561 lines
16 KiB
C++
561 lines
16 KiB
C++
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// Project description
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// -------------------
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// Name: SDL Input
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// Description: Common SDL Input Functions
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//
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// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
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// Copyright (C) 2003 Dolphin Project.
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//
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//
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// Licensetype: GNU General Public License (GPL)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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//
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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//
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//
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// Include
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// -------------------
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#define _SDL_MAIN_ // Avoid certain declarations in SDL.h
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#include "SDL.h" // Local
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#include "XInput.h"
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#ifdef _WIN32
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#include <windows.h>
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#include <dinput.h>
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#pragma comment(lib, "dxguid.lib")
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#pragma comment(lib, "dinput8.lib")
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#endif
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namespace InputCommon
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{
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// Definitions
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// -------------------
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int g_LastPad = 0;
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int NumDIDevices = 0;
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// Reset and search for devices
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// -----------------------
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bool SearchDevicesReset(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads)
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{
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// This is needed to update SDL_NumJoysticks
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if (SDL_WasInit(0))
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SDL_Quit();
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return SearchDevices(_joyinfo, _NumPads);
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}
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// Initialize if not previously initialized
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// -----------------------
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bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads)
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{
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// Init Joystick + Haptic (force feedback) subsystem on SDL 1.3
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if (!SDL_WasInit(0))
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{
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#if SDL_VERSION_ATLEAST(1, 3, 0) && !defined(_WIN32)
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NOTICE_LOG(PAD, "SDL_Init | HAPTIC");
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if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) < 0)
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#else
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//NOTICE_LOG(PAD, "SDL_Init");
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if (SDL_Init(SDL_INIT_JOYSTICK) < 0)
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#endif
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{
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PanicAlert("Could not initialize SDL: %s", SDL_GetError());
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return false;
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}
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}
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// Clear joyinfo
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_joyinfo.clear();
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// Get device status
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int numjoy = SDL_NumJoysticks();
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for (int i = 0; i < numjoy; i++ )
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{
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CONTROLLER_INFO Tmp;
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Tmp.joy = SDL_JoystickOpen(i);
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Tmp.ID = i;
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Tmp.NumAxes = SDL_JoystickNumAxes(Tmp.joy);
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Tmp.NumButtons = SDL_JoystickNumButtons(Tmp.joy);
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Tmp.NumBalls = SDL_JoystickNumBalls(Tmp.joy);
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Tmp.NumHats = SDL_JoystickNumHats(Tmp.joy);
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Tmp.Name = SDL_JoystickName(i);
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// Check if the device is okay
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if ( !( Tmp.NumAxes == 0
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&& Tmp.NumBalls == 0
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&& Tmp.NumButtons == 0
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&& Tmp.NumHats == 0)
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)
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{
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_joyinfo.push_back(Tmp);
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}
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else
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{
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//if (SDL_JoystickOpened(i)) SDL_JoystickClose(Tmp.joy);
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}
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}
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_NumPads = (int)_joyinfo.size();
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return true;
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}
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// Show the current pad status
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// -----------------
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std::string ShowStatus(int Slot, int Device, CONTROLLER_MAPPING PadMapping[], CONTROLLER_STATE PadState[],
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std::vector<InputCommon::CONTROLLER_INFO> joyinfo)
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{
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CONTROLLER_MAPPING_NEW _PadMapping[4];
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CONTROLLER_STATE_NEW _PadState[4];
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for (int i = 0; i < 4; i++)
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{
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_PadMapping[i].ID = PadMapping[i].ID;
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_PadMapping[i].Name = PadMapping[i].Name;
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_PadState[i].joy = PadState[i].joy;
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}
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return DoShowStatus(Slot, Device, _PadMapping, _PadState, joyinfo);
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}
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std::string DoShowStatus(int Slot, int Device,
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CONTROLLER_MAPPING_NEW PadMapping[], CONTROLLER_STATE_NEW PadState[],
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std::vector<InputCommon::CONTROLLER_INFO> joyinfo)
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{
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// Save the physical device
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int ID = PadMapping[Slot].ID;
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// Make local shortcut
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SDL_Joystick *joy = PadState[Slot].joy;
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// Make shortcuts for all pads
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SDL_Joystick *joy0 = PadState[0].joy;
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SDL_Joystick *joy1 = PadState[1].joy;
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SDL_Joystick *joy2 = PadState[2].joy;
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SDL_Joystick *joy3 = PadState[3].joy;
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// Temporary storage
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std::string
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StrAllHandles, StrAllName,
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StrHandles, StrId, StrName,
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StrAxes, StrHats, StrBut;
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int value;
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// All devices
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int numjoy = SDL_NumJoysticks();
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for (int i = 0; i < numjoy; i++ )
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{
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SDL_Joystick *AllJoy = SDL_JoystickOpen(i);
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StrAllHandles += StringFromFormat(" %i:%06i", i, AllJoy);
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StrAllName += StringFromFormat("Name %i: %s\n", i, SDL_JoystickName(i));
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}
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// Get handles
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for(int i = 0; i < joyinfo.size(); i++)
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{
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StrHandles += StringFromFormat(" %i:%06i", i, joyinfo.at(i).joy);
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StrId += StringFromFormat(" %i:%i", i, joyinfo.at(i).ID);
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StrName += StringFromFormat("Name %i:%s\n", i, joyinfo.at(i).Name.c_str());
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}
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// Get status
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int Axes = joyinfo[Device].NumAxes;
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int Balls = joyinfo[Device].NumBalls;
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int Hats = joyinfo[Device].NumHats;
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int Buttons = joyinfo[Device].NumButtons;
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// Update the internal values
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SDL_JoystickUpdate();
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// Go through all axes and read out their values
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for(int i = 0; i < Axes; i++)
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{
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value = SDL_JoystickGetAxis(joy, i);
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StrAxes += StringFromFormat(" %i:%06i", i, value);
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}
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for(int i = 0;i < Hats; i++)
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{
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value = SDL_JoystickGetHat(joy, i);
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StrHats += StringFromFormat(" %i:%i", i, value);
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}
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for(int i = 0;i < Buttons; i++)
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{
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value = SDL_JoystickGetButton(joy, i);
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StrBut += StringFromFormat(" %i:%i", i+1, value);
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}
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return StringFromFormat(
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"All devices:\n"
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"Handles: %s\n"
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"%s"
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"\nAll pads:\n"
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"Handles: %s\n"
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"ID: %s\n"
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"%s"
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"\nAll slots:\n"
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"ID: %i %i %i %i\n"
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"Name: '%s' '%s' '%s' '%s'\n"
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//"Controllertype: %i %i %i %i\n"
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//"SquareToCircle: %i %i %i %i\n\n"
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#ifdef _WIN32
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"Handles: %i %i %i %i\n"
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//"XInput: %i %i %i\n"
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#endif
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"\nThis pad:\n"
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"Handle: %06i\n"
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"ID: %i\n"
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//"Slot: %i\n"
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"Axes: %s\n"
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"Hats: %s\n"
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"But: %s\n"
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"Device: Ax: %i Balls:%i Hats:%i But:%i",
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StrAllHandles.c_str(), StrAllName.c_str(),
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StrHandles.c_str(), StrId.c_str(), StrName.c_str(),
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PadMapping[0].ID, PadMapping[1].ID, PadMapping[2].ID, PadMapping[3].ID,
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PadMapping[0].Name.c_str(), PadMapping[1].Name.c_str(), PadMapping[2].Name.c_str(), PadMapping[3].Name.c_str(),
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//PadMapping[0].controllertype, PadMapping[1].controllertype, PadMapping[2].controllertype, PadMapping[3].controllertype,
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//PadMapping[0].bSquareToCircle, PadMapping[1].bSquareToCircle, PadMapping[2].bSquareToCircle, PadMapping[3].bSquareToCircle,
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#ifdef _WIN32
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joy0, joy1, joy2, joy3,
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//PadState[PadMapping[0].ID].joy, PadState[PadMapping[1].ID].joy, PadState[PadMapping[2].ID].joy, PadState[PadMapping[3].ID].joy,
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//XInput::IsConnected(0), XInput::GetXI(0, InputCommon::XI_TRIGGER_L), XInput::GetXI(0, InputCommon::XI_TRIGGER_R),
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joy,
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#endif
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//Slot,
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ID,
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StrAxes.c_str(), StrHats.c_str(), StrBut.c_str(),
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Axes, Balls, Hats, Buttons
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);
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}
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// Supporting functions
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// ====================
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// Read current joystick status
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/* --------------------
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The value PadMapping[].buttons[] is the number of the assigned joypad button,
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PadState[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */
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// Read buttons status. Called from GetJoyState().
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// ----------------------
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void ReadButton(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int button, int NumButtons)
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{
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int ctl_button = _PadMapping.buttons[button];
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if (ctl_button < NumButtons)
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{
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_PadState.buttons[button] = SDL_JoystickGetButton(_PadState.joy, ctl_button);
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}
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}
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// Request joystick state.
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// ----------------------
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/* Called from: PAD_GetStatus()
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Input: The virtual device 0, 1, 2 or 3
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Function: Updates the PadState struct with the current pad status. The input value "controller" is
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for a virtual controller 0 to 3. */
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void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping)
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{
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if (SDL_JoystickEventState(SDL_QUERY) == SDL_ENABLE) return;
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//NOTICE_LOG(PAD, "SDL_JoystickEventState: %s", (SDL_JoystickEventState(SDL_QUERY) == SDL_ENABLE) ? "SDL_ENABLE" : "SDL_IGNORE");
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// Update the gamepad status
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SDL_JoystickUpdate();
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// Read info
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int NumButtons = SDL_JoystickNumButtons(_PadState.joy);
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// Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here.
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_PadState.axis[CTL_MAIN_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_X]);
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_PadState.axis[CTL_MAIN_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_Y]);
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_PadState.axis[CTL_SUB_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_X]);
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_PadState.axis[CTL_SUB_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_Y]);
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// Update the analog trigger axis values
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#ifdef _WIN32
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if (_PadMapping.triggertype == CTL_TRIGGER_SDL)
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{
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#endif
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// If we are using SDL analog triggers the buttons have to be mapped as 1000 or up, otherwise they are not used
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if(_PadMapping.buttons[CTL_L_SHOULDER] >= 1000) _PadState.axis[CTL_L_SHOULDER] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.buttons[CTL_L_SHOULDER] - 1000); else _PadState.axis[CTL_L_SHOULDER] = 0;
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if(_PadMapping.buttons[CTL_R_SHOULDER] >= 1000) _PadState.axis[CTL_R_SHOULDER] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.buttons[CTL_R_SHOULDER] - 1000); else _PadState.axis[CTL_R_SHOULDER] = 0;
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#ifdef _WIN32
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}
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else
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{
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// XInput triggers for Xbox360 pads
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_PadState.axis[CTL_L_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_L_SHOULDER] - 1000);
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_PadState.axis[CTL_R_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_R_SHOULDER] - 1000);
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}
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#endif
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// Update button states to on or off
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ReadButton(_PadState, _PadMapping, CTL_L_SHOULDER, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_R_SHOULDER, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_A_BUTTON, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_B_BUTTON, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_X_BUTTON, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_Y_BUTTON, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_Z_TRIGGER, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_START, NumButtons);
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// Update Halfpress state, this one is not in the standard _PadState.buttons array
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if (_PadMapping.halfpress < NumButtons && _PadMapping.halfpress >= 0)
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_PadState.halfpress = SDL_JoystickGetButton(_PadState.joy, _PadMapping.halfpress);
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else
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_PadState.halfpress = 0;
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// Check if we have an analog or digital joypad
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if (_PadMapping.controllertype == CTL_DPAD_HAT)
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{
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_PadState.dpad = SDL_JoystickGetHat(_PadState.joy, _PadMapping.dpad);
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}
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else
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{
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// Only do this if the assigned button is in range (to allow for the current way of saving keyboard
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// keys in the same array)
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if(_PadMapping.dpad2[CTL_D_PAD_UP] <= NumButtons)
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_PadState.dpad2[CTL_D_PAD_UP] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_UP]);
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if(_PadMapping.dpad2[CTL_D_PAD_DOWN] <= NumButtons)
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_PadState.dpad2[CTL_D_PAD_DOWN] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_DOWN]);
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if(_PadMapping.dpad2[CTL_D_PAD_LEFT] <= NumButtons)
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_PadState.dpad2[CTL_D_PAD_LEFT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_LEFT]);
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if(_PadMapping.dpad2[CTL_D_PAD_RIGHT] <= NumButtons)
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_PadState.dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_RIGHT]);
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}
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#ifdef SHOW_PAD_STATUS
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/*
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// Show the status of all connected pads
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//ConsoleListener* Console = LogManager::GetInstance()->getConsoleListener();
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//if ((g_LastPad == 0 && _PadMapping.ID == 0) || Controller < g_LastPad) Console->ClearScreen();
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g_LastPad = Controller;
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NOTICE_LOG(CONSOLE,
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"Pad | Number:%i Handle:%i\n"
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"Main Stick | X:%03i Y:%03i\n"
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"C Stick | X:%03i Y:%03i\n"
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"Trigger | Type:%s DigitalL:%i DigitalR:%i AnalogL:%03i AnalogR:%03i HalfPress:%i\n"
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"Buttons | A:%i X:%i\n"
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"D-Pad | Type:%s Hat:%i U:%i D:%i\n"
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"======================================================\n",
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_PadMapping.ID, _PadState.joy,
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_PadState.axis[InputCommon::CTL_MAIN_X], _PadState.axis[InputCommon::CTL_MAIN_Y],
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_PadState.axis[InputCommon::CTL_SUB_X], _PadState.axis[InputCommon::CTL_SUB_Y],
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(_PadMapping.triggertype ? "CTL_TRIGGER_XINPUT" : "CTL_TRIGGER_SDL"),
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_PadState.buttons[InputCommon::CTL_L_SHOULDER], _PadState.buttons[InputCommon::CTL_R_SHOULDER],
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_PadState.axis[InputCommon::CTL_L_SHOULDER], _PadState.axis[InputCommon::CTL_R_SHOULDER],
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_PadState.halfpress,
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_PadState.buttons[InputCommon::CTL_A_BUTTON], _PadState.buttons[InputCommon::CTL_X_BUTTON],
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(_PadMapping.controllertype ? "CTL_DPAD_CUSTOM" : "CTL_DPAD_HAT"),
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_PadState.dpad,
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_PadState.dpad2[InputCommon::CTL_D_PAD_UP], _PadState.dpad2[InputCommon::CTL_D_PAD_DOWN]
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);
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*/
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#endif
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}
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// Configure button mapping
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// ----------
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// Avoid extreme axis values
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// ---------------------
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/* Function: We have to avoid very big values to becuse some triggers are -0x8000 in the
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unpressed state (and then go from -0x8000 to 0x8000 as they are fully pressed) */
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bool AvoidValues(int value, bool NoTriggerFilter)
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{
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// Avoid detecting very small or very big (for triggers) values
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if( (value > -0x2000 && value < 0x2000) // Small values
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|| ((value < -0x6000 || value > 0x6000) && !NoTriggerFilter)) // Big values
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return true; // Avoid
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else
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return false; // Keep
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}
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// Detect a pressed button
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// ---------------------
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void GetButton(SDL_Joystick *joy, int ControllerID,
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int &KeyboardKey, int &value, int &type, int &pressed, bool &Succeed, bool &Stop,
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bool LeftRight, bool Axis, bool XInput, bool Button, bool Hat, bool NoTriggerFilter)
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{
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// It needs the wxWidgets excape keycode
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static const int WXK_ESCAPE = 27;
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// Save info
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int buttons = SDL_JoystickNumButtons(joy);
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int axes = SDL_JoystickNumAxes(joy);;
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int hats = SDL_JoystickNumHats(joy);;
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// Update the internal status
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SDL_JoystickUpdate();
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// For the triggers we accept both a digital or an analog button
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if (Axis)
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{
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for(int i = 0; i < axes; i++)
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{
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value = SDL_JoystickGetAxis(joy, i);
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if(AvoidValues(value, NoTriggerFilter)) continue; // Avoid values
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pressed = i + (LeftRight ? 1000 : 0); // Identify the analog triggers
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type = InputCommon::CTL_AXIS;
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Succeed = true;
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}
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}
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// Check for a hat
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if (Hat)
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{
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for(int i = 0; i < hats; i++)
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{
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if(SDL_JoystickGetHat(joy, i))
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{
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pressed = i;
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type = InputCommon::CTL_HAT;
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Succeed = true;
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}
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}
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}
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// Check for a button
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if(Button)
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{
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for(int i = 0; i < buttons; i++)
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{
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|
// Some kind of bug in SDL 1.3 would give button 9 and 10 (nonexistent) the value 48 on the 360 pad
|
|
if (SDL_JoystickGetButton(joy, i) > 1) continue;
|
|
|
|
if(SDL_JoystickGetButton(joy, i))
|
|
{
|
|
pressed = i;
|
|
type = InputCommon::CTL_BUTTON;
|
|
Succeed = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Check for a XInput trigger
|
|
#ifdef _WIN32
|
|
if(XInput)
|
|
{
|
|
for(int i = 0; i <= InputCommon::XI_TRIGGER_R; i++)
|
|
{
|
|
if(XInput::GetXI(0, i))
|
|
{
|
|
pressed = i + 1000;
|
|
type = InputCommon::CTL_AXIS;
|
|
Succeed = true;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Check for keyboard action
|
|
if (KeyboardKey)
|
|
{
|
|
if(Button)
|
|
{
|
|
// Todo: Add a separate keyboard vector to remove this restriction
|
|
if(KeyboardKey >= buttons)
|
|
{
|
|
pressed = KeyboardKey;
|
|
type = InputCommon::CTL_BUTTON;
|
|
Succeed = true;
|
|
KeyboardKey = 0;
|
|
if(pressed == WXK_ESCAPE) pressed = -1; // Check for the escape key
|
|
}
|
|
// Else show the error message
|
|
else
|
|
{
|
|
pressed = KeyboardKey;
|
|
KeyboardKey = -1;
|
|
Stop = true;
|
|
}
|
|
}
|
|
// Only accept the escape key
|
|
else if (KeyboardKey == WXK_ESCAPE)
|
|
{
|
|
Succeed = true;
|
|
KeyboardKey = 0;
|
|
pressed = -1;
|
|
}
|
|
}
|
|
}
|
|
/////////////////////////////////////////////////////////// Configure button mapping
|
|
|
|
|
|
|
|
// **********************************************
|
|
|
|
|
|
|
|
// Search for DirectInput devices
|
|
// ----------------
|
|
#ifdef _WIN32
|
|
BOOL CALLBACK EnumDICallback(const DIDEVICEINSTANCE* pInst, VOID* pContext)
|
|
{
|
|
NumDIDevices++;
|
|
return true;
|
|
}
|
|
#endif
|
|
int SearchDIDevices()
|
|
{
|
|
#ifdef _WIN32
|
|
LPDIRECTINPUT8 g_pObject;
|
|
LPDIRECTINPUTDEVICE8 g_pDevice;
|
|
DIPROPDWORD dipdw;
|
|
HRESULT hr;
|
|
NumDIDevices = 0;
|
|
|
|
// Register with the DirectInput subsystem and get a pointer to a IDirectInput interface we can use.
|
|
if (FAILED(hr = DirectInput8Create(GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (VOID**)&g_pObject, NULL)))
|
|
return 0;
|
|
|
|
// Look for a device
|
|
if (FAILED(hr = g_pObject->EnumDevices(DI8DEVCLASS_GAMECTRL, EnumDICallback, NULL, DIEDFL_ATTACHEDONLY)))
|
|
return 0;
|
|
return NumDIDevices;
|
|
#else
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
|
|
} // InputCommon
|
|
|