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			171 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			171 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  joypad_uwp.cpp                                                       */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#include "joypad_uwp.h"
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#include "core/os/os.h"
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using namespace Windows::Gaming::Input;
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using namespace Windows::Foundation;
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void JoypadUWP::register_events() {
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	Gamepad::GamepadAdded +=
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			ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadAdded);
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	Gamepad::GamepadRemoved +=
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			ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadRemoved);
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}
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void JoypadUWP::process_controllers() {
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	for (int i = 0; i < MAX_CONTROLLERS; i++) {
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		ControllerDevice &joy = controllers[i];
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		if (!joy.connected)
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			break;
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		switch (joy.type) {
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			case ControllerType::GAMEPAD_CONTROLLER: {
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				GamepadReading reading = ((Gamepad ^) joy.controller_reference)->GetCurrentReading();
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				int button_mask = (int)GamepadButtons::Menu;
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				for (int j = 0; j < 14; j++) {
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					input->joy_button(joy.id, j, (int)reading.Buttons & button_mask);
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					button_mask *= 2;
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				}
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				input->joy_axis(joy.id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
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				input->joy_axis(joy.id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
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				input->joy_axis(joy.id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
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				input->joy_axis(joy.id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
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				input->joy_axis(joy.id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
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				input->joy_axis(joy.id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
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				uint64_t timestamp = input->get_joy_vibration_timestamp(joy.id);
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				if (timestamp > joy.ff_timestamp) {
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					Vector2 strength = input->get_joy_vibration_strength(joy.id);
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					float duration = input->get_joy_vibration_duration(joy.id);
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					if (strength.x == 0 && strength.y == 0) {
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						joypad_vibration_stop(i, timestamp);
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					} else {
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						joypad_vibration_start(i, strength.x, strength.y, duration, timestamp);
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					}
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				} else if (joy.vibrating && joy.ff_end_timestamp != 0) {
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					uint64_t current_time = OS::get_singleton()->get_ticks_usec();
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					if (current_time >= joy.ff_end_timestamp)
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						joypad_vibration_stop(i, current_time);
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				}
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				break;
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			}
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		}
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	}
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}
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JoypadUWP::JoypadUWP() {
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	for (int i = 0; i < MAX_CONTROLLERS; i++)
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		controllers[i].id = i;
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}
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JoypadUWP::JoypadUWP(InputDefault *p_input) {
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	input = p_input;
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	JoypadUWP();
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}
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void JoypadUWP::OnGamepadAdded(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value) {
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	short idx = -1;
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	for (int i = 0; i < MAX_CONTROLLERS; i++) {
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		if (!controllers[i].connected) {
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			idx = i;
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			break;
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		}
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	}
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	ERR_FAIL_COND(idx == -1);
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	controllers[idx].connected = true;
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	controllers[idx].controller_reference = value;
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	controllers[idx].id = idx;
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	controllers[idx].type = ControllerType::GAMEPAD_CONTROLLER;
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	input->joy_connection_changed(controllers[idx].id, true, "Xbox Controller", "__UWP_GAMEPAD__");
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}
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void JoypadUWP::OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value) {
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	short idx = -1;
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	for (int i = 0; i < MAX_CONTROLLERS; i++) {
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		if (controllers[i].controller_reference == value) {
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			idx = i;
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			break;
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		}
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	}
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	ERR_FAIL_COND(idx == -1);
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	controllers[idx] = ControllerDevice();
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	input->joy_connection_changed(idx, false, "Xbox Controller");
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}
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InputDefault::JoyAxis JoypadUWP::axis_correct(double p_val, bool p_negate, bool p_trigger) const {
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	InputDefault::JoyAxis jx;
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	jx.min = p_trigger ? 0 : -1;
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	jx.value = (float)(p_negate ? -p_val : p_val);
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	return jx;
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}
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void JoypadUWP::joypad_vibration_start(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp) {
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	ControllerDevice &joy = controllers[p_device];
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	if (joy.connected) {
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		GamepadVibration vibration;
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		vibration.LeftMotor = p_strong_magnitude;
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		vibration.RightMotor = p_weak_magnitude;
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		((Gamepad ^) joy.controller_reference)->Vibration = vibration;
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		joy.ff_timestamp = p_timestamp;
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		joy.ff_end_timestamp = p_duration == 0 ? 0 : p_timestamp + (uint64_t)(p_duration * 1000000.0);
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		joy.vibrating = true;
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	}
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}
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void JoypadUWP::joypad_vibration_stop(int p_device, uint64_t p_timestamp) {
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	ControllerDevice &joy = controllers[p_device];
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	if (joy.connected) {
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		GamepadVibration vibration;
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		vibration.LeftMotor = 0.0;
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		vibration.RightMotor = 0.0;
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		((Gamepad ^) joy.controller_reference)->Vibration = vibration;
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		joy.ff_timestamp = p_timestamp;
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		joy.vibrating = false;
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	}
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}
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