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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2025 Sam Lantinga <[email protected]>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include "SDL_internal.h"
- #ifdef HAVE_GAMEINPUT_H
- #include "SDL_windows.h"
- #include "SDL_gameinput.h"
- #ifdef SDL_PLATFORM_WIN32
- #include <initguid.h>
- // {11BE2A7E-4254-445A-9C09-FFC40F006918}
- DEFINE_GUID(SDL_IID_GameInput, 0x11BE2A7E, 0x4254, 0x445A, 0x9C, 0x09, 0xFF, 0xC4, 0x0F, 0x00, 0x69, 0x18);
- #endif
- static SDL_SharedObject *g_hGameInputDLL;
- static IGameInput *g_pGameInput;
- static int g_nGameInputRefCount;
- bool SDL_InitGameInput(IGameInput **ppGameInput)
- {
- if (g_nGameInputRefCount == 0) {
- g_hGameInputDLL = SDL_LoadObject("gameinput.dll");
- if (!g_hGameInputDLL) {
- return false;
- }
- typedef HRESULT (WINAPI *GameInputCreate_t)(IGameInput * *gameInput);
- GameInputCreate_t GameInputCreateFunc = (GameInputCreate_t)SDL_LoadFunction(g_hGameInputDLL, "GameInputCreate");
- if (!GameInputCreateFunc) {
- SDL_UnloadObject(g_hGameInputDLL);
- return false;
- }
- IGameInput *pGameInput = NULL;
- HRESULT hr = GameInputCreateFunc(&pGameInput);
- if (FAILED(hr)) {
- SDL_UnloadObject(g_hGameInputDLL);
- return WIN_SetErrorFromHRESULT("GameInputCreate failed", hr);
- }
- #ifdef SDL_PLATFORM_WIN32
- hr = IGameInput_QueryInterface(pGameInput, &SDL_IID_GameInput, (void **)&g_pGameInput);
- IGameInput_Release(pGameInput);
- if (FAILED(hr)) {
- SDL_UnloadObject(g_hGameInputDLL);
- return WIN_SetErrorFromHRESULT("GameInput QueryInterface failed", hr);
- }
- #else
- // Assume that the version we get is compatible with the current SDK
- // If that isn't the case, define the correct GUID for SDL_IID_GameInput above
- g_pGameInput = pGameInput;
- #endif
- }
- ++g_nGameInputRefCount;
- if (ppGameInput) {
- *ppGameInput = g_pGameInput;
- }
- return true;
- }
- void SDL_QuitGameInput(void)
- {
- SDL_assert(g_nGameInputRefCount > 0);
- --g_nGameInputRefCount;
- if (g_nGameInputRefCount == 0) {
- if (g_pGameInput) {
- IGameInput_Release(g_pGameInput);
- g_pGameInput = NULL;
- }
- if (g_hGameInputDLL) {
- SDL_UnloadObject(g_hGameInputDLL);
- g_hGameInputDLL = NULL;
- }
- }
- }
- #endif // HAVE_GAMEINPUT_H
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