//----------------------------------------------------------------------------- // Copyright (c) 2013 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 "platform/platformVideo.h" #include "platformWin32/winDirectInput.h" #include "platformWin32/winDInputDevice.h" #include "platform/event.h" #include "console/console.h" #include "console/consoleTypes.h" #include "input/actionMap.h" #include "game/gameInterface.h" #include //------------------------------------------------------------------------------ // Static class variables: bool DInputManager::smKeyboardEnabled = true; bool DInputManager::smMouseEnabled = false; bool DInputManager::smJoystickEnabled = false; bool DInputManager::smXInputEnabled = false; // 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; mKeyboardActive = mMouseActive = mJoystickActive = false; mXInputActive = true; mXInputLib = NULL; for(S32 i=0; i<4; i++) mLastDisconnectTime[i] = -1; } //------------------------------------------------------------------------------ void DInputManager::init() { Con::addVariable( "pref::Input::KeyboardEnabled", TypeBool, &smKeyboardEnabled ); Con::addVariable( "pref::Input::MouseEnabled", TypeBool, &smMouseEnabled ); Con::addVariable( "pref::Input::JoystickEnabled", TypeBool, &smJoystickEnabled ); Con::addVariable( "pref::Input::XInputEnabled", TypeBool, &smXInputEnabled ); } //------------------------------------------------------------------------------ bool DInputManager::enable() { FN_DirectInputCreate fnDInputCreate; disable(); mXInputLib = LoadLibrary( dT("xinput9_1_0.dll") ); if( mXInputLib ) { mfnXInputGetState = (FN_XInputGetState) GetProcAddress( mXInputLib, "XInputGetState" ); mfnXInputSetState = (FN_XInputSetState) GetProcAddress( mXInputLib, "XInputSetState" ); if ( mfnXInputGetState && mfnXInputSetState ) { mXInputStateReset = true; mXInputDeadZoneOn = true; smXInputEnabled = true; } } else { Con::warnf("Unable to enable XInput."); } 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(&mDInputInterface), NULL )); if ( result ) { enumerateDevices(); mEnabled = true; return true; } } } disable(); return false; } //------------------------------------------------------------------------------ void DInputManager::disable() { unacquire( SI_ANY, SI_ANY ); DInputDevice* dptr; iterator ptr = begin(); while ( ptr != end() ) { dptr = dynamic_cast( *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( *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( *ptr ); if ( dptr && ( ( deviceType == SI_ANY ) || ( dptr->getDeviceType() == deviceType ) ) && ( ( deviceID == SI_ANY ) || ( dptr->getDeviceID() == deviceID ) ) ) dptr->unacquire(); } } //------------------------------------------------------------------------------ void DInputManager::process() { if ( isXInputActive() ) processXInput(); DInputDevice* dptr; for ( iterator ptr = begin(); ptr != end(); ptr++ ) { dptr = dynamic_cast( *ptr ); if ( dptr ) dptr->process(); } } //------------------------------------------------------------------------------ void DInputManager::enumerateDevices() { if ( mDInputInterface ) { DInputDevice::init(); DInputDevice::smDInputInterface = mDInputInterface; mDInputInterface->EnumDevices( DI8DEVTYPE_KEYBOARD, EnumDevicesProc, this, DIEDFL_ATTACHEDONLY ); mDInputInterface->EnumDevices( DI8DEVTYPE_MOUSE, EnumDevicesProc, this, DIEDFL_ATTACHEDONLY ); mDInputInterface->EnumDevices( DI8DEVTYPE_JOYSTICK, EnumDevicesProc, this, DIEDFL_ATTACHEDONLY ); mDInputInterface->EnumDevices( DI8DEVTYPE_GAMEPAD, 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::enableKeyboard() { DInputManager* mgr = dynamic_cast( Input::getManager() ); if ( !mgr || !mgr->isEnabled() ) return( false ); if ( smKeyboardEnabled && mgr->isKeyboardActive() ) return( true ); smKeyboardEnabled = true; if ( Input::isActive() ) smKeyboardEnabled = mgr->activateKeyboard(); if ( smKeyboardEnabled ) { Con::printf( "DirectInput keyboard enabled." ); } else { Con::warnf( "DirectInput keyboard failed to enable!" ); } return( smKeyboardEnabled ); } //------------------------------------------------------------------------------ void DInputManager::disableKeyboard() { DInputManager* mgr = dynamic_cast( Input::getManager() ); if ( !mgr || !mgr->isEnabled() || !smKeyboardEnabled ) return; mgr->deactivateKeyboard(); smKeyboardEnabled = false; Con::printf( "DirectInput keyboard disabled." ); } //------------------------------------------------------------------------------ bool DInputManager::isKeyboardEnabled() { return( smKeyboardEnabled ); } //------------------------------------------------------------------------------ bool DInputManager::activateKeyboard() { if ( !mEnabled || !Input::isActive() || !smKeyboardEnabled ) return( false ); // Acquire only one keyboard: mKeyboardActive = acquire( KeyboardDeviceType, 0 ); return( mKeyboardActive ); } //------------------------------------------------------------------------------ void DInputManager::deactivateKeyboard() { if ( mEnabled && mKeyboardActive ) { unacquire( KeyboardDeviceType, SI_ANY ); mKeyboardActive = false; } } //------------------------------------------------------------------------------ bool DInputManager::enableMouse() { DInputManager* mgr = dynamic_cast( Input::getManager() ); if ( !mgr || !mgr->isEnabled() ) return( false ); if ( smMouseEnabled && mgr->isMouseActive() ) return( true ); smMouseEnabled = true; if ( Input::isActive() ) smMouseEnabled = mgr->activateMouse(); if ( smMouseEnabled ) { Con::printf( "DirectInput mouse enabled." ); } else { Con::warnf( "DirectInput mouse failed to enable!" ); } return( smMouseEnabled ); } //------------------------------------------------------------------------------ void DInputManager::disableMouse() { DInputManager* mgr = dynamic_cast( Input::getManager() ); if ( !mgr || !mgr->isEnabled() || !smMouseEnabled ) return; mgr->deactivateMouse(); smMouseEnabled = false; Con::printf( "DirectInput mouse disabled." ); } //------------------------------------------------------------------------------ bool DInputManager::isMouseEnabled() { return( smMouseEnabled ); } //------------------------------------------------------------------------------ bool DInputManager::activateMouse() { if ( !mEnabled || !Input::isActive() || !smMouseEnabled ) return( false ); mMouseActive = acquire( MouseDeviceType, SI_ANY ); return( mMouseActive ); } //------------------------------------------------------------------------------ void DInputManager::deactivateMouse() { if ( mEnabled && mMouseActive ) { unacquire( MouseDeviceType, SI_ANY ); mMouseActive = false; } } //------------------------------------------------------------------------------ bool DInputManager::enableJoystick() { DInputManager* mgr = dynamic_cast( 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." ); } else { Con::warnf( "DirectInput joystick failed to enable!" ); } return( smJoystickEnabled ); } //------------------------------------------------------------------------------ void DInputManager::disableJoystick() { DInputManager* mgr = dynamic_cast( Input::getManager() ); if ( !mgr || !mgr->isEnabled() || !smJoystickEnabled ) return; mgr->deactivateJoystick(); smJoystickEnabled = false; Con::printf( "DirectInput joystick disabled." ); } //------------------------------------------------------------------------------ bool DInputManager::isJoystickEnabled() { return( smJoystickEnabled ); } //------------------------------------------------------------------------------ bool DInputManager::activateJoystick() { if ( !mEnabled || !Input::isActive() || !smJoystickEnabled ) return( false ); mJoystickActive = acquire( JoystickDeviceType, SI_ANY ); return( mJoystickActive ); } //------------------------------------------------------------------------------ void DInputManager::deactivateJoystick() { if ( mEnabled && mJoystickActive ) { unacquire( JoystickDeviceType, SI_ANY ); mJoystickActive = false; } } //------------------------------------------------------------------------------ const char* DInputManager::getJoystickAxesString( U32 deviceID ) { DInputDevice* dptr; for ( iterator ptr = begin(); ptr != end(); ptr++ ) { dptr = dynamic_cast( *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( Input::getManager() ); if ( !mgr || !mgr->isEnabled() ) return( false ); if ( mgr->isXInputActive() ) return( true ); if ( Input::isActive() ) mgr->activateXInput(); if ( smXInputEnabled ) { Con::printf( "XInput enabled." ); } else { Con::warnf( "XInput failed to enable!" ); } return( smXInputEnabled ); } //------------------------------------------------------------------------------ void DInputManager::disableXInput() { DInputManager* mgr = dynamic_cast( Input::getManager() ); if ( !mgr || !mgr->isEnabled()) return; mgr->deactivateXInput(); Con::printf( "XInput disabled." ); } //------------------------------------------------------------------------------ bool DInputManager::isXInputEnabled() { return( smXInputEnabled ); } //------------------------------------------------------------------------------ bool DInputManager::isXInputConnected(int controllerID) { if (controllerID >= XINPUT_MAX_CONTROLLERS || controllerID < 0) { Con::warnf("Invalid device index: %d. Index should be between 0 and %d.", controllerID, XINPUT_MAX_CONTROLLERS - 1); return false; } return( mXInputStateNew[controllerID].bConnected ); } int DInputManager::getXInputState(int controllerID, int property, bool current) { if (controllerID >= XINPUT_MAX_CONTROLLERS || controllerID < 0) { Con::warnf("Invalid device index: %d. Index should be between 0 and %d.", controllerID, XINPUT_MAX_CONTROLLERS - 1); return -1; } int 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 ); return( mXInputActive ); } //------------------------------------------------------------------------------ void DInputManager::deactivateXInput() { if ( mEnabled && mXInputActive ) { unacquire( GamepadDeviceType, SI_ANY ); mXInputActive = false; } } //------------------------------------------------------------------------------ bool DInputManager::rumble( const char *pDeviceName, float x, float 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(x * 65535); vibration.wRightMotorSpeed = static_cast(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( *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, XInputEventType objType, InputObjectInstances objInst, InputActionType action, float fValue ) { InputEvent newEvent; newEvent.deviceType = GamepadDeviceType; newEvent.deviceInst = deviceInst; newEvent.objType = objType; newEvent.objInst = objInst; newEvent.action = action; newEvent.fValues[0] = fValue; //we need to find the gameinterface object from here Game->postEvent(newEvent); } // 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( int controllerID, bool condition, bool connected ) { if ( mXInputStateReset || condition ) { buildXInputEvent( controllerID, XI_BUTTON, XI_CONNECT, connected ? XI_MAKE : XI_BREAK, 0); } } inline void DInputManager::fireXInputMoveEvent( int controllerID, bool condition, InputObjectInstances objInst, float fValue ) { if ( mXInputStateReset || condition ) { /* //Uncomment if you want real-time Input displayed to the console const 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; } Con::printf("%s %.1f", objName, fValue); */ buildXInputEvent( controllerID, XI_AXIS, objInst, XI_MOVE, fValue ); } } inline void DInputManager::fireXInputButtonEvent( int controllerID, bool forceFire, int button, InputObjectInstances objInst ) { if ( mXInputStateReset || forceFire || ((mXInputStateNew[controllerID].state.Gamepad.wButtons & button) != (mXInputStateOld[controllerID].state.Gamepad.wButtons & button)) ) { InputActionType action = ((mXInputStateNew[controllerID].state.Gamepad.wButtons & button) != 0) ? XI_MAKE : XI_BREAK; /* //Uncomment if you want real-time Input displayed to the console char *objName; 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: Con::printf("%u", objInst); break; } Con::printf("%s", objName); */ buildXInputEvent( controllerID, XI_BUTTON, objInst, action, ( action == XI_MAKE ? 1.0f : 0.0f ) ); } } 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 ( int 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.sThumbLX = 0; if(mXInputStateNew[i].state.Gamepad.sThumbLY < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbLY > -XINPUT_DEADZONE) 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.sThumbRX = 0; if(mXInputStateNew[i].state.Gamepad.sThumbRY < XINPUT_DEADZONE && mXInputStateNew[i].state.Gamepad.sThumbRY > -XINPUT_DEADZONE) 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; } }