godot/platform/winrt/joystick_winrt.h

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/*************************************************************************/
/* joystick.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 JOYSTICK_WINRT_H
#define JOYSTICK_WINRT_H
#include "main/input_default.h"
ref class JoystickWinrt sealed {
internal:
void register_events();
uint32_t process_controllers(uint32_t p_last_id);
JoystickWinrt();
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JoystickWinrt(InputDefault *p_input);
private:
enum {
MAX_CONTROLLERS = 4,
};
enum ControllerType {
GAMEPAD_CONTROLLER,
ARCADE_STICK_CONTROLLER,
RACING_WHEEL_CONTROLLER,
};
struct ControllerDevice {
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Windows::Gaming::Input::IGameController ^ controller_reference;
int id;
bool connected;
ControllerType type;
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float ff_timestamp;
float ff_end_timestamp;
bool vibrating;
ControllerDevice() {
id = -1;
connected = false;
type = ControllerType::GAMEPAD_CONTROLLER;
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ff_timestamp = 0.0f;
ff_end_timestamp = 0.0f;
vibrating = false;
}
};
ControllerDevice controllers[MAX_CONTROLLERS];
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InputDefault *input;
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void OnGamepadAdded(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value);
void OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value);
InputDefault::JoyAxis axis_correct(double p_val, bool p_negate = false, bool p_trigger = false) const;
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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);
void joypad_vibration_stop(int p_device, uint64_t p_timestamp);
};
#endif