2016-09-03 22:25:43 +00:00
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/*************************************************************************/
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/* joystick.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef JOYSTICK_WINRT_H
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#define JOYSTICK_WINRT_H
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#include "main/input_default.h"
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ref class JoystickWinrt sealed {
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internal:
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void register_events();
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uint32_t process_controllers(uint32_t p_last_id);
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JoystickWinrt();
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2017-06-24 16:31:36 +00:00
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JoystickWinrt(InputDefault *p_input);
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2016-09-03 22:25:43 +00:00
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private:
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enum {
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MAX_CONTROLLERS = 4,
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};
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enum ControllerType {
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GAMEPAD_CONTROLLER,
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ARCADE_STICK_CONTROLLER,
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RACING_WHEEL_CONTROLLER,
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};
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struct ControllerDevice {
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2017-06-24 16:31:36 +00:00
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Windows::Gaming::Input::IGameController ^ controller_reference;
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2016-09-03 22:25:43 +00:00
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int id;
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bool connected;
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ControllerType type;
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2017-06-24 16:31:36 +00:00
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float ff_timestamp;
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float ff_end_timestamp;
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bool vibrating;
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2016-09-03 22:25:43 +00:00
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ControllerDevice() {
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id = -1;
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connected = false;
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type = ControllerType::GAMEPAD_CONTROLLER;
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2017-06-24 16:31:36 +00:00
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ff_timestamp = 0.0f;
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ff_end_timestamp = 0.0f;
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vibrating = false;
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2016-09-03 22:25:43 +00:00
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}
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};
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ControllerDevice controllers[MAX_CONTROLLERS];
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2017-06-24 16:31:36 +00:00
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InputDefault *input;
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2016-09-03 22:25:43 +00:00
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2017-06-24 16:31:36 +00:00
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void OnGamepadAdded(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value);
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void OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value);
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2016-09-03 22:25:43 +00:00
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InputDefault::JoyAxis axis_correct(double p_val, bool p_negate = false, bool p_trigger = false) const;
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2017-06-24 16:31:36 +00:00
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void joypad_vibration_start(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
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void joypad_vibration_stop(int p_device, uint64_t p_timestamp);
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2016-09-03 22:25:43 +00:00
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};
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#endif
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