fe52458154
Happy new year to the wonderful Godot community!
172 lines
6.4 KiB
C++
172 lines
6.4 KiB
C++
/*************************************************************************/
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/* joypad_uwp.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "joypad_uwp.h"
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#include "core/os/os.h"
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using namespace Windows::Gaming::Input;
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using namespace Windows::Foundation;
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void JoypadUWP::register_events() {
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Gamepad::GamepadAdded +=
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ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadAdded);
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Gamepad::GamepadRemoved +=
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ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadRemoved);
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}
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void JoypadUWP::process_controllers() {
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for (int i = 0; i < MAX_CONTROLLERS; i++) {
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ControllerDevice &joy = controllers[i];
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if (!joy.connected)
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break;
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switch (joy.type) {
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case ControllerType::GAMEPAD_CONTROLLER: {
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GamepadReading reading = ((Gamepad ^) joy.controller_reference)->GetCurrentReading();
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int button_mask = (int)GamepadButtons::Menu;
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for (int j = 0; j < 14; j++) {
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input->joy_button(joy.id, j, (int)reading.Buttons & button_mask);
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button_mask *= 2;
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}
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input->joy_axis(joy.id, JoyAxis::LEFT_X, axis_correct(reading.LeftThumbstickX));
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input->joy_axis(joy.id, JoyAxis::LEFT_Y, axis_correct(reading.LeftThumbstickY, true));
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input->joy_axis(joy.id, JoyAxis::RIGHT_X, axis_correct(reading.RightThumbstickX));
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input->joy_axis(joy.id, JoyAxis::RIGHT_Y, axis_correct(reading.RightThumbstickY, true));
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input->joy_axis(joy.id, JoyAxis::TRIGGER_LEFT, axis_correct(reading.LeftTrigger, false, true));
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input->joy_axis(joy.id, JoyAxis::TRIGGER_RIGHT, axis_correct(reading.RightTrigger, false, true));
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uint64_t timestamp = input->get_joy_vibration_timestamp(joy.id);
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if (timestamp > joy.ff_timestamp) {
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Vector2 strength = input->get_joy_vibration_strength(joy.id);
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float duration = input->get_joy_vibration_duration(joy.id);
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if (strength.x == 0 && strength.y == 0) {
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joypad_vibration_stop(i, timestamp);
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} else {
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joypad_vibration_start(i, strength.x, strength.y, duration, timestamp);
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}
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} else if (joy.vibrating && joy.ff_end_timestamp != 0) {
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uint64_t current_time = OS::get_singleton()->get_ticks_usec();
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if (current_time >= joy.ff_end_timestamp)
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joypad_vibration_stop(i, current_time);
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}
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break;
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}
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}
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}
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}
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JoypadUWP::JoypadUWP() {
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for (int i = 0; i < MAX_CONTROLLERS; i++)
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controllers[i].id = i;
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}
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JoypadUWP::JoypadUWP(InputDefault *p_input) {
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input = p_input;
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JoypadUWP();
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}
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void JoypadUWP::OnGamepadAdded(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value) {
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short idx = -1;
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for (int i = 0; i < MAX_CONTROLLERS; i++) {
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if (!controllers[i].connected) {
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idx = i;
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break;
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}
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}
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ERR_FAIL_COND(idx == -1);
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controllers[idx].connected = true;
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controllers[idx].controller_reference = value;
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controllers[idx].id = idx;
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controllers[idx].type = ControllerType::GAMEPAD_CONTROLLER;
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input->joy_connection_changed(controllers[idx].id, true, "Xbox Controller", "__UWP_GAMEPAD__");
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}
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void JoypadUWP::OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value) {
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short idx = -1;
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for (int i = 0; i < MAX_CONTROLLERS; i++) {
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if (controllers[i].controller_reference == value) {
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idx = i;
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break;
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}
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}
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ERR_FAIL_COND(idx == -1);
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controllers[idx] = ControllerDevice();
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input->joy_connection_changed(idx, false, "Xbox Controller");
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}
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InputDefault::JoyAxisValue JoypadUWP::axis_correct(double p_val, bool p_negate, bool p_trigger) const {
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InputDefault::JoyAxisValue jx;
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jx.min = p_trigger ? 0 : -1;
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jx.value = (float)(p_negate ? -p_val : p_val);
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return jx;
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}
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void JoypadUWP::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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ControllerDevice &joy = controllers[p_device];
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if (joy.connected) {
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GamepadVibration vibration;
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vibration.LeftMotor = p_strong_magnitude;
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vibration.RightMotor = p_weak_magnitude;
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((Gamepad ^) joy.controller_reference)->Vibration = vibration;
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joy.ff_timestamp = p_timestamp;
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joy.ff_end_timestamp = p_duration == 0 ? 0 : p_timestamp + (uint64_t)(p_duration * 1000000.0);
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joy.vibrating = true;
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}
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}
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void JoypadUWP::joypad_vibration_stop(int p_device, uint64_t p_timestamp) {
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ControllerDevice &joy = controllers[p_device];
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if (joy.connected) {
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GamepadVibration vibration;
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vibration.LeftMotor = 0.0;
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vibration.RightMotor = 0.0;
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((Gamepad ^) joy.controller_reference)->Vibration = vibration;
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joy.ff_timestamp = p_timestamp;
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joy.vibrating = false;
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}
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}
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