#include "SampleViewerGamepad.h" #include "SampleViewerScene.h" #include #include #include "PsString.h" ////////////////////////////////////////////////////////////////////////// static bool gTimeInit = false; static const unsigned int MAX_GAMEPADS = 4; static const unsigned int MAX_GAMEPAD_AXES = 4; static XINPUT_STATE m_lastInputState[MAX_GAMEPADS]; static int m_lastAxisData[MAX_GAMEPADS][MAX_GAMEPAD_AXES]; ////////////////////////////////////////////////////////////////////////// SampleViewerGamepad::SampleViewerGamepad() : mGamePadConnected(false), mConnectedPad(0), mXInputLibrary(), mpXInputGetState(0), mpXInputGetCapabilities(0) { } ////////////////////////////////////////////////////////////////////////// SampleViewerGamepad::~SampleViewerGamepad() { release(); } ////////////////////////////////////////////////////////////////////////// void SampleViewerGamepad::init() { static const unsigned int xInputLibCount = 4; static const char* xInputLibs[xInputLibCount] = { "xinput1_4.dll", "xinput1_3.dll", "xinput1_2.dll", "xinput1_1.dll" }; for (unsigned int i = 0; i < xInputLibCount; ++i) { mXInputLibrary = LoadLibraryA(xInputLibs[i]); if (mXInputLibrary) break; } if(!mXInputLibrary) { physx::shdfnd::printString("Could not load XInput library."); } if (mXInputLibrary) { mpXInputGetState = (LPXINPUTGETSTATE)GetProcAddress(mXInputLibrary, "XInputGetState"); mpXInputGetCapabilities = (LPXINPUTGETCAPABILITIES)GetProcAddress(mXInputLibrary, "XInputGetCapabilities"); if(!mpXInputGetState) { physx::shdfnd::printString("Error loading XInputGetState function."); } if(!mpXInputGetCapabilities) { physx::shdfnd::printString("Error loading XInputGetCapabilities function."); } } } ////////////////////////////////////////////////////////////////////////// void SampleViewerGamepad::release() { if (mXInputLibrary) { FreeLibrary(mXInputLibrary); mXInputLibrary = 0; } mpXInputGetState = 0; mpXInputGetCapabilities = 0; mGamePadConnected = false; mConnectedPad = 0; } ////////////////////////////////////////////////////////////////////////// void SampleViewerGamepad::processGamepads(SampleViewerScene& viewerScene) { if (!gTimeInit) { gTimeInit = true; for (unsigned int p = 0; p < MAX_GAMEPADS; p++) { memset(&m_lastInputState[p], 0, sizeof(XINPUT_STATE)); for (unsigned int i = 0; i < MAX_GAMEPAD_AXES; i++) { m_lastAxisData[p][i] = 0; } } } static int32_t disConnected[4] = { 1, 2, 3, 4 }; if (!hasXInput()) return; for (uint32_t p = 0; p < MAX_GAMEPADS; p++) { if ((--disConnected[p]) == 0) { XINPUT_STATE inputState; DWORD state = mpXInputGetState(p, &inputState); if (state == ERROR_DEVICE_NOT_CONNECTED) { disConnected[p] = 4; if (mGamePadConnected && (mConnectedPad == p)) { mGamePadConnected = false; mConnectedPad = 0; for (uint32_t k = 0; k < MAX_GAMEPADS; k++) { XINPUT_STATE inputStateDisc; DWORD stateDisc = mpXInputGetState(k, &inputStateDisc); if (stateDisc == ERROR_SUCCESS) { mConnectedPad = k; mGamePadConnected = true; break; } } } } else if (state == ERROR_SUCCESS) { if (!mGamePadConnected) { mGamePadConnected = true; mConnectedPad = p; } disConnected[p] = 1; //force to test next time XINPUT_CAPABILITIES caps; mpXInputGetCapabilities(p, XINPUT_FLAG_GAMEPAD, &caps); //gamepad { // Process buttons const WORD lastWButtons = m_lastInputState[p].Gamepad.wButtons; const WORD currWButtons = inputState.Gamepad.wButtons; const WORD buttonsDown = currWButtons & ~lastWButtons; const WORD buttonsUp = ~currWButtons & lastWButtons; // const WORD buttonsHeld = currWButtons & lastWButtons; for (int i = 0; i < 14; i++) { // order has to match struct GamepadControls static const WORD buttonMasks[] = { XINPUT_GAMEPAD_DPAD_UP, XINPUT_GAMEPAD_DPAD_DOWN, XINPUT_GAMEPAD_DPAD_LEFT, XINPUT_GAMEPAD_DPAD_RIGHT, XINPUT_GAMEPAD_START, XINPUT_GAMEPAD_BACK, XINPUT_GAMEPAD_LEFT_THUMB, XINPUT_GAMEPAD_RIGHT_THUMB, XINPUT_GAMEPAD_Y, XINPUT_GAMEPAD_A, XINPUT_GAMEPAD_X, XINPUT_GAMEPAD_B, XINPUT_GAMEPAD_LEFT_SHOULDER, XINPUT_GAMEPAD_RIGHT_SHOULDER, }; if (buttonsDown & buttonMasks[i]) viewerScene.handleGamepadButton(i, true); else if (buttonsUp & buttonMasks[i]) viewerScene.handleGamepadButton(i, false); } { const BYTE newTriggerVal = inputState.Gamepad.bRightTrigger; viewerScene.handleGamepadTrigger(GamepadTrigger::GAMEPAD_RIGHT_SHOULDER_TRIGGER, ((float)newTriggerVal) / 255); } { const BYTE newTriggerVal = inputState.Gamepad.bLeftTrigger; viewerScene.handleGamepadTrigger(GamepadTrigger::GAMEPAD_LEFT_SHOULDER_TRIGGER, ((float)newTriggerVal) / 255); } } // Gamepad const int axisData[] = { inputState.Gamepad.sThumbRX, inputState.Gamepad.sThumbRY, inputState.Gamepad.sThumbLX, inputState.Gamepad.sThumbLY }; for (uint32_t i = 0; i < MAX_GAMEPAD_AXES; i++) { if (axisData[i] != m_lastAxisData[p][i]) { int data = axisData[i]; if (abs(data) < XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) { data = 0; } viewerScene.handleGamepadAxis(i, ((float)data) / SHRT_MAX); } m_lastAxisData[p][i] = axisData[i]; } m_lastInputState[p] = inputState; } } } }