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Made possible by EIREXE, xsellier and the SDL team. This commit includes statically linked SDL3 for Windows, Linux and macOS. The vendored copy of SDL3 was setup to only build the required subsystems for gamepad/joystick support, with some patches to be able to make it as minimal as possible and reduce the impact on binary size and code size. Co-authored-by: Álex Román Núñez <eirexe123@gmail.com> Co-authored-by: Xavier Sellier <xsellier@gmail.com> Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
98 lines
3.1 KiB
C
98 lines
3.1 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#ifdef HAVE_GAMEINPUT_H
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#include "SDL_windows.h"
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#include "SDL_gameinput.h"
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#ifdef SDL_PLATFORM_WIN32
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#include <initguid.h>
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// {11BE2A7E-4254-445A-9C09-FFC40F006918}
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DEFINE_GUID(SDL_IID_GameInput, 0x11BE2A7E, 0x4254, 0x445A, 0x9C, 0x09, 0xFF, 0xC4, 0x0F, 0x00, 0x69, 0x18);
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#endif
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static SDL_SharedObject *g_hGameInputDLL;
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static IGameInput *g_pGameInput;
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static int g_nGameInputRefCount;
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bool SDL_InitGameInput(IGameInput **ppGameInput)
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{
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if (g_nGameInputRefCount == 0) {
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g_hGameInputDLL = SDL_LoadObject("gameinput.dll");
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if (!g_hGameInputDLL) {
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return false;
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}
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typedef HRESULT (WINAPI *GameInputCreate_t)(IGameInput * *gameInput);
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GameInputCreate_t GameInputCreateFunc = (GameInputCreate_t)SDL_LoadFunction(g_hGameInputDLL, "GameInputCreate");
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if (!GameInputCreateFunc) {
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SDL_UnloadObject(g_hGameInputDLL);
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return false;
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}
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IGameInput *pGameInput = NULL;
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HRESULT hr = GameInputCreateFunc(&pGameInput);
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if (FAILED(hr)) {
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SDL_UnloadObject(g_hGameInputDLL);
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return WIN_SetErrorFromHRESULT("GameInputCreate failed", hr);
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}
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#ifdef SDL_PLATFORM_WIN32
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hr = IGameInput_QueryInterface(pGameInput, &SDL_IID_GameInput, (void **)&g_pGameInput);
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IGameInput_Release(pGameInput);
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if (FAILED(hr)) {
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SDL_UnloadObject(g_hGameInputDLL);
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return WIN_SetErrorFromHRESULT("GameInput QueryInterface failed", hr);
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}
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#else
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// Assume that the version we get is compatible with the current SDK
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// If that isn't the case, define the correct GUID for SDL_IID_GameInput above
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g_pGameInput = pGameInput;
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#endif
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}
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++g_nGameInputRefCount;
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if (ppGameInput) {
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*ppGameInput = g_pGameInput;
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}
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return true;
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}
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void SDL_QuitGameInput(void)
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{
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SDL_assert(g_nGameInputRefCount > 0);
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--g_nGameInputRefCount;
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if (g_nGameInputRefCount == 0) {
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if (g_pGameInput) {
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IGameInput_Release(g_pGameInput);
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g_pGameInput = NULL;
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}
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if (g_hGameInputDLL) {
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SDL_UnloadObject(g_hGameInputDLL);
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g_hGameInputDLL = NULL;
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}
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}
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}
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#endif // HAVE_GAMEINPUT_H
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