//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _WINDIRECTINPUT_H_ #define _WINDIRECTINPUT_H_ #ifndef _PLATFORMWIN32_H_ #include "platformWin32/platformWin32.h" #endif #ifndef _PLATFORMINPUT_H_ #include "platform/platformInput.h" #endif #ifndef _WINDINPUTDEVICE_H_ #include "platformWin32/winDInputDevice.h" #endif #define DIRECTINPUT_VERSION 0x0800 #include #include // XInput related definitions typedef DWORD (WINAPI* FN_XInputGetState)(DWORD dwUserIndex, XINPUT_STATE* pState); typedef DWORD (WINAPI* FN_XInputSetState)(DWORD dwUserIndex, XINPUT_VIBRATION* pVibration); #define XINPUT_MAX_CONTROLLERS 4 // XInput handles up to 4 controllers #define XINPUT_DEADZONE ( 0.24f * FLOAT(0x7FFF) ) // Default to 24% of the +/- 32767 range. This is a reasonable default value but can be altered if needed. struct XINPUT_CONTROLLER_STATE { XINPUT_STATE state; bool bConnected; }; //------------------------------------------------------------------------------ class DInputManager : public InputManager { private: typedef SimGroup Parent; // XInput state HMODULE mXInputLib; FN_XInputGetState mfnXInputGetState; FN_XInputSetState mfnXInputSetState; XINPUT_CONTROLLER_STATE mXInputStateOld[XINPUT_MAX_CONTROLLERS]; XINPUT_CONTROLLER_STATE mXInputStateNew[XINPUT_MAX_CONTROLLERS]; U32 mLastDisconnectTime[XINPUT_MAX_CONTROLLERS]; bool mXInputStateReset; bool mXInputDeadZoneOn; /// Number of milliseconds to skip checking an xinput device if it was /// disconnected on last check. const static U32 csmDisconnectedSkipDelay = 250; HMODULE mDInputLib; LPDIRECTINPUT8 mDInputInterface; static bool smJoystickEnabled; static bool smXInputEnabled; bool mJoystickActive; bool mXInputActive; void enumerateDevices(); static BOOL CALLBACK EnumDevicesProc( const DIDEVICEINSTANCE *pddi, LPVOID pvRef ); bool acquire( U8 deviceType, U8 deviceID ); void unacquire( U8 deviceType, U8 deviceID ); // XInput worker functions void buildXInputEvent( U32 deviceInst, InputEventType objType, InputObjectInstances objInst, InputActionType action, F32 fValue ); void fireXInputConnectEvent( S32 controllerID, bool condition, bool connected ); void fireXInputMoveEvent( S32 controllerID, bool condition, InputObjectInstances objInst, F32 fValue ); void fireXInputButtonEvent( S32 controllerID, bool forceFire, S32 button, InputObjectInstances objInst ); void processXInput(); public: DInputManager(); bool enable(); void disable(); void onDeleteNotify( SimObject* object ); bool onAdd(); void onRemove(); void process(); // DirectInput functions: static void init(); static bool enableJoystick(); static void disableJoystick(); static bool isJoystickEnabled(); bool activateJoystick(); void deactivateJoystick(); bool isJoystickActive() { return( mJoystickActive ); } static bool enableXInput(); static void disableXInput(); static bool isXInputEnabled(); bool activateXInput(); void deactivateXInput(); bool isXInputActive() { return( mXInputActive ); } void resetXInput() { mXInputStateReset = true; } bool isXInputConnected(S32 controllerID); S32 getXInputState(S32 controllerID, S32 property, bool current); // Console interface: const char* getJoystickAxesString( U32 deviceID ); bool rumble( const char *pDeviceName, F32 x, F32 y ); }; #endif // _H_WINDIRECTINPUT_