2012-09-19 15:15:01 +00:00
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platformWin32/platformWin32.h"
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#include "platformWin32/winDirectInput.h"
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#include "platformWin32/winDInputDevice.h"
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#include "console/console.h"
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#include "console/consoleTypes.h"
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2014-11-04 03:42:51 +00:00
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#include "console/engineAPI.h"
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2012-09-19 15:15:01 +00:00
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#include "sim/actionMap.h"
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#include <xinput.h>
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//------------------------------------------------------------------------------
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// Static class variables:
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bool DInputManager::smJoystickEnabled = true;
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bool DInputManager::smXInputEnabled = true;
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// Type definitions:
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typedef HRESULT (WINAPI* FN_DirectInputCreate)(HINSTANCE hinst, DWORD dwVersion, REFIID riidltf, LPVOID *ppvOut, LPUNKNOWN punkOuter);
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//------------------------------------------------------------------------------
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DInputManager::DInputManager()
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{
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mEnabled = false;
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mDInputLib = NULL;
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mDInputInterface = NULL;
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mJoystickActive = mXInputActive = true;
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mXInputLib = NULL;
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for(S32 i=0; i<4; i++)
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mLastDisconnectTime[i] = -1;
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}
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//------------------------------------------------------------------------------
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void DInputManager::init()
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{
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Con::addVariable( "pref::Input::JoystickEnabled", TypeBool, &smJoystickEnabled,
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"@brief If true, the joystick is currently enabled.\n\n"
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"@ingroup Game");
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}
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//------------------------------------------------------------------------------
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bool DInputManager::enable()
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{
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FN_DirectInputCreate fnDInputCreate;
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disable();
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// Dynamically load the XInput 9 DLL and cache function pointers to the
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// two APIs we use
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#ifdef LOG_INPUT
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Input::log( "Enabling XInput...\n" );
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#endif
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mXInputLib = LoadLibrary( dT("xinput9_1_0.dll") );
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if ( mXInputLib )
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{
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mfnXInputGetState = (FN_XInputGetState) GetProcAddress( mXInputLib, "XInputGetState" );
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mfnXInputSetState = (FN_XInputSetState) GetProcAddress( mXInputLib, "XInputSetState" );
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if ( mfnXInputGetState && mfnXInputSetState )
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{
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#ifdef LOG_INPUT
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Input::log( "XInput detected.\n" );
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#endif
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mXInputStateReset = true;
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mXInputDeadZoneOn = true;
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smXInputEnabled = true;
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}
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}
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else
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{
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#ifdef LOG_INPUT
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Input::log( "XInput was not found.\n" );
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mXInputStateReset = false;
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mXInputDeadZoneOn = false;
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#endif
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}
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#ifdef LOG_INPUT
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Input::log( "Enabling DirectInput...\n" );
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#endif
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mDInputLib = LoadLibrary( dT("DInput8.dll") );
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if ( mDInputLib )
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{
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fnDInputCreate = (FN_DirectInputCreate) GetProcAddress( mDInputLib, "DirectInput8Create" );
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if ( fnDInputCreate )
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{
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bool result = SUCCEEDED( fnDInputCreate( winState.appInstance, DIRECTINPUT_VERSION, IID_IDirectInput8, reinterpret_cast<void**>(&mDInputInterface), NULL ));
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if ( result )
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{
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#ifdef LOG_INPUT
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Input::log( "DirectX 8 or greater detected.\n" );
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#endif
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}
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if ( result )
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{
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enumerateDevices();
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mEnabled = true;
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return true;
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}
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}
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}
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disable();
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#ifdef LOG_INPUT
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Input::log( "Failed to enable DirectInput.\n" );
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#endif
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return false;
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}
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//------------------------------------------------------------------------------
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void DInputManager::disable()
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{
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unacquire( SI_ANY, SI_ANY );
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DInputDevice* dptr;
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iterator ptr = begin();
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while ( ptr != end() )
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{
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dptr = dynamic_cast<DInputDevice*>( *ptr );
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if ( dptr )
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{
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removeObject( dptr );
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//if ( dptr->getManager() )
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//dptr->getManager()->unregisterObject( dptr );
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delete dptr;
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ptr = begin();
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}
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else
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ptr++;
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}
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if ( mDInputInterface )
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{
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mDInputInterface->Release();
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mDInputInterface = NULL;
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}
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if ( mDInputLib )
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{
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FreeLibrary( mDInputLib );
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mDInputLib = NULL;
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}
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if ( mfnXInputGetState )
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{
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mXInputStateReset = true;
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mfnXInputGetState = NULL;
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mfnXInputSetState = NULL;
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}
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if ( mXInputLib )
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{
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FreeLibrary( mXInputLib );
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mXInputLib = NULL;
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}
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mEnabled = false;
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}
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//------------------------------------------------------------------------------
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void DInputManager::onDeleteNotify( SimObject* object )
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{
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Parent::onDeleteNotify( object );
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}
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//------------------------------------------------------------------------------
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bool DInputManager::onAdd()
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{
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if ( !Parent::onAdd() )
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return false;
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acquire( SI_ANY, SI_ANY );
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return true;
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}
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//------------------------------------------------------------------------------
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void DInputManager::onRemove()
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{
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unacquire( SI_ANY, SI_ANY );
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Parent::onRemove();
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}
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//------------------------------------------------------------------------------
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bool DInputManager::acquire( U8 deviceType, U8 deviceID )
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{
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bool anyActive = false;
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DInputDevice* dptr;
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for ( iterator ptr = begin(); ptr != end(); ptr++ )
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{
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dptr = dynamic_cast<DInputDevice*>( *ptr );
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if ( dptr
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&& ( ( deviceType == SI_ANY ) || ( dptr->getDeviceType() == deviceType ) )
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&& ( ( deviceID == SI_ANY ) || ( dptr->getDeviceID() == deviceID ) ) )
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{
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if ( dptr->acquire() )
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anyActive = true;
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}
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}
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return anyActive;
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}
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//------------------------------------------------------------------------------
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void DInputManager::unacquire( U8 deviceType, U8 deviceID )
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{
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DInputDevice* dptr;
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for ( iterator ptr = begin(); ptr != end(); ptr++ )
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{
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dptr = dynamic_cast<DInputDevice*>( *ptr );
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if ( dptr
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&& ( ( deviceType == SI_ANY ) || ( dptr->getDeviceType() == deviceType ) )
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&& ( ( deviceID == SI_ANY ) || ( dptr->getDeviceID() == deviceID ) ) )
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dptr->unacquire();
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}
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}
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//------------------------------------------------------------------------------
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void DInputManager::process()
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{
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// Because the XInput APIs manage everything for all four controllers trivially,
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// we don't need the abstraction of a DInputDevice for an unknown number of devices
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// with varying buttons & whistles... nice and easy!
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if ( isXInputActive() )
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processXInput();
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DInputDevice* dptr;
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for ( iterator ptr = begin(); ptr != end(); ptr++ )
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{
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dptr = dynamic_cast<DInputDevice*>( *ptr );
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if ( dptr )
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dptr->process();
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}
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}
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//------------------------------------------------------------------------------
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void DInputManager::enumerateDevices()
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{
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if ( mDInputInterface )
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{
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#ifdef LOG_INPUT
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Input::log( "Enumerating input devices...\n" );
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#endif
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DInputDevice::init();
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DInputDevice::smDInputInterface = mDInputInterface;
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mDInputInterface->EnumDevices( DI8DEVTYPE_KEYBOARD, EnumDevicesProc, this, DIEDFL_ATTACHEDONLY );
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mDInputInterface->EnumDevices( DI8DEVTYPE_MOUSE, EnumDevicesProc, this, DIEDFL_ATTACHEDONLY );
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mDInputInterface->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumDevicesProc, this, DIEDFL_ATTACHEDONLY );
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}
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}
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//------------------------------------------------------------------------------
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BOOL CALLBACK DInputManager::EnumDevicesProc( const DIDEVICEINSTANCE* pddi, LPVOID pvRef )
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{
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DInputManager* manager = (DInputManager*) pvRef;
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DInputDevice* newDevice = new DInputDevice( pddi );
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manager->addObject( newDevice );
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if ( !newDevice->create() )
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{
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manager->removeObject( newDevice );
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delete newDevice;
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}
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return (DIENUM_CONTINUE);
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}
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//------------------------------------------------------------------------------
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bool DInputManager::enableJoystick()
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{
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DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
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if ( !mgr || !mgr->isEnabled() )
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return( false );
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if ( smJoystickEnabled && mgr->isJoystickActive() )
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return( true );
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smJoystickEnabled = true;
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if ( Input::isActive() )
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smJoystickEnabled = mgr->activateJoystick();
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if ( smJoystickEnabled )
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{
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Con::printf( "DirectInput joystick enabled." );
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#ifdef LOG_INPUT
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Input::log( "Joystick enabled.\n" );
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#endif
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}
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else
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{
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Con::warnf( "DirectInput joystick failed to enable!" );
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#ifdef LOG_INPUT
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Input::log( "Joystick failed to enable!\n" );
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#endif
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}
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return( smJoystickEnabled );
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}
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//------------------------------------------------------------------------------
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void DInputManager::disableJoystick()
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{
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DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
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if ( !mgr || !mgr->isEnabled() || !smJoystickEnabled )
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return;
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mgr->deactivateJoystick();
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smJoystickEnabled = false;
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Con::printf( "DirectInput joystick disabled." );
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#ifdef LOG_INPUT
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Input::log( "Joystick disabled.\n" );
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#endif
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}
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//------------------------------------------------------------------------------
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bool DInputManager::isJoystickEnabled()
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{
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return( smJoystickEnabled );
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}
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//------------------------------------------------------------------------------
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bool DInputManager::activateJoystick()
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{
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if ( !mEnabled || !Input::isActive() || !smJoystickEnabled )
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return( false );
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|
|
mJoystickActive = acquire( JoystickDeviceType, SI_ANY );
|
|
|
|
|
#ifdef LOG_INPUT
|
|
|
|
|
Input::log( mJoystickActive ? "Joystick activated.\n" : "Joystick failed to activate!\n" );
|
|
|
|
|
#endif
|
|
|
|
|
return( mJoystickActive );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
|
void DInputManager::deactivateJoystick()
|
|
|
|
|
{
|
|
|
|
|
if ( mEnabled && mJoystickActive )
|
|
|
|
|
{
|
|
|
|
|
unacquire( JoystickDeviceType, SI_ANY );
|
|
|
|
|
mJoystickActive = false;
|
|
|
|
|
#ifdef LOG_INPUT
|
|
|
|
|
Input::log( "Joystick deactivated.\n" );
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
|
const char* DInputManager::getJoystickAxesString( U32 deviceID )
|
|
|
|
|
{
|
|
|
|
|
DInputDevice* dptr;
|
|
|
|
|
for ( iterator ptr = begin(); ptr != end(); ptr++ )
|
|
|
|
|
{
|
|
|
|
|
dptr = dynamic_cast<DInputDevice*>( *ptr );
|
|
|
|
|
if ( dptr && ( dptr->getDeviceType() == JoystickDeviceType ) && ( dptr->getDeviceID() == deviceID ) )
|
|
|
|
|
return( dptr->getJoystickAxesString() );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return( "" );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
|
bool DInputManager::enableXInput()
|
|
|
|
|
{
|
|
|
|
|
// Largely, this series of functions is identical to the Joystick versions,
|
|
|
|
|
// except that XInput cannot be "activated" or "deactivated". You either have
|
|
|
|
|
// the DLL or you don't. Beyond that, you have up to four controllers
|
|
|
|
|
// connected at any given time
|
|
|
|
|
|
|
|
|
|
DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
|
|
|
|
|
if ( !mgr || !mgr->isEnabled() )
|
|
|
|
|
return( false );
|
|
|
|
|
|
|
|
|
|
if ( mgr->isXInputActive() )
|
|
|
|
|
return( true );
|
|
|
|
|
|
|
|
|
|
if ( Input::isActive() )
|
|
|
|
|
mgr->activateXInput();
|
|
|
|
|
|
|
|
|
|
if ( smXInputEnabled )
|
|
|
|
|
{
|
|
|
|
|
Con::printf( "XInput enabled." );
|
|
|
|
|
#ifdef LOG_INPUT
|
|
|
|
|
Input::log( "XInput enabled.\n" );
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Con::warnf( "XInput failed to enable!" );
|
|
|
|
|
#ifdef LOG_INPUT
|
|
|
|
|
Input::log( "XInput failed to enable!\n" );
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return( smXInputEnabled );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
|
void DInputManager::disableXInput()
|
|
|
|
|
{
|
|
|
|
|
DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
|
|
|
|
|
if ( !mgr || !mgr->isEnabled())
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
mgr->deactivateXInput();
|
|
|
|
|
Con::printf( "XInput disabled." );
|
|
|
|
|
#ifdef LOG_INPUT
|
|
|
|
|
Input::log( "XInput disabled.\n" );
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
|
bool DInputManager::isXInputEnabled()
|
|
|
|
|
{
|
|
|
|
|
return( smXInputEnabled );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
2013-08-04 21:26:01 +00:00
|
|
|
bool DInputManager::isXInputConnected(S32 controllerID)
|
2012-09-19 15:15:01 +00:00
|
|
|
{
|
|
|
|
|
return( mXInputStateNew[controllerID].bConnected );
|
|
|
|
|
}
|
|
|
|
|
|
2013-08-04 21:26:01 +00:00
|
|
|
int DInputManager::getXInputState(S32 controllerID, S32 property, bool current)
|
2012-09-19 15:15:01 +00:00
|
|
|
{
|
2013-08-04 21:26:01 +00:00
|
|
|
S32 retVal;
|
2012-09-19 15:15:01 +00:00
|
|
|
|
|
|
|
|
switch(property)
|
|
|
|
|
{
|
|
|
|
|
#define CHECK_PROP_ANALOG(prop, stateTest) \
|
2015-03-04 20:54:16 +00:00
|
|
|
case prop: (current) ? retVal = mXInputStateNew[controllerID].state.Gamepad.stateTest : retVal = mXInputStateOld[controllerID].state.Gamepad.stateTest; return retVal;
|
2012-09-19 15:15:01 +00:00
|
|
|
|
|
|
|
|
CHECK_PROP_ANALOG(XI_THUMBLX, sThumbLX)
|
|
|
|
|
CHECK_PROP_ANALOG(XI_THUMBLY, sThumbLY)
|
|
|
|
|
CHECK_PROP_ANALOG(XI_THUMBRX, sThumbRX)
|
|
|
|
|
CHECK_PROP_ANALOG(XI_THUMBRY, sThumbRY)
|
|
|
|
|
CHECK_PROP_ANALOG(XI_LEFT_TRIGGER, bLeftTrigger)
|
|
|
|
|
CHECK_PROP_ANALOG(XI_RIGHT_TRIGGER, bRightTrigger)
|
|
|
|
|
|
|
|
|
|
#undef CHECK_PROP_ANALOG
|
|
|
|
|
|
|
|
|
|
#define CHECK_PROP_DIGITAL(prop, stateTest) \
|
|
|
|
|
case prop: (current) ? retVal = (( mXInputStateNew[controllerID].state.Gamepad.wButtons & stateTest ) != 0 ) : retVal = (( mXInputStateOld[controllerID].state.Gamepad.wButtons & stateTest ) != 0 ); return retVal;
|
|
|
|
|
|
|
|
|
|
CHECK_PROP_DIGITAL(SI_UPOV, XINPUT_GAMEPAD_DPAD_UP)
|
|
|
|
|
CHECK_PROP_DIGITAL(SI_DPOV, XINPUT_GAMEPAD_DPAD_DOWN)
|
|
|
|
|
CHECK_PROP_DIGITAL(SI_LPOV, XINPUT_GAMEPAD_DPAD_LEFT)
|
|
|
|
|
CHECK_PROP_DIGITAL(SI_RPOV, XINPUT_GAMEPAD_DPAD_RIGHT)
|
|
|
|
|
CHECK_PROP_DIGITAL(XI_START, XINPUT_GAMEPAD_START)
|
|
|
|
|
CHECK_PROP_DIGITAL(XI_BACK, XINPUT_GAMEPAD_BACK)
|
|
|
|
|
CHECK_PROP_DIGITAL(XI_LEFT_THUMB, XINPUT_GAMEPAD_LEFT_THUMB)
|
|
|
|
|
CHECK_PROP_DIGITAL(XI_RIGHT_THUMB, XINPUT_GAMEPAD_RIGHT_THUMB)
|
|
|
|
|
CHECK_PROP_DIGITAL(XI_LEFT_SHOULDER, XINPUT_GAMEPAD_LEFT_SHOULDER)
|
|
|
|
|
CHECK_PROP_DIGITAL(XI_RIGHT_SHOULDER, XINPUT_GAMEPAD_RIGHT_SHOULDER)
|
|
|
|
|
CHECK_PROP_DIGITAL(XI_A, XINPUT_GAMEPAD_A)
|
|
|
|
|
CHECK_PROP_DIGITAL(XI_B, XINPUT_GAMEPAD_B)
|
|
|
|
|
CHECK_PROP_DIGITAL(XI_X, XINPUT_GAMEPAD_X)
|
|
|
|
|
CHECK_PROP_DIGITAL(XI_Y, XINPUT_GAMEPAD_Y)
|
|
|
|
|
|
|
|
|
|
#undef CHECK_PROP_DIGITAL
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
|
bool DInputManager::activateXInput()
|
|
|
|
|
{
|
|
|
|
|
if ( !mEnabled || !Input::isActive())
|
|
|
|
|
return( false );
|
|
|
|
|
|
|
|
|
|
mXInputActive = true; //acquire( GamepadDeviceType, SI_ANY );
|
|
|
|
|
#ifdef LOG_INPUT
|
|
|
|
|
Input::log( mXInputActive ? "XInput activated.\n" : "XInput failed to activate!\n" );
|
|
|
|
|
#endif
|
|
|
|
|
return( mXInputActive );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
|
void DInputManager::deactivateXInput()
|
|
|
|
|
{
|
|
|
|
|
if ( mEnabled && mXInputActive )
|
|
|
|
|
{
|
|
|
|
|
unacquire( GamepadDeviceType, SI_ANY );
|
|
|
|
|
mXInputActive = false;
|
|
|
|
|
#ifdef LOG_INPUT
|
|
|
|
|
Input::log( "XInput deactivated.\n" );
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
2013-08-04 21:58:59 +00:00
|
|
|
bool DInputManager::rumble( const char *pDeviceName, F32 x, F32 y )
|
2012-09-19 15:15:01 +00:00
|
|
|
{
|
|
|
|
|
// Determine the device
|
|
|
|
|
U32 deviceType;
|
|
|
|
|
U32 deviceInst;
|
|
|
|
|
|
|
|
|
|
// Find the requested device
|
|
|
|
|
if ( !ActionMap::getDeviceTypeAndInstance(pDeviceName, deviceType, deviceInst) )
|
|
|
|
|
{
|
|
|
|
|
Con::printf("DInputManager::rumble: unknown device: %s", pDeviceName);
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// clamp (x, y) to the range of [0 ... 1] each
|
|
|
|
|
x = mClampF(x, 0.f, 1.f);
|
|
|
|
|
y = mClampF(y, 0.f, 1.f);
|
|
|
|
|
|
|
|
|
|
// Easy path for xinput devices.
|
|
|
|
|
if(deviceType == GamepadDeviceType)
|
|
|
|
|
{
|
|
|
|
|
XINPUT_VIBRATION vibration;
|
|
|
|
|
vibration.wLeftMotorSpeed = static_cast<int>(x * 65535);
|
|
|
|
|
vibration.wRightMotorSpeed = static_cast<int>(y * 65535);
|
|
|
|
|
return ( mfnXInputSetState(deviceInst, &vibration) == ERROR_SUCCESS );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch ( deviceType )
|
|
|
|
|
{
|
|
|
|
|
case JoystickDeviceType:
|
|
|
|
|
|
|
|
|
|
// Find the device and shake it!
|
|
|
|
|
DInputDevice* dptr;
|
|
|
|
|
for ( iterator ptr = begin(); ptr != end(); ptr++ )
|
|
|
|
|
{
|
|
|
|
|
dptr = dynamic_cast<DInputDevice*>( *ptr );
|
|
|
|
|
if ( dptr )
|
|
|
|
|
{
|
|
|
|
|
if (deviceType == dptr->getDeviceType() && deviceInst == dptr->getDeviceID())
|
|
|
|
|
{
|
|
|
|
|
dptr->rumble(x, y);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// We should never get here... something's really messed up
|
|
|
|
|
Con::errorf( "DInputManager::rumbleJoystick - Couldn't find device to rumble! This should never happen!\n" );
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
default:
|
|
|
|
|
Con::printf("DInputManager::rumble - only supports joystick and xinput/gamepad devices");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2013-08-04 21:58:59 +00:00
|
|
|
void DInputManager::buildXInputEvent( U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue )
|
2012-09-19 15:15:01 +00:00
|
|
|
{
|
|
|
|
|
InputEventInfo newEvent;
|
|
|
|
|
|
|
|
|
|
newEvent.deviceType = GamepadDeviceType;
|
|
|
|
|
newEvent.deviceInst = deviceInst;
|
|
|
|
|
newEvent.objType = objType;
|
|
|
|
|
newEvent.objInst = objInst;
|
|
|
|
|
newEvent.action = action;
|
|
|
|
|
newEvent.fValue = fValue;
|
|
|
|
|
|
|
|
|
|
newEvent.postToSignal(Input::smInputEvent);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// The next three functions: fireXInputConnectEvent, fireXInputMoveEvent, and fireXInputButtonEvent
|
|
|
|
|
// determine whether a "delta" has occurred between the last captured controller state and the
|
|
|
|
|
// currently captured controller state and only if so, do we fire an event. The shortcutter
|
|
|
|
|
// "mXInputStateReset" is the exception and is true whenever DirectInput gets reset (because
|
|
|
|
|
// the user ALT-TABBED away, for example). That means that after every context switch,
|
|
|
|
|
// you will get a full set of updates on the "true" state of the controller.
|
2013-08-04 21:26:01 +00:00
|
|
|
inline void DInputManager::fireXInputConnectEvent( S32 controllerID, bool condition, bool connected )
|
2012-09-19 15:15:01 +00:00
|
|
|
{
|
|
|
|
|
if ( mXInputStateReset || condition )
|
|
|
|
|
{
|
|
|
|
|
#ifdef LOG_INPUT
|
|
|
|
|
Input::log( "EVENT (XInput): xinput%d CONNECT %s\n", controllerID, connected ? "make" : "break" );
|
|
|
|
|
#endif
|
|
|
|
|
buildXInputEvent( controllerID, SI_BUTTON, XI_CONNECT, connected ? SI_MAKE : SI_BREAK, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2013-08-04 21:58:59 +00:00
|
|
|
inline void DInputManager::fireXInputMoveEvent( S32 controllerID, bool condition, InputObjectInstances objInst, F32 fValue )
|
2012-09-19 15:15:01 +00:00
|
|
|
{
|
|
|
|
|
if ( mXInputStateReset || condition )
|
|
|
|
|
{
|
|
|
|
|
#ifdef LOG_INPUT
|
|
|
|
|
char *objName;
|
|
|
|
|
switch (objInst)
|
|
|
|
|
{
|
|
|
|
|
case XI_THUMBLX: objName = "THUMBLX"; break;
|
|
|
|
|
case XI_THUMBLY: objName = "THUMBLY"; break;
|
|
|
|
|
case XI_THUMBRX: objName = "THUMBRX"; break;
|
|
|
|
|
case XI_THUMBRY: objName = "THUMBRY"; break;
|
|
|
|
|
case XI_LEFT_TRIGGER: objName = "LEFT_TRIGGER"; break;
|
|
|
|
|
case XI_RIGHT_TRIGGER: objName = "RIGHT_TRIGGER"; break;
|
|
|
|
|
default: objName = "UNKNOWN"; break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Input::log( "EVENT (XInput): xinput%d %s MOVE %.1f.\n", controllerID, objName, fValue );
|
|
|
|
|
#endif
|
|
|
|
|
buildXInputEvent( controllerID, SI_AXIS, objInst, SI_MOVE, fValue );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2013-08-04 21:26:01 +00:00
|
|
|
inline void DInputManager::fireXInputButtonEvent( S32 controllerID, bool forceFire, S32 button, InputObjectInstances objInst )
|
2012-09-19 15:15:01 +00:00
|
|
|
{
|
|
|
|
|
if ( mXInputStateReset || forceFire || ((mXInputStateNew[controllerID].state.Gamepad.wButtons & button) != (mXInputStateOld[controllerID].state.Gamepad.wButtons & button)) )
|
|
|
|
|
{
|
|
|
|
|
#ifdef LOG_INPUT
|
|
|
|
|
char *objName;
|
|
|
|
|
switch (objInst)
|
|
|
|
|
{
|
|
|
|
|
/*
|
|
|
|
|
case XI_DPAD_UP: objName = "DPAD_UP"; break;
|
|
|
|
|
case XI_DPAD_DOWN: objName = "DPAD_DOWN"; break;
|
|
|
|
|
case XI_DPAD_LEFT: objName = "DPAD_LEFT"; break;
|
|
|
|
|
case XI_DPAD_RIGHT: objName = "DPAD_RIGHT"; break;
|
|
|
|
|
*/
|
|
|
|
|
case XI_START: objName = "START"; break;
|
|
|
|
|
case XI_BACK: objName = "BACK"; break;
|
|
|
|
|
case XI_LEFT_THUMB: objName = "LEFT_THUMB"; break;
|
|
|
|
|
case XI_RIGHT_THUMB: objName = "RIGHT_THUMB"; break;
|
|
|
|
|
case XI_LEFT_SHOULDER: objName = "LEFT_SHOULDER"; break;
|
|
|
|
|
case XI_RIGHT_SHOULDER: objName = "RIGHT_SHOULDER"; break;
|
|
|
|
|
case XI_A: objName = "A"; break;
|
|
|
|
|
case XI_B: objName = "B"; break;
|
|
|
|
|
case XI_X: objName = "X"; break;
|
|
|
|
|
case XI_Y: objName = "Y"; break;
|
|
|
|
|
default: objName = "UNKNOWN"; break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Input::log( "EVENT (XInput): xinput%d %s %s\n", controllerID, objName, ((mXInputStateNew[controllerID].state.Gamepad.wButtons & button) != 0) ? "make" : "break" );
|
|
|
|
|
#endif
|
|
|
|
|
InputActionType action = ((mXInputStateNew[controllerID].state.Gamepad.wButtons & button) != 0) ? SI_MAKE : SI_BREAK;
|
|
|
|
|
buildXInputEvent( controllerID, SI_BUTTON, objInst, action, ( action == SI_MAKE ? 1 : 0 ) );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DInputManager::processXInput( void )
|
|
|
|
|
{
|
|
|
|
|
const U32 curTime = Platform::getRealMilliseconds();
|
|
|
|
|
|
|
|
|
|
// We only want to check one disconnected device per frame.
|
|
|
|
|
bool foundDisconnected = false;
|
|
|
|
|
|
|
|
|
|
if ( mfnXInputGetState )
|
|
|
|
|
{
|
2013-08-04 21:26:01 +00:00
|
|
|
for ( S32 i=0; i<4; i++ )
|
2012-09-19 15:15:01 +00:00
|
|
|
{
|
|
|
|
|
// Calling XInputGetState on a disconnected controller takes a fair
|
|
|
|
|
// amount of time (probably because it tries to locate it), so we
|
|
|
|
|
// add a delay - only check every 250ms or so.
|
|
|
|
|
if(mLastDisconnectTime[i] != -1)
|
|
|
|
|
{
|
|
|
|
|
// If it's not -1, then it was disconnected list time we checked.
|
|
|
|
|
// So skip until it's time.
|
|
|
|
|
if((curTime-mLastDisconnectTime[i]) < csmDisconnectedSkipDelay)
|
|
|
|
|
{
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// If we already checked a disconnected controller, don't try any
|
|
|
|
|
// further potentially disconnected devices.
|
|
|
|
|
if(foundDisconnected)
|
|
|
|
|
{
|
|
|
|
|
// If we're skipping this, defer it out by the skip delay
|
|
|
|
|
// so we don't get clumped checks.
|
|
|
|
|
mLastDisconnectTime[i] += csmDisconnectedSkipDelay;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mXInputStateOld[i] = mXInputStateNew[i];
|
|
|
|
|
mXInputStateNew[i].bConnected = ( mfnXInputGetState( i, &mXInputStateNew[i].state ) == ERROR_SUCCESS );
|
|
|
|
|
|
|
|
|
|
// Update the last connected time.
|
|
|
|
|
if(mXInputStateNew[i].bConnected)
|
|
|
|
|
mLastDisconnectTime[i] = -1;
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
foundDisconnected = true;
|
|
|
|
|
mLastDisconnectTime[i] = curTime;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// trim the controller's thumbsticks to zero if they are within the deadzone
|
|
|
|
|
if( mXInputDeadZoneOn )
|
|
|
|
|
{
|
|
|
|
|
// Zero value if thumbsticks are within the dead zone
|
|
|
|
|
if( (mXInputStateNew[i].state.Gamepad.sThumbLX < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbLX > -XINPUT_DEADZONE) &&
|
|
|
|
|
(mXInputStateNew[i].state.Gamepad.sThumbLY < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbLY > -XINPUT_DEADZONE) )
|
|
|
|
|
{
|
|
|
|
|
mXInputStateNew[i].state.Gamepad.sThumbLX = 0;
|
|
|
|
|
mXInputStateNew[i].state.Gamepad.sThumbLY = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( (mXInputStateNew[i].state.Gamepad.sThumbRX < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbRX > -XINPUT_DEADZONE) &&
|
|
|
|
|
(mXInputStateNew[i].state.Gamepad.sThumbRY < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbRY > -XINPUT_DEADZONE) )
|
|
|
|
|
{
|
|
|
|
|
mXInputStateNew[i].state.Gamepad.sThumbRX = 0;
|
|
|
|
|
mXInputStateNew[i].state.Gamepad.sThumbRY = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// this controller was connected or disconnected
|
|
|
|
|
bool bJustConnected = ( ( mXInputStateOld[i].bConnected != mXInputStateNew[i].bConnected ) && ( mXInputStateNew[i].bConnected ) );
|
|
|
|
|
fireXInputConnectEvent( i, (mXInputStateOld[i].bConnected != mXInputStateNew[i].bConnected), mXInputStateNew[i].bConnected );
|
|
|
|
|
|
|
|
|
|
// If this controller is disconnected, stop reporting events for it
|
|
|
|
|
if ( !mXInputStateNew[i].bConnected )
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
// == LEFT THUMBSTICK ==
|
|
|
|
|
fireXInputMoveEvent( i, ( bJustConnected ) || (mXInputStateNew[i].state.Gamepad.sThumbLX != mXInputStateOld[i].state.Gamepad.sThumbLX), XI_THUMBLX, (mXInputStateNew[i].state.Gamepad.sThumbLX / 32768.0f) );
|
|
|
|
|
fireXInputMoveEvent( i, ( bJustConnected ) || (mXInputStateNew[i].state.Gamepad.sThumbLY != mXInputStateOld[i].state.Gamepad.sThumbLY), XI_THUMBLY, (mXInputStateNew[i].state.Gamepad.sThumbLY / 32768.0f) );
|
|
|
|
|
|
|
|
|
|
// == RIGHT THUMBSTICK ==
|
|
|
|
|
fireXInputMoveEvent( i, ( bJustConnected ) || (mXInputStateNew[i].state.Gamepad.sThumbRX != mXInputStateOld[i].state.Gamepad.sThumbRX), XI_THUMBRX, (mXInputStateNew[i].state.Gamepad.sThumbRX / 32768.0f) );
|
|
|
|
|
fireXInputMoveEvent( i, ( bJustConnected ) || (mXInputStateNew[i].state.Gamepad.sThumbRY != mXInputStateOld[i].state.Gamepad.sThumbRY), XI_THUMBRY, (mXInputStateNew[i].state.Gamepad.sThumbRY / 32768.0f) );
|
|
|
|
|
|
|
|
|
|
// == LEFT & RIGHT REAR TRIGGERS ==
|
|
|
|
|
fireXInputMoveEvent( i, ( bJustConnected ) || (mXInputStateNew[i].state.Gamepad.bLeftTrigger != mXInputStateOld[i].state.Gamepad.bLeftTrigger), XI_LEFT_TRIGGER, (mXInputStateNew[i].state.Gamepad.bLeftTrigger / 255.0f) );
|
|
|
|
|
fireXInputMoveEvent( i, ( bJustConnected ) || (mXInputStateNew[i].state.Gamepad.bRightTrigger != mXInputStateOld[i].state.Gamepad.bRightTrigger), XI_RIGHT_TRIGGER, (mXInputStateNew[i].state.Gamepad.bRightTrigger / 255.0f) );
|
|
|
|
|
|
|
|
|
|
// == BUTTONS: DPAD ==
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_DPAD_UP, SI_UPOV );
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_DPAD_DOWN, SI_DPOV );
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_DPAD_LEFT, SI_LPOV );
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_DPAD_RIGHT, SI_RPOV );
|
|
|
|
|
|
|
|
|
|
// == BUTTONS: START & BACK ==
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_START, XI_START );
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_BACK, XI_BACK );
|
|
|
|
|
|
|
|
|
|
// == BUTTONS: LEFT AND RIGHT THUMBSTICK ==
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_LEFT_THUMB, XI_LEFT_THUMB );
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_RIGHT_THUMB, XI_RIGHT_THUMB );
|
|
|
|
|
|
|
|
|
|
// == BUTTONS: LEFT AND RIGHT SHOULDERS (formerly WHITE and BLACK on Xbox 1) ==
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_LEFT_SHOULDER, XI_LEFT_SHOULDER );
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_RIGHT_SHOULDER, XI_RIGHT_SHOULDER );
|
|
|
|
|
|
|
|
|
|
// == BUTTONS: A, B, X, and Y ==
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_A, XI_A );
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_B, XI_B );
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_X, XI_X );
|
|
|
|
|
fireXInputButtonEvent( i, bJustConnected, XINPUT_GAMEPAD_Y, XI_Y );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ( mXInputStateReset )
|
|
|
|
|
mXInputStateReset = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
2014-11-04 03:42:51 +00:00
|
|
|
DefineConsoleFunction( enableJoystick, bool, (), , "()"
|
2012-09-19 15:15:01 +00:00
|
|
|
"@brief Enables use of the joystick.\n\n"
|
|
|
|
|
"@note DirectInput must be enabled and active to use this function.\n\n"
|
|
|
|
|
"@ingroup Input")
|
|
|
|
|
{
|
|
|
|
|
return( DInputManager::enableJoystick() );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
2014-11-04 03:42:51 +00:00
|
|
|
DefineConsoleFunction( disableJoystick, void, (), , "()"
|
2012-09-19 15:15:01 +00:00
|
|
|
"@brief Disables use of the joystick.\n\n"
|
|
|
|
|
"@note DirectInput must be enabled and active to use this function.\n\n"
|
|
|
|
|
"@ingroup Input")
|
|
|
|
|
{
|
|
|
|
|
DInputManager::disableJoystick();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
2014-11-04 03:42:51 +00:00
|
|
|
DefineConsoleFunction( isJoystickEnabled, bool, (), , "()"
|
2012-09-19 15:15:01 +00:00
|
|
|
"@brief Queries input manager to see if a joystick is enabled\n\n"
|
|
|
|
|
"@return 1 if a joystick exists and is enabled, 0 if it's not.\n"
|
|
|
|
|
"@ingroup Input")
|
|
|
|
|
{
|
|
|
|
|
return DInputManager::isJoystickEnabled();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
2014-11-04 03:42:51 +00:00
|
|
|
DefineConsoleFunction( enableXInput, bool, (), , "()"
|
2012-09-19 15:15:01 +00:00
|
|
|
"@brief Enables XInput for Xbox 360 controllers.\n\n"
|
|
|
|
|
"@note XInput is enabled by default. Disable to use an Xbox 360 "
|
|
|
|
|
"Controller as a joystick device.\n\n"
|
|
|
|
|
"@ingroup Input")
|
|
|
|
|
{
|
|
|
|
|
// Although I said above that you couldn't change the "activation" of XInput,
|
|
|
|
|
// you can enable and disable it. It gets enabled by default if you have the
|
|
|
|
|
// DLL. You would want to disable it if you have 360 controllers and want to
|
|
|
|
|
// read them as joysticks... why you'd want to do that is beyond me
|
|
|
|
|
|
|
|
|
|
return( DInputManager::enableXInput() );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
2014-11-04 03:42:51 +00:00
|
|
|
DefineConsoleFunction( disableXInput, void, (), , "()"
|
2012-09-19 15:15:01 +00:00
|
|
|
"@brief Disables XInput for Xbox 360 controllers.\n\n"
|
|
|
|
|
"@ingroup Input")
|
|
|
|
|
{
|
|
|
|
|
DInputManager::disableXInput();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
2014-11-04 03:42:51 +00:00
|
|
|
DefineConsoleFunction( resetXInput, void, (), , "()"
|
2012-09-19 15:15:01 +00:00
|
|
|
"@brief Rebuilds the XInput section of the InputManager\n\n"
|
|
|
|
|
"Requests a full refresh of events for all controllers. Useful when called at the beginning "
|
|
|
|
|
"of game code after actionMaps are set up to hook up all appropriate events.\n\n"
|
|
|
|
|
"@ingroup Input")
|
|
|
|
|
{
|
|
|
|
|
// This function requests a full "refresh" of events for all controllers the
|
|
|
|
|
// next time we go through the input processing loop. This is useful to call
|
|
|
|
|
// at the beginning of your game code after your actionMap is set up to hook
|
|
|
|
|
// all of the appropriate events
|
|
|
|
|
|
|
|
|
|
DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
|
|
|
|
|
if ( mgr && mgr->isEnabled() )
|
|
|
|
|
mgr->resetXInput();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
2014-11-04 03:42:51 +00:00
|
|
|
DefineConsoleFunction( isXInputConnected, bool, (S32 controllerID), , "( int controllerID )"
|
2012-09-19 15:15:01 +00:00
|
|
|
"@brief Checks to see if an Xbox 360 controller is connected\n\n"
|
|
|
|
|
"@param controllerID Zero-based index of the controller to check.\n"
|
|
|
|
|
"@return 1 if the controller is connected, 0 if it isn't, and 205 if XInput "
|
|
|
|
|
"hasn't been initialized."
|
|
|
|
|
"@ingroup Input")
|
|
|
|
|
{
|
|
|
|
|
DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
|
2014-11-04 03:42:51 +00:00
|
|
|
if ( mgr && mgr->isEnabled() ) return mgr->isXInputConnected( controllerID );
|
2012-09-19 15:15:01 +00:00
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
2014-11-04 03:42:51 +00:00
|
|
|
DefineConsoleFunction( getXInputState, int, (S32 controllerID, const char * properties, bool current), (false), "( int controllerID, string property, bool currentD )"
|
2012-09-19 15:15:01 +00:00
|
|
|
"@brief Queries the current state of a connected Xbox 360 controller.\n\n"
|
|
|
|
|
"XInput Properties:\n\n"
|
|
|
|
|
" - XI_THUMBLX, XI_THUMBLY - X and Y axes of the left thumbstick. \n"
|
|
|
|
|
" - XI_THUMBRX, XI_THUMBRY - X and Y axes of the right thumbstick. \n"
|
|
|
|
|
" - XI_LEFT_TRIGGER, XI_RIGHT_TRIGGER - Left and Right triggers. \n"
|
|
|
|
|
" - SI_UPOV, SI_DPOV, SI_LPOV, SI_RPOV - Up, Down, Left, and Right on the directional pad.\n"
|
|
|
|
|
" - XI_START, XI_BACK - The Start and Back buttons.\n"
|
|
|
|
|
" - XI_LEFT_THUMB, XI_RIGHT_THUMB - Clicking in the left and right thumbstick.\n"
|
|
|
|
|
" - XI_LEFT_SHOULDER, XI_RIGHT_SHOULDER - Left and Right bumpers.\n"
|
|
|
|
|
" - XI_A, XI_B , XI_X, XI_Y - The A, B, X, and Y buttons.\n\n"
|
|
|
|
|
"@param controllerID Zero-based index of the controller to return information about.\n"
|
|
|
|
|
"@param property Name of input action being queried, such as \"XI_THUMBLX\".\n"
|
|
|
|
|
"@param current True checks current device in action.\n"
|
|
|
|
|
"@return Button queried - 1 if the button is pressed, 0 if it's not.\n"
|
|
|
|
|
"@return Thumbstick queried - Int representing displacement from rest position."
|
|
|
|
|
"@return %Trigger queried - Int from 0 to 255 representing how far the trigger is displaced."
|
|
|
|
|
"@ingroup Input")
|
|
|
|
|
{
|
|
|
|
|
DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
|
|
|
|
|
|
|
|
|
|
if ( !mgr || !mgr->isEnabled() )
|
|
|
|
|
return -1;
|
|
|
|
|
|
|
|
|
|
// Use a little bit of macro magic to simplify this otherwise monolothic
|
|
|
|
|
// block of code.
|
|
|
|
|
#define GET_XI_STATE(constName) \
|
2014-11-04 03:42:51 +00:00
|
|
|
if (!dStricmp(properties, #constName)) \
|
|
|
|
|
return mgr->getXInputState( controllerID, constName, ( current ));
|
|
|
|
|
|
2012-09-19 15:15:01 +00:00
|
|
|
GET_XI_STATE(XI_THUMBLX);
|
|
|
|
|
GET_XI_STATE(XI_THUMBLY);
|
|
|
|
|
GET_XI_STATE(XI_THUMBRX);
|
|
|
|
|
GET_XI_STATE(XI_THUMBRY);
|
|
|
|
|
GET_XI_STATE(XI_LEFT_TRIGGER);
|
|
|
|
|
GET_XI_STATE(XI_RIGHT_TRIGGER);
|
|
|
|
|
GET_XI_STATE(SI_UPOV);
|
|
|
|
|
GET_XI_STATE(SI_DPOV);
|
|
|
|
|
GET_XI_STATE(SI_LPOV);
|
|
|
|
|
GET_XI_STATE(SI_RPOV);
|
|
|
|
|
GET_XI_STATE(XI_START);
|
|
|
|
|
GET_XI_STATE(XI_BACK);
|
|
|
|
|
GET_XI_STATE(XI_LEFT_THUMB);
|
|
|
|
|
GET_XI_STATE(XI_RIGHT_THUMB);
|
|
|
|
|
GET_XI_STATE(XI_LEFT_SHOULDER);
|
|
|
|
|
GET_XI_STATE(XI_RIGHT_SHOULDER);
|
|
|
|
|
GET_XI_STATE(XI_A);
|
|
|
|
|
GET_XI_STATE(XI_B);
|
|
|
|
|
GET_XI_STATE(XI_X);
|
|
|
|
|
GET_XI_STATE(XI_Y);
|
|
|
|
|
#undef GET_XI_STATE
|
|
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
2014-11-04 03:42:51 +00:00
|
|
|
DefineConsoleFunction( echoInputState, void, (), , "()"
|
2012-09-19 15:15:01 +00:00
|
|
|
"@brief Prints information to the console stating if DirectInput and a Joystick are enabled and active.\n\n"
|
|
|
|
|
"@ingroup Input")
|
|
|
|
|
{
|
|
|
|
|
DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
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if ( mgr && mgr->isEnabled() )
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{
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|
|
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Con::printf( "DirectInput is enabled %s.", Input::isActive() ? "and active" : "but inactive" );
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Con::printf( "- Joystick is %sabled and %sactive.",
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|
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mgr->isJoystickEnabled() ? "en" : "dis",
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mgr->isJoystickActive() ? "" : "in" );
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}
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else
|
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Con::printf( "DirectInput is not enabled." );
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|
|
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}
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|
|
|
|
|
2014-11-04 03:42:51 +00:00
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DefineConsoleFunction( rumble, void, (const char * device, F32 xRumble, F32 yRumble), , "(string device, float xRumble, float yRumble)"
|
2012-09-19 15:15:01 +00:00
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|
"@brief Activates the vibration motors in the specified controller.\n\n"
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|
"The controller will constantly at it's xRumble and yRumble intensities until "
|
|
|
|
|
"changed or told to stop."
|
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|
|
"Valid inputs for xRumble/yRumble are [0 - 1].\n"
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|
|
|
"@param device Name of the device to rumble.\n"
|
|
|
|
|
"@param xRumble Intensity to apply to the left motor.\n"
|
|
|
|
|
"@param yRumble Intensity to apply to the right motor.\n"
|
|
|
|
|
"@note in an Xbox 360 controller, the left motor is low-frequency, "
|
|
|
|
|
"while the right motor is high-frequency."
|
|
|
|
|
"@ingroup Input")
|
|
|
|
|
{
|
|
|
|
|
DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
|
|
|
|
|
if ( mgr && mgr->isEnabled() )
|
|
|
|
|
{
|
2014-11-04 03:42:51 +00:00
|
|
|
mgr->rumble(device, xRumble, yRumble);
|
2012-09-19 15:15:01 +00:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Con::printf( "DirectInput/XInput is not enabled." );
|
|
|
|
|
}
|
|
|
|
|
}
|