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- /**************************************************************************/
- /* joypad_uwp.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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 "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<Gamepad ^>(this, &JoypadUWP::OnGamepadAdded);
- Gamepad::GamepadRemoved +=
- ref new EventHandler<Gamepad ^>(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");
- }
- float JoypadUWP::axis_correct(double p_val, bool p_negate, bool p_trigger) const {
- if (p_trigger) {
- // Convert to a value between -1.0f and 1.0f.
- return 2.0f * p_val - 1.0f;
- }
- return (float)(p_negate ? -p_val : p_val);
- }
- 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;
- }
- }
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