e21702f764
- Fix buildsystem for WinRT/UWP platform. - Add audio driver and joystick mapping for WinRT. - Enable thread class for WinRT. - Refactor MSVC compiler architecture detection to methods.py, so it can be used by Windows and WinRT.
147 lines
5.1 KiB
C++
147 lines
5.1 KiB
C++
/*************************************************************************/
|
|
/* joystick.cpp */
|
|
/*************************************************************************/
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
#include "joystick_winrt.h"
|
|
|
|
using namespace Windows::Gaming::Input;
|
|
using namespace Windows::Foundation;
|
|
|
|
void JoystickWinrt::register_events() {
|
|
|
|
Gamepad::GamepadAdded +=
|
|
ref new EventHandler<Gamepad^>(this, &JoystickWinrt::OnGamepadAdded);
|
|
Gamepad::GamepadRemoved +=
|
|
ref new EventHandler<Gamepad^>(this, &JoystickWinrt::OnGamepadRemoved);
|
|
}
|
|
|
|
uint32_t JoystickWinrt::process_controllers(uint32_t p_last_id) {
|
|
|
|
for (int i = 0; i < MAX_CONTROLLERS; i++) {
|
|
|
|
if (!controllers[i].connected) break;
|
|
|
|
switch (controllers[i].type) {
|
|
|
|
case ControllerType::GAMEPAD_CONTROLLER: {
|
|
|
|
GamepadReading reading = ((Gamepad^)controllers[i].controller_reference)->GetCurrentReading();
|
|
|
|
int button_mask = (int)GamepadButtons::Menu;
|
|
for (int j = 0; j < 14; j++) {
|
|
|
|
p_last_id = input->joy_button(p_last_id, controllers[i].id, j,(int)reading.Buttons & button_mask);
|
|
button_mask *= 2;
|
|
}
|
|
|
|
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
|
|
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
|
|
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
|
|
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
|
|
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
|
|
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return p_last_id;
|
|
}
|
|
|
|
JoystickWinrt::JoystickWinrt() {
|
|
|
|
for (int i = 0; i < MAX_CONTROLLERS; i++)
|
|
controllers[i].id = i;
|
|
}
|
|
|
|
JoystickWinrt::JoystickWinrt(InputDefault * p_input) {
|
|
|
|
input = p_input;
|
|
|
|
JoystickWinrt();
|
|
}
|
|
|
|
void JoystickWinrt::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].type = ControllerType::GAMEPAD_CONTROLLER;
|
|
|
|
input->joy_connection_changed(idx, true, "Xbox Controller", "__WINRT_GAMEPAD__");
|
|
}
|
|
|
|
void JoystickWinrt::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);
|
|
|
|
for (int i = idx + 1; i < MAX_CONTROLLERS - 1; i++) {
|
|
|
|
if (!controllers[i].connected) {
|
|
break;
|
|
}
|
|
|
|
controllers[i - 1] = controllers[i];
|
|
}
|
|
controllers[MAX_CONTROLLERS - 1] = ControllerDevice();
|
|
|
|
input->joy_connection_changed(idx, false, "Xbox Controller");
|
|
}
|
|
|
|
InputDefault::JoyAxis JoystickWinrt::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;
|
|
}
|