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//
// 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 <WTypes.h>
#include <XInput.h>
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
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