joypad_uwp.h 3.6 KB

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  1. /*************************************************************************/
  2. /* joypad_uwp.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef JOYPAD_UWP_H
  31. #define JOYPAD_UWP_H
  32. #include "main/input_default.h"
  33. ref class JoypadUWP sealed {
  34. /** clang-format breaks this, it does not understand this token. */
  35. /* clang-format off */
  36. internal:
  37. void register_events();
  38. void process_controllers();
  39. /* clang-format on */
  40. JoypadUWP();
  41. JoypadUWP(InputDefault *p_input);
  42. private:
  43. enum {
  44. MAX_CONTROLLERS = 4,
  45. };
  46. enum ControllerType {
  47. GAMEPAD_CONTROLLER,
  48. ARCADE_STICK_CONTROLLER,
  49. RACING_WHEEL_CONTROLLER,
  50. };
  51. struct ControllerDevice {
  52. Windows::Gaming::Input::IGameController ^ controller_reference;
  53. int id;
  54. bool connected;
  55. ControllerType type;
  56. float ff_timestamp;
  57. float ff_end_timestamp;
  58. bool vibrating;
  59. ControllerDevice() {
  60. id = -1;
  61. connected = false;
  62. type = ControllerType::GAMEPAD_CONTROLLER;
  63. ff_timestamp = 0.0f;
  64. ff_end_timestamp = 0.0f;
  65. vibrating = false;
  66. }
  67. };
  68. ControllerDevice controllers[MAX_CONTROLLERS];
  69. InputDefault *input;
  70. void OnGamepadAdded(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value);
  71. void OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value);
  72. InputDefault::JoyAxis axis_correct(double p_val, bool p_negate = false, bool p_trigger = false) const;
  73. void joypad_vibration_start(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
  74. void joypad_vibration_stop(int p_device, uint64_t p_timestamp);
  75. };
  76. #endif