin32.h"
#endif
#ifndef _PLATFORMINPUT_H_
#include "platform/platformInput.h"
#endif
#ifndef _WINDINPUTDEVICE_H_
#include "platformWin32/winDInputDevice.h"
#endif
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include <xinput.h>
// XInput related definitions
typedef DWORD (WINAPI* FN_XInputGetState)(DWORD dwUserIndex, XINPUT_STATE* pState);
typedef DWORD (WINAPI* FN_XInputSetState)(DWORD dwUserIndex, XINPUT_VIBRATION* pVibration);
#define XINPUT_MAX_CONTROLLERS 4 // XInput handles up to 4 controllers
#define XINPUT_DEADZONE ( 0.24f * FLOAT(0x7FFF) ) // Default to 24% of the +/- 32767 range. This is a reasonable default value but can be altered if needed.
struct XINPUT_CONTROLLER_STATE
{
XINPUT_STATE state;
bool bConnected;
};
//------------------------------------------------------------------------------
class DInputManager : public InputManager
{
private:
typedef SimGroup Parent;
// XInput state
HMODULE mXInputLib;
FN_XInputGetState mfnXInputGetState;
FN_XInputSetState mfnXInputSetState;
XINPUT_CONTROLLER_STATE mXInputStateOld[XINPUT_MAX_CONTROLLERS];
XINPUT_CONTROLLER_STATE mXInputStateNew[XINPUT_MAX_CONTROLLERS];
U32 mLastDisconnectTime[XINPUT_MAX_CONTROLLERS];
bool mXInputStateReset;
bool mXInputDeadZoneOn;
/// Number of milliseconds to skip checking an xinput device if it was
/// disconnected on last check.
const static U32 csmDisconnectedSkipDelay = 250;
HMODULE mDInputLib;
LPDIRECTINPUT8 mDInputInterface;
static bool smJoystickEnabled;
static bool smXInputEnabled;
bool mJoystickActive;
bool mXInputActive;
void enumerateDevices();
static BOOL CALLBACK EnumDevicesProc( const DIDEVICEINSTANCE *pddi, LPVOID pvRef );
bool acquire( U8 deviceType, U8 deviceID );
void unacquire( U8 deviceType, U8 deviceID );
// XInput worker functions
void buildXInputEvent( U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, float fValue );
void fireXInputConnectEvent( int controllerID, bool condition, bool connected );
void fireXInputMoveEvent( int controllerID, bool condition, InputObjectInstances objInst, float fValue );
void fireXInputButtonEvent( int controllerID, bool forceFire, int button, InputObjectInstances objInst );
void processXInput();
public:
DInputManager();
bool enable();
void disable();
void onDeleteNotify( SimObject* object );
bool onAdd();
void onRemove();
void process();
// DirectInput functions:
static void init();
static bool enableJoystick();
static void disableJoystick();
static bool isJoystickEnabled();
bool activateJoystick();
void deactivateJoystick();
bool isJoystickActive() { return( mJoystickActive ); }
static bool enableXInput();
static void disableXInput();
static bool isXInputEnabled();
bool activateXInput();
void deactivateXInput();
bool isXInputActive() { return( mXInputActive ); }
void resetXInput() { mXInputStateReset = true; }
bool isXInputConnected(int controllerID);
int getXInputState(int controllerID, int property, bool current);
// Console interface:
const char* getJoystickAxesString( U32 deviceID );
bool rumble( const char *pDeviceName, float x, float y );
};
#endif // _H_WINDIRECTINPUT_