// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef SAMPLE_VIEWER_GAMEPAD_H #define SAMPLE_VIEWER_GAMEPAD_H #include #include class SampleViewerScene; class SampleViewerGamepad { public: enum GamepadTrigger { GAMEPAD_RIGHT_SHOULDER_TRIGGER = 0, GAMEPAD_LEFT_SHOULDER_TRIGGER = 1 }; enum GamepadButtons { GAMEPAD_DPAD_UP = 0, GAMEPAD_DPAD_DOWN, GAMEPAD_DPAD_LEFT, GAMEPAD_DPAD_RIGHT, GAMEPAD_START, GAMEPAD_BACK, GAMEPAD_LEFT_THUMB, GAMEPAD_RIGHT_THUMB, GAMEPAD_Y, GAMEPAD_A, GAMEPAD_X, GAMEPAD_B, GAMEPAD_LEFT_SHOULDER, GAMEPAD_RIGHT_SHOULDER }; enum GamepadAxis { GAMEPAD_RIGHT_STICK_X = 0, GAMEPAD_RIGHT_STICK_Y, GAMEPAD_LEFT_STICK_X, GAMEPAD_LEFT_STICK_Y }; SampleViewerGamepad(); ~SampleViewerGamepad(); void init(); void release(); void processGamepads(SampleViewerScene& viewerScene); private: bool hasXInput() const { return mpXInputGetState && mpXInputGetCapabilities; } private: bool mGamePadConnected; unsigned int mConnectedPad; typedef DWORD(WINAPI *LPXINPUTGETSTATE)(DWORD, XINPUT_STATE*); typedef DWORD(WINAPI *LPXINPUTGETCAPABILITIES)(DWORD, DWORD, XINPUT_CAPABILITIES*); HMODULE mXInputLibrary; LPXINPUTGETSTATE mpXInputGetState; LPXINPUTGETCAPABILITIES mpXInputGetCapabilities; }; #endif // SAMPLE_VIEWER_GAMEPAD_H