/*************************************************************************/ /* joypad_uwp.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "joypad_uwp.h" #include "core/os/os.h" using namespace Windows::Gaming::Input; using namespace Windows::Foundation; void JoypadUWP::register_events() { Gamepad::GamepadAdded += ref new EventHandler(this, &JoypadUWP::OnGamepadAdded); Gamepad::GamepadRemoved += ref new EventHandler(this, &JoypadUWP::OnGamepadRemoved); } void JoypadUWP::process_controllers() { for (int i = 0; i < MAX_CONTROLLERS; i++) { ControllerDevice &joy = controllers[i]; if (!joy.connected) break; switch (joy.type) { case ControllerType::GAMEPAD_CONTROLLER: { GamepadReading reading = ((Gamepad ^) joy.controller_reference)->GetCurrentReading(); int button_mask = (int)GamepadButtons::Menu; for (int j = 0; j < 14; j++) { input->joy_button(joy.id, j, (int)reading.Buttons & button_mask); button_mask *= 2; } input->joy_axis(joy.id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX)); input->joy_axis(joy.id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true)); input->joy_axis(joy.id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX)); input->joy_axis(joy.id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true)); input->joy_axis(joy.id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true)); input->joy_axis(joy.id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true)); uint64_t timestamp = input->get_joy_vibration_timestamp(joy.id); if (timestamp > joy.ff_timestamp) { Vector2 strength = input->get_joy_vibration_strength(joy.id); float duration = input->get_joy_vibration_duration(joy.id); if (strength.x == 0 && strength.y == 0) { joypad_vibration_stop(i, timestamp); } else { joypad_vibration_start(i, strength.x, strength.y, duration, timestamp); } } else if (joy.vibrating && joy.ff_end_timestamp != 0) { uint64_t current_time = OS::get_singleton()->get_ticks_usec(); if (current_time >= joy.ff_end_timestamp) joypad_vibration_stop(i, current_time); } break; } } } } JoypadUWP::JoypadUWP() { for (int i = 0; i < MAX_CONTROLLERS; i++) controllers[i].id = i; } JoypadUWP::JoypadUWP(InputDefault *p_input) { input = p_input; JoypadUWP(); } void JoypadUWP::OnGamepadAdded(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value) { short idx = -1; for (int i = 0; i < MAX_CONTROLLERS; i++) { if (!controllers[i].connected) { idx = i; break; } } ERR_FAIL_COND(idx == -1); controllers[idx].connected = true; controllers[idx].controller_reference = value; controllers[idx].id = idx; controllers[idx].type = ControllerType::GAMEPAD_CONTROLLER; input->joy_connection_changed(controllers[idx].id, true, "Xbox Controller", "__UWP_GAMEPAD__"); } void JoypadUWP::OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value) { short idx = -1; for (int i = 0; i < MAX_CONTROLLERS; i++) { if (controllers[i].controller_reference == value) { idx = i; break; } } ERR_FAIL_COND(idx == -1); controllers[idx] = ControllerDevice(); input->joy_connection_changed(idx, false, "Xbox Controller"); } InputDefault::JoyAxis JoypadUWP::axis_correct(double p_val, bool p_negate, bool p_trigger) const { InputDefault::JoyAxis jx; jx.min = p_trigger ? 0 : -1; jx.value = (float)(p_negate ? -p_val : p_val); return jx; } void JoypadUWP::joypad_vibration_start(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp) { ControllerDevice &joy = controllers[p_device]; if (joy.connected) { GamepadVibration vibration; vibration.LeftMotor = p_strong_magnitude; vibration.RightMotor = p_weak_magnitude; ((Gamepad ^) joy.controller_reference)->Vibration = vibration; joy.ff_timestamp = p_timestamp; joy.ff_end_timestamp = p_duration == 0 ? 0 : p_timestamp + (uint64_t)(p_duration * 1000000.0); joy.vibrating = true; } } void JoypadUWP::joypad_vibration_stop(int p_device, uint64_t p_timestamp) { ControllerDevice &joy = controllers[p_device]; if (joy.connected) { GamepadVibration vibration; vibration.LeftMotor = 0.0; vibration.RightMotor = 0.0; ((Gamepad ^) joy.controller_reference)->Vibration = vibration; joy.ff_timestamp = p_timestamp; joy.vibrating = false; } }