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	This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.
The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
		
	
			
		
			
				
	
	
		
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			143 lines
		
	
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  joypad_windows.h                                                      */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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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#ifndef JOYPAD_WINDOWS_H
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#define JOYPAD_WINDOWS_H
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#include "os_windows.h"
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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#include <xinput.h>
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#ifndef SAFE_RELEASE // when Windows Media Device M? is not present
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#define SAFE_RELEASE(x) \
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	if (x != nullptr) { \
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		x->Release();   \
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		x = nullptr;    \
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	}
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#endif
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#ifndef XUSER_MAX_COUNT
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#define XUSER_MAX_COUNT 4
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#endif
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class JoypadWindows {
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public:
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	JoypadWindows();
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	JoypadWindows(HWND *hwnd);
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	~JoypadWindows();
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	void probe_joypads();
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	void process_joypads();
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private:
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	enum {
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		JOYPADS_MAX = 16,
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		JOY_AXIS_COUNT = 6,
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		MIN_JOY_AXIS = 10,
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		MAX_JOY_AXIS = 32768,
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		MAX_JOY_BUTTONS = 128,
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		KEY_EVENT_BUFFER_SIZE = 512,
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		MAX_TRIGGER = 255
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	};
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	struct dinput_gamepad {
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		int id;
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		bool attached;
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		bool confirmed;
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		bool last_buttons[MAX_JOY_BUTTONS];
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		DWORD last_pad;
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		LPDIRECTINPUTDEVICE8 di_joy;
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		List<LONG> joy_axis;
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		GUID guid;
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		dinput_gamepad() {
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			id = -1;
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			last_pad = -1;
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			attached = false;
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			confirmed = false;
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			di_joy = nullptr;
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			guid = {};
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			for (int i = 0; i < MAX_JOY_BUTTONS; i++) {
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				last_buttons[i] = false;
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			}
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		}
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	};
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	struct xinput_gamepad {
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		int id = 0;
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		bool attached = false;
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		bool vibrating = false;
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		DWORD last_packet = 0;
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		XINPUT_STATE state;
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		uint64_t ff_timestamp = 0;
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		uint64_t ff_end_timestamp = 0;
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	};
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	typedef DWORD(WINAPI *XInputGetState_t)(DWORD dwUserIndex, XINPUT_STATE *pState);
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	typedef DWORD(WINAPI *XInputSetState_t)(DWORD dwUserIndex, XINPUT_VIBRATION *pVibration);
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	HWND *hWnd = nullptr;
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	HANDLE xinput_dll;
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	LPDIRECTINPUT8 dinput;
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	Input *input = nullptr;
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	int id_to_change;
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	int slider_count;
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	int joypad_count;
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	bool attached_joypads[JOYPADS_MAX];
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	dinput_gamepad d_joypads[JOYPADS_MAX];
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	xinput_gamepad x_joypads[XUSER_MAX_COUNT];
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	static BOOL CALLBACK enumCallback(const DIDEVICEINSTANCE *p_instance, void *p_context);
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	static BOOL CALLBACK objectsCallback(const DIDEVICEOBJECTINSTANCE *instance, void *context);
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	void setup_joypad_object(const DIDEVICEOBJECTINSTANCE *ob, int p_joy_id);
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	void close_joypad(int id = -1);
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	void load_xinput();
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	void unload_xinput();
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	void post_hat(int p_device, DWORD p_dpad);
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	bool have_device(const GUID &p_guid);
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	bool is_xinput_device(const GUID *p_guid);
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	bool setup_dinput_joypad(const DIDEVICEINSTANCE *instance);
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	void joypad_vibration_start_xinput(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
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	void joypad_vibration_stop_xinput(int p_device, uint64_t p_timestamp);
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	float axis_correct(int p_val, bool p_xinput = false, bool p_trigger = false, bool p_negate = false) const;
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	XInputGetState_t xinput_get_state;
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	XInputSetState_t xinput_set_state;
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};
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#endif // JOYPAD_WINDOWS_H
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