Torque3D/Engine/source/platformWin32/winDirectInput.cpp

954 lines
34 KiB
C++

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "platformWin32/platformWin32.h"
#include "platformWin32/winDirectInput.h"
#include "platformWin32/winDInputDevice.h"
#include "console/console.h"
#include "console/consoleTypes.h"
#include "sim/actionMap.h"
#include <xinput.h>
//------------------------------------------------------------------------------
// Static class variables:
bool DInputManager::smJoystickEnabled = true;
bool DInputManager::smXInputEnabled = true;
// Type definitions:
typedef HRESULT (WINAPI* FN_DirectInputCreate)(HINSTANCE hinst, DWORD dwVersion, REFIID riidltf, LPVOID *ppvOut, LPUNKNOWN punkOuter);
//------------------------------------------------------------------------------
DInputManager::DInputManager()
{
mEnabled = false;
mDInputLib = NULL;
mDInputInterface = NULL;
mJoystickActive = mXInputActive = true;
mXInputLib = NULL;
for(S32 i=0; i<4; i++)
mLastDisconnectTime[i] = -1;
}
//------------------------------------------------------------------------------
void DInputManager::init()
{
Con::addVariable( "pref::Input::JoystickEnabled", TypeBool, &smJoystickEnabled,
"@brief If true, the joystick is currently enabled.\n\n"
"@ingroup Game");
}
//------------------------------------------------------------------------------
bool DInputManager::enable()
{
FN_DirectInputCreate fnDInputCreate;
disable();
// Dynamically load the XInput 9 DLL and cache function pointers to the
// two APIs we use
#ifdef LOG_INPUT
Input::log( "Enabling XInput...\n" );
#endif
mXInputLib = LoadLibrary( dT("xinput9_1_0.dll") );
if ( mXInputLib )
{
mfnXInputGetState = (FN_XInputGetState) GetProcAddress( mXInputLib, "XInputGetState" );
mfnXInputSetState = (FN_XInputSetState) GetProcAddress( mXInputLib, "XInputSetState" );
if ( mfnXInputGetState && mfnXInputSetState )
{
#ifdef LOG_INPUT
Input::log( "XInput detected.\n" );
#endif
mXInputStateReset = true;
mXInputDeadZoneOn = true;
smXInputEnabled = true;
}
}
else
{
#ifdef LOG_INPUT
Input::log( "XInput was not found.\n" );
mXInputStateReset = false;
mXInputDeadZoneOn = false;
#endif
}
#ifdef LOG_INPUT
Input::log( "Enabling DirectInput...\n" );
#endif
mDInputLib = LoadLibrary( dT("DInput8.dll") );
if ( mDInputLib )
{
fnDInputCreate = (FN_DirectInputCreate) GetProcAddress( mDInputLib, "DirectInput8Create" );
if ( fnDInputCreate )
{
bool result = SUCCEEDED( fnDInputCreate( winState.appInstance, DIRECTINPUT_VERSION, IID_IDirectInput8, reinterpret_cast<void**>(&mDInputInterface), NULL ));
if ( result )
{
#ifdef LOG_INPUT
Input::log( "DirectX 8 or greater detected.\n" );
#endif
}
if ( result )
{
enumerateDevices();
mEnabled = true;
return true;
}
}
}
disable();
#ifdef LOG_INPUT
Input::log( "Failed to enable DirectInput.\n" );
#endif
return false;
}
//------------------------------------------------------------------------------
void DInputManager::disable()
{
unacquire( SI_ANY, SI_ANY );
DInputDevice* dptr;
iterator ptr = begin();
while ( ptr != end() )
{
dptr = dynamic_cast<DInputDevice*>( *ptr );
if ( dptr )
{
removeObject( dptr );
//if ( dptr->getManager() )
//dptr->getManager()->unregisterObject( dptr );
delete dptr;
ptr = begin();
}
else
ptr++;
}
if ( mDInputInterface )
{
mDInputInterface->Release();
mDInputInterface = NULL;
}
if ( mDInputLib )
{
FreeLibrary( mDInputLib );
mDInputLib = NULL;
}
if ( mfnXInputGetState )
{
mXInputStateReset = true;
mfnXInputGetState = NULL;
mfnXInputSetState = NULL;
}
if ( mXInputLib )
{
FreeLibrary( mXInputLib );
mXInputLib = NULL;
}
mEnabled = false;
}
//------------------------------------------------------------------------------
void DInputManager::onDeleteNotify( SimObject* object )
{
Parent::onDeleteNotify( object );
}
//------------------------------------------------------------------------------
bool DInputManager::onAdd()
{
if ( !Parent::onAdd() )
return false;
acquire( SI_ANY, SI_ANY );
return true;
}
//------------------------------------------------------------------------------
void DInputManager::onRemove()
{
unacquire( SI_ANY, SI_ANY );
Parent::onRemove();
}
//------------------------------------------------------------------------------
bool DInputManager::acquire( U8 deviceType, U8 deviceID )
{
bool anyActive = false;
DInputDevice* dptr;
for ( iterator ptr = begin(); ptr != end(); ptr++ )
{
dptr = dynamic_cast<DInputDevice*>( *ptr );
if ( dptr
&& ( ( deviceType == SI_ANY ) || ( dptr->getDeviceType() == deviceType ) )
&& ( ( deviceID == SI_ANY ) || ( dptr->getDeviceID() == deviceID ) ) )
{
if ( dptr->acquire() )
anyActive = true;
}
}
return anyActive;
}
//------------------------------------------------------------------------------
void DInputManager::unacquire( U8 deviceType, U8 deviceID )
{
DInputDevice* dptr;
for ( iterator ptr = begin(); ptr != end(); ptr++ )
{
dptr = dynamic_cast<DInputDevice*>( *ptr );
if ( dptr
&& ( ( deviceType == SI_ANY ) || ( dptr->getDeviceType() == deviceType ) )
&& ( ( deviceID == SI_ANY ) || ( dptr->getDeviceID() == deviceID ) ) )
dptr->unacquire();
}
}
//------------------------------------------------------------------------------
void DInputManager::process()
{
// Because the XInput APIs manage everything for all four controllers trivially,
// we don't need the abstraction of a DInputDevice for an unknown number of devices
// with varying buttons & whistles... nice and easy!
if ( isXInputActive() )
processXInput();
DInputDevice* dptr;
for ( iterator ptr = begin(); ptr != end(); ptr++ )
{
dptr = dynamic_cast<DInputDevice*>( *ptr );
if ( dptr )
dptr->process();
}
}
//------------------------------------------------------------------------------
void DInputManager::enumerateDevices()
{
if ( mDInputInterface )
{
#ifdef LOG_INPUT
Input::log( "Enumerating input devices...\n" );
#endif
DInputDevice::init();
DInputDevice::smDInputInterface = mDInputInterface;
mDInputInterface->EnumDevices( DI8DEVTYPE_KEYBOARD, EnumDevicesProc, this, DIEDFL_ATTACHEDONLY );
mDInputInterface->EnumDevices( DI8DEVTYPE_MOUSE, EnumDevicesProc, this, DIEDFL_ATTACHEDONLY );
mDInputInterface->EnumDevices( DI8DEVCLASS_GAMECTRL, EnumDevicesProc, this, DIEDFL_ATTACHEDONLY );
}
}
//------------------------------------------------------------------------------
BOOL CALLBACK DInputManager::EnumDevicesProc( const DIDEVICEINSTANCE* pddi, LPVOID pvRef )
{
DInputManager* manager = (DInputManager*) pvRef;
DInputDevice* newDevice = new DInputDevice( pddi );
manager->addObject( newDevice );
if ( !newDevice->create() )
{
manager->removeObject( newDevice );
delete newDevice;
}
return (DIENUM_CONTINUE);
}
//------------------------------------------------------------------------------
bool DInputManager::enableJoystick()
{
DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
if ( !mgr || !mgr->isEnabled() )
return( false );
if ( smJoystickEnabled && mgr->isJoystickActive() )
return( true );
smJoystickEnabled = true;
if ( Input::isActive() )
smJoystickEnabled = mgr->activateJoystick();
if ( smJoystickEnabled )
{
Con::printf( "DirectInput joystick enabled." );
#ifdef LOG_INPUT
Input::log( "Joystick enabled.\n" );
#endif
}
else
{
Con::warnf( "DirectInput joystick failed to enable!" );
#ifdef LOG_INPUT
Input::log( "Joystick failed to enable!\n" );
#endif
}
return( smJoystickEnabled );
}
//------------------------------------------------------------------------------
void DInputManager::disableJoystick()
{
DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
if ( !mgr || !mgr->isEnabled() || !smJoystickEnabled )
return;
mgr->deactivateJoystick();
smJoystickEnabled = false;
Con::printf( "DirectInput joystick disabled." );
#ifdef LOG_INPUT
Input::log( "Joystick disabled.\n" );
#endif
}
//------------------------------------------------------------------------------
bool DInputManager::isJoystickEnabled()
{
return( smJoystickEnabled );
}
//------------------------------------------------------------------------------
bool DInputManager::activateJoystick()
{
if ( !mEnabled || !Input::isActive() || !smJoystickEnabled )
return( false );
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 );
}
//------------------------------------------------------------------------------
bool DInputManager::isXInputConnected(S32 controllerID)
{
return( mXInputStateNew[controllerID].bConnected );
}
int DInputManager::getXInputState(S32 controllerID, S32 property, bool current)
{
S32 retVal;
switch(property)
{
#define CHECK_PROP_ANALOG(prop, stateTest) \
case prop: (current) ? retVal = mXInputStateNew[controllerID].state.Gamepad.##stateTest : retVal = mXInputStateOld[controllerID].state.Gamepad.##stateTest; return retVal;
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
}
}
//------------------------------------------------------------------------------
bool DInputManager::rumble( const char *pDeviceName, F32 x, F32 y )
{
// 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;
}
}
void DInputManager::buildXInputEvent( U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue )
{
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.
inline void DInputManager::fireXInputConnectEvent( S32 controllerID, bool condition, bool connected )
{
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);
}
}
inline void DInputManager::fireXInputMoveEvent( S32 controllerID, bool condition, InputObjectInstances objInst, F32 fValue )
{
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 );
}
}
inline void DInputManager::fireXInputButtonEvent( S32 controllerID, bool forceFire, S32 button, InputObjectInstances objInst )
{
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 )
{
for ( S32 i=0; i<4; i++ )
{
// 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;
}
}
ConsoleFunction( enableJoystick, bool, 1, 1, "()"
"@brief Enables use of the joystick.\n\n"
"@note DirectInput must be enabled and active to use this function.\n\n"
"@ingroup Input")
{
argc; argv;
return( DInputManager::enableJoystick() );
}
//------------------------------------------------------------------------------
ConsoleFunction( disableJoystick, void, 1, 1,"()"
"@brief Disables use of the joystick.\n\n"
"@note DirectInput must be enabled and active to use this function.\n\n"
"@ingroup Input")
{
argc; argv;
DInputManager::disableJoystick();
}
//------------------------------------------------------------------------------
ConsoleFunction( isJoystickEnabled, bool, 1, 1, "()"
"@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")
{
argc; argv;
return DInputManager::isJoystickEnabled();
}
//------------------------------------------------------------------------------
ConsoleFunction( enableXInput, bool, 1, 1, "()"
"@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
argc; argv;
return( DInputManager::enableXInput() );
}
//------------------------------------------------------------------------------
ConsoleFunction( disableXInput, void, 1, 1, "()"
"@brief Disables XInput for Xbox 360 controllers.\n\n"
"@ingroup Input")
{
argc; argv;
DInputManager::disableXInput();
}
//------------------------------------------------------------------------------
ConsoleFunction( resetXInput, void, 1, 1, "()"
"@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
argc; argv;
DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
if ( mgr && mgr->isEnabled() )
mgr->resetXInput();
}
//------------------------------------------------------------------------------
ConsoleFunction( isXInputConnected, bool, 2, 2, "( int controllerID )"
"@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")
{
argc; argv;
DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
if ( mgr && mgr->isEnabled() ) return mgr->isXInputConnected( atoi( argv[1] ) );
return false;
}
//------------------------------------------------------------------------------
ConsoleFunction( getXInputState, S32, 3, 4, "( int controllerID, string property, bool current )"
"@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")
{
argc; argv;
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) \
if (!dStricmp(argv[2], #constName)) \
return mgr->getXInputState( dAtoi( argv[1] ), constName, ( dAtoi ( argv[3] ) == 1) );
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;
}
//------------------------------------------------------------------------------
ConsoleFunction( echoInputState, void, 1, 1, "()"
"@brief Prints information to the console stating if DirectInput and a Joystick are enabled and active.\n\n"
"@ingroup Input")
{
argc; argv;
DInputManager* mgr = dynamic_cast<DInputManager*>( Input::getManager() );
if ( mgr && mgr->isEnabled() )
{
Con::printf( "DirectInput is enabled %s.", Input::isActive() ? "and active" : "but inactive" );
Con::printf( "- Joystick is %sabled and %sactive.",
mgr->isJoystickEnabled() ? "en" : "dis",
mgr->isJoystickActive() ? "" : "in" );
}
else
Con::printf( "DirectInput is not enabled." );
}
ConsoleFunction( rumble, void, 4, 4, "(string device, float xRumble, float yRumble)"
"@brief Activates the vibration motors in the specified controller.\n\n"
"The controller will constantly at it's xRumble and yRumble intensities until "
"changed or told to stop."
"Valid inputs for xRumble/yRumble are [0 - 1].\n"
"@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() )
{
mgr->rumble(argv[1], dAtof(argv[2]), dAtof(argv[3]));
}
else
{
Con::printf( "DirectInput/XInput is not enabled." );
}
}