added Xinput.h to 3rd Party DirectX headers
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/***************************************************************************
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* *
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* XInput.h -- This module defines XBOX controller APIs *
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* and constansts for the Windows platform. *
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* *
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* Copyright (c) Microsoft Corp. All rights reserved. *
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* *
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***************************************************************************/
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#ifndef _XINPUT_H_
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#define _XINPUT_H_
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#include <windef.h>
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// Current name of the DLL shipped in the same SDK as this header.
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// The name reflects the current version
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#define XINPUT_DLL_A "xinput9_1_0.dll"
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#define XINPUT_DLL_W L"xinput9_1_0.dll"
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#ifdef UNICODE
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#define XINPUT_DLL XINPUT_DLL_W
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#else
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#define XINPUT_DLL XINPUT_DLL_A
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#endif
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//
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// Device types available in XINPUT_CAPABILITIES
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//
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#define XINPUT_DEVTYPE_GAMEPAD 0x01
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//
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// Device subtypes available in XINPUT_CAPABILITIES
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//
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#define XINPUT_DEVSUBTYPE_GAMEPAD 0x01
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//
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// Flags for XINPUT_CAPABILITIES
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//
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#define XINPUT_CAPS_VOICE_SUPPORTED 0x0004
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//
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// Constants for gamepad buttons
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//
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#define XINPUT_GAMEPAD_DPAD_UP 0x0001
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#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
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#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
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#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
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#define XINPUT_GAMEPAD_START 0x0010
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#define XINPUT_GAMEPAD_BACK 0x0020
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#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
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#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
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#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
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#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
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#define XINPUT_GAMEPAD_A 0x1000
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#define XINPUT_GAMEPAD_B 0x2000
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#define XINPUT_GAMEPAD_X 0x4000
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#define XINPUT_GAMEPAD_Y 0x8000
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//
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// Gamepad thresholds
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//
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#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849
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#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
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#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30
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//
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// Flags to pass to XInputGetCapabilities
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//
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#define XINPUT_FLAG_GAMEPAD 0x00000001
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//
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// Structures used by XInput APIs
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//
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typedef struct _XINPUT_GAMEPAD
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{
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WORD wButtons;
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BYTE bLeftTrigger;
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BYTE bRightTrigger;
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SHORT sThumbLX;
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SHORT sThumbLY;
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SHORT sThumbRX;
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SHORT sThumbRY;
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} XINPUT_GAMEPAD, *PXINPUT_GAMEPAD;
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typedef struct _XINPUT_STATE
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{
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DWORD dwPacketNumber;
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XINPUT_GAMEPAD Gamepad;
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} XINPUT_STATE, *PXINPUT_STATE;
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typedef struct _XINPUT_VIBRATION
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{
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WORD wLeftMotorSpeed;
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WORD wRightMotorSpeed;
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} XINPUT_VIBRATION, *PXINPUT_VIBRATION;
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typedef struct _XINPUT_CAPABILITIES
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{
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BYTE Type;
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BYTE SubType;
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WORD Flags;
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XINPUT_GAMEPAD Gamepad;
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XINPUT_VIBRATION Vibration;
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} XINPUT_CAPABILITIES, *PXINPUT_CAPABILITIES;
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//
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// XInput APIs
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//
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#ifdef __cplusplus
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extern "C" {
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#endif
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DWORD WINAPI XInputGetState
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(
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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XINPUT_STATE* pState // [out] Receives the current state
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);
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DWORD WINAPI XInputSetState
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(
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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XINPUT_VIBRATION* pVibration // [in, out] The vibration information to send to the controller
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);
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DWORD WINAPI XInputGetCapabilities
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(
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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DWORD dwFlags, // [in] Input flags that identify the device type
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XINPUT_CAPABILITIES* pCapabilities // [out] Receives the capabilities
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);
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DWORD WINAPI XInputGetDSoundAudioDeviceGuids
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(
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DWORD dwUserIndex, // [in] Index of the gamer associated with the device
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GUID* pDSoundRenderGuid, // [out] DSound device ID for render
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GUID* pDSoundCaptureGuid // [out] DSound device ID for capture
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);
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#ifdef __cplusplus
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}
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#endif
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#endif //_XINPUT_H_
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