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- //-----------------------------------------------------------------------------
- // 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 <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;
- 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<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;
- }
- }
- 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<DInputManager*>( 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<DInputManager*>( 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<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(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<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." );
- }
- 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<DInputManager*>( Input::getManager() );
- if ( mgr && mgr->isEnabled() )
- {
- mgr->rumble(device, xRumble, yRumble);
- }
- else
- {
- Con::printf( "DirectInput/XInput is not enabled." );
- }
- }
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