//----------------------------------------------------------------------------- // 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 "console/engineAPI.h" #include "sim/actionMap.h" #include //------------------------------------------------------------------------------ // 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; mfnXInputGetState = NULL; mfnXInputSetState = NULL; dMemset(mXInputStateOld, 0, sizeof(mXInputStateOld)); dMemset(mXInputStateNew, 0, sizeof(mXInputStateNew)); mXInputStateReset = false; mXInputDeadZoneOn = true; 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(&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( *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() { // 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( *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( 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( 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( *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." ); #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( 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(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, 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; } } DefineEngineFunction( enableJoystick, bool, (), , "()" "@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() ); } //------------------------------------------------------------------------------ DefineEngineFunction( disableJoystick, void, (), , "()" "@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(); } //------------------------------------------------------------------------------ DefineEngineFunction( isJoystickEnabled, bool, (), , "()" "@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(); } //------------------------------------------------------------------------------ DefineEngineFunction( enableXInput, bool, (), , "()" "@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() ); } //------------------------------------------------------------------------------ DefineEngineFunction( disableXInput, void, (), , "()" "@brief Disables XInput for Xbox 360 controllers.\n\n" "@ingroup Input") { DInputManager::disableXInput(); } //------------------------------------------------------------------------------ DefineEngineFunction( resetXInput, void, (), , "()" "@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( Input::getManager() ); if ( mgr && mgr->isEnabled() ) mgr->resetXInput(); } //------------------------------------------------------------------------------ DefineEngineFunction( isXInputConnected, bool, (S32 controllerID), , "( 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") { DInputManager* mgr = dynamic_cast( Input::getManager() ); if ( mgr && mgr->isEnabled() ) return mgr->isXInputConnected( controllerID ); return false; } //------------------------------------------------------------------------------ DefineEngineFunction( getXInputState, int, (S32 controllerID, const char * properties, bool current), (false), "( int controllerID, string property, bool currentD )" "@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( 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(properties, #constName)) \ return mgr->getXInputState( controllerID, constName, ( current )); 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; } //------------------------------------------------------------------------------ DefineEngineFunction( echoInputState, void, (), , "()" "@brief Prints information to the console stating if DirectInput and a Joystick are enabled and active.\n\n" "@ingroup Input") { DInputManager* mgr = dynamic_cast( 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." ); } DefineEngineFunction( rumble, void, (const char * device, F32 xRumble, F32 yRumble), , "(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( Input::getManager() ); if ( mgr && mgr->isEnabled() ) { mgr->rumble(device, xRumble, yRumble); } else { Con::printf( "DirectInput/XInput is not enabled." ); } }