mirror of
https://github.com/glfw/glfw.git
synced 2026-01-11 15:23:17 +01:00
Move internals to shared joystick objects
Preparation for gamecontrollerdb support and the gamepad API.
This commit is contained in:
@@ -31,9 +31,6 @@
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#include <initguid.h>
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#define _GLFW_PRESENCE_ONLY 1
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#define _GLFW_UPDATE_STATE 2
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#define _GLFW_TYPE_AXIS 0
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#define _GLFW_TYPE_SLIDER 1
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#define _GLFW_TYPE_BUTTON 2
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@@ -238,21 +235,16 @@ static GLFWbool supportsXInput(const GUID* guid)
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// Frees all resources associated with the specified joystick
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//
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static void closeJoystick(_GLFWjoystickWin32* js)
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static void closeJoystick(_GLFWjoystick* js)
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{
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if (js->device)
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if (js->win32.device)
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{
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IDirectInputDevice8_Unacquire(js->device);
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IDirectInputDevice8_Release(js->device);
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IDirectInputDevice8_Unacquire(js->win32.device);
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IDirectInputDevice8_Release(js->win32.device);
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}
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free(js->name);
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free(js->axes);
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free(js->buttons);
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free(js->objects);
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memset(js, 0, sizeof(_GLFWjoystickWin32));
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_glfwInputJoystickChange((int) (js - _glfw.win32_js), GLFW_DISCONNECTED);
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_glfwFreeJoystick(js);
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_glfwInputJoystick(_GLFW_JOYSTICK_ID(js), GLFW_DISCONNECTED);
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}
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// DirectInput device object enumeration callback
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@@ -337,23 +329,17 @@ static BOOL CALLBACK deviceCallback(const DIDEVICEINSTANCE* di, void* user)
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DIPROPDWORD dipd;
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IDirectInputDevice8* device;
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_GLFWobjenumWin32 data;
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_GLFWjoystickWin32* js;
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_GLFWjoystick* js;
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char name[256];
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for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++)
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{
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if (memcmp(&_glfw.win32_js[jid].guid, &di->guidInstance, sizeof(GUID)) == 0)
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if (!_glfw.joysticks[jid].present)
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continue;
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if (memcmp(&_glfw.joysticks[jid].win32.guid, &di->guidInstance, sizeof(GUID)) == 0)
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return DIENUM_CONTINUE;
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}
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for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++)
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{
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if (!_glfw.win32_js[jid].present)
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break;
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}
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if (jid > GLFW_JOYSTICK_LAST)
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return DIENUM_STOP;
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if (supportsXInput(&di->guidProduct))
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return DIENUM_CONTINUE;
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@@ -426,228 +412,38 @@ static BOOL CALLBACK deviceCallback(const DIDEVICEINSTANCE* di, void* user)
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sizeof(_GLFWjoyobjectWin32),
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compareJoystickObjects);
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js = _glfw.win32_js + jid;
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js->device = device;
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js->guid = di->guidInstance;
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js->axisCount = data.axisCount + data.sliderCount;
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js->axes = calloc(js->axisCount, sizeof(float));
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js->buttonCount += data.buttonCount + data.povCount * 4;
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js->buttons = calloc(js->buttonCount, 1);
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js->objects = data.objects;
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js->objectCount = data.objectCount;
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js->name = _glfwCreateUTF8FromWideStringWin32(di->tszInstanceName);
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js->present = GLFW_TRUE;
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if (!WideCharToMultiByte(CP_UTF8, 0,
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di->tszInstanceName, -1,
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name, sizeof(name),
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NULL, NULL))
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{
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_glfwInputError(GLFW_PLATFORM_ERROR,
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"Win32: Failed to convert joystick name to UTF-8");
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_glfwInputJoystickChange(jid, GLFW_CONNECTED);
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IDirectInputDevice8_Release(device);
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free(data.objects);
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return DIENUM_STOP;
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}
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js = _glfwAllocJoystick(name,
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data.axisCount + data.sliderCount,
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data.buttonCount + data.povCount * 4);
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if (!js)
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{
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IDirectInputDevice8_Release(device);
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free(data.objects);
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return DIENUM_STOP;
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}
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js->win32.device = device;
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js->win32.guid = di->guidInstance;
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js->win32.objects = data.objects;
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js->win32.objectCount = data.objectCount;
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_glfwInputJoystick(_GLFW_JOYSTICK_ID(js), GLFW_CONNECTED);
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return DIENUM_CONTINUE;
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}
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// Attempt to open the specified joystick device
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// TODO: Pack state arrays for non-gamepad devices
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//
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static GLFWbool openXinputDevice(DWORD index)
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{
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int jid;
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XINPUT_CAPABILITIES xic;
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_GLFWjoystickWin32* js;
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for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++)
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{
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if (_glfw.win32_js[jid].present &&
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_glfw.win32_js[jid].device == NULL &&
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_glfw.win32_js[jid].index == index)
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{
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return GLFW_FALSE;
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}
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}
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for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++)
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{
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if (!_glfw.win32_js[jid].present)
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break;
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}
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if (jid > GLFW_JOYSTICK_LAST)
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return GLFW_FALSE;
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if (XInputGetCapabilities(index, 0, &xic) != ERROR_SUCCESS)
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return GLFW_FALSE;
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js = _glfw.win32_js + jid;
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js->axisCount = 6;
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js->axes = calloc(js->axisCount, sizeof(float));
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js->buttonCount = 14;
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js->buttons = calloc(js->buttonCount, 1);
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js->present = GLFW_TRUE;
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js->name = strdup(getDeviceDescription(&xic));
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js->index = index;
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_glfwInputJoystickChange(jid, GLFW_CONNECTED);
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return GLFW_TRUE;
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}
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// Polls for and processes events the specified joystick
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//
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static GLFWbool pollJoystickState(_GLFWjoystickWin32* js, int mode)
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{
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if (!js->present)
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return GLFW_FALSE;
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if (js->device)
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{
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int i, j, ai = 0, bi = 0;
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HRESULT result;
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DIJOYSTATE state;
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IDirectInputDevice8_Poll(js->device);
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result = IDirectInputDevice8_GetDeviceState(js->device,
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sizeof(state),
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&state);
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if (result == DIERR_NOTACQUIRED || result == DIERR_INPUTLOST)
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{
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IDirectInputDevice8_Acquire(js->device);
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IDirectInputDevice8_Poll(js->device);
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result = IDirectInputDevice8_GetDeviceState(js->device,
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sizeof(state),
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&state);
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}
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if (FAILED(result))
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{
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closeJoystick(js);
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return GLFW_FALSE;
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}
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if (mode == _GLFW_PRESENCE_ONLY)
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return GLFW_TRUE;
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for (i = 0; i < js->objectCount; i++)
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{
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const void* data = (char*) &state + js->objects[i].offset;
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switch (js->objects[i].type)
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{
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case _GLFW_TYPE_AXIS:
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case _GLFW_TYPE_SLIDER:
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{
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js->axes[ai++] = (*((LONG*) data) + 0.5f) / 32767.5f;
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break;
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}
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case _GLFW_TYPE_BUTTON:
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{
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if (*((BYTE*) data) & 0x80)
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js->buttons[bi++] = GLFW_PRESS;
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else
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js->buttons[bi++] = GLFW_RELEASE;
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break;
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}
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case _GLFW_TYPE_POV:
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{
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const int directions[9] = { 1, 3, 2, 6, 4, 12, 8, 9, 0 };
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// Screams of horror are appropriate at this point
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int value = LOWORD(*(DWORD*) data) / (45 * DI_DEGREES);
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if (value < 0 || value > 8)
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value = 8;
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for (j = 0; j < 4; j++)
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{
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if (directions[value] & (1 << j))
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js->buttons[bi++] = GLFW_PRESS;
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else
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js->buttons[bi++] = GLFW_RELEASE;
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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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return GLFW_TRUE;
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}
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else
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{
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int i;
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DWORD result;
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XINPUT_STATE xis;
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const WORD buttons[14] =
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{
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XINPUT_GAMEPAD_A,
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XINPUT_GAMEPAD_B,
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XINPUT_GAMEPAD_X,
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XINPUT_GAMEPAD_Y,
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XINPUT_GAMEPAD_LEFT_SHOULDER,
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XINPUT_GAMEPAD_RIGHT_SHOULDER,
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XINPUT_GAMEPAD_BACK,
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XINPUT_GAMEPAD_START,
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XINPUT_GAMEPAD_LEFT_THUMB,
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XINPUT_GAMEPAD_RIGHT_THUMB,
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XINPUT_GAMEPAD_DPAD_UP,
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XINPUT_GAMEPAD_DPAD_RIGHT,
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XINPUT_GAMEPAD_DPAD_DOWN,
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XINPUT_GAMEPAD_DPAD_LEFT
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};
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result = XInputGetState(js->index, &xis);
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if (result != ERROR_SUCCESS)
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{
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if (result == ERROR_DEVICE_NOT_CONNECTED)
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closeJoystick(js);
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return GLFW_FALSE;
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}
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if (mode == _GLFW_PRESENCE_ONLY)
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return GLFW_TRUE;
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if ((float) xis.Gamepad.sThumbLX * xis.Gamepad.sThumbLX +
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(float) xis.Gamepad.sThumbLY * xis.Gamepad.sThumbLY >
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(float) XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE *
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XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
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{
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js->axes[0] = (xis.Gamepad.sThumbLX + 0.5f) / 32767.f;
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js->axes[1] = (xis.Gamepad.sThumbLY + 0.5f) / 32767.f;
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}
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else
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{
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js->axes[0] = 0.f;
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js->axes[1] = 0.f;
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}
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if ((float) xis.Gamepad.sThumbRX * xis.Gamepad.sThumbRX +
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(float) xis.Gamepad.sThumbRY * xis.Gamepad.sThumbRY >
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(float) XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE *
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XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
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{
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js->axes[2] = (xis.Gamepad.sThumbRX + 0.5f) / 32767.f;
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js->axes[3] = (xis.Gamepad.sThumbRY + 0.5f) / 32767.f;
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}
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else
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{
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js->axes[2] = 0.f;
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js->axes[3] = 0.f;
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}
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if (xis.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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js->axes[4] = xis.Gamepad.bLeftTrigger / 127.5f - 1.f;
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else
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js->axes[4] = -1.f;
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if (xis.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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js->axes[5] = xis.Gamepad.bRightTrigger / 127.5f - 1.f;
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else
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js->axes[5] = -1.f;
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for (i = 0; i < 14; i++)
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js->buttons[i] = (xis.Gamepad.wButtons & buttons[i]) ? 1 : 0;
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return GLFW_TRUE;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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////// GLFW internal API //////
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@@ -679,8 +475,8 @@ void _glfwTerminateJoysticksWin32(void)
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{
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int jid;
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for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++)
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closeJoystick(_glfw.win32_js + jid);
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for (jid = GLFW_JOYSTICK_1; jid <= GLFW_JOYSTICK_LAST; jid++)
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closeJoystick(_glfw.joysticks + jid);
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if (_glfw.win32.dinput8.api)
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IDirectInput8_Release(_glfw.win32.dinput8.api);
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@@ -692,10 +488,38 @@ void _glfwDetectJoystickConnectionWin32(void)
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{
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if (_glfw.win32.xinput.instance)
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{
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DWORD i;
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DWORD index;
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for (i = 0; i < XUSER_MAX_COUNT; i++)
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openXinputDevice(i);
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for (index = 0; index < XUSER_MAX_COUNT; index++)
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{
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int jid;
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XINPUT_CAPABILITIES xic;
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_GLFWjoystick* js;
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for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++)
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{
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if (_glfw.joysticks[jid].present &&
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_glfw.joysticks[jid].win32.device == NULL &&
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_glfw.joysticks[jid].win32.index == index)
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{
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break;
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}
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}
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if (jid <= GLFW_JOYSTICK_LAST)
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continue;
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if (XInputGetCapabilities(index, 0, &xic) != ERROR_SUCCESS)
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continue;
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js = _glfwAllocJoystick(getDeviceDescription(&xic), 6, 14);
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if (!js)
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continue;
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js->win32.index = index;
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_glfwInputJoystick(_GLFW_JOYSTICK_ID(js), GLFW_CONNECTED);
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}
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}
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if (_glfw.win32.dinput8.api)
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@@ -719,8 +543,11 @@ void _glfwDetectJoystickDisconnectionWin32(void)
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{
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int jid;
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for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++)
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pollJoystickState(_glfw.win32_js + jid, _GLFW_PRESENCE_ONLY);
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for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++)
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{
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if (_glfw.joysticks[jid].present)
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_glfwPlatformPollJoystick(jid, _GLFW_POLL_PRESENCE);
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}
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}
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@@ -728,38 +555,151 @@ void _glfwDetectJoystickDisconnectionWin32(void)
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////// GLFW platform API //////
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//////////////////////////////////////////////////////////////////////////
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int _glfwPlatformJoystickPresent(int jid)
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int _glfwPlatformPollJoystick(int jid, int mode)
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{
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_GLFWjoystickWin32* js = _glfw.win32_js + jid;
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return pollJoystickState(js, _GLFW_PRESENCE_ONLY);
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}
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const float* _glfwPlatformGetJoystickAxes(int jid, int* count)
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{
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_GLFWjoystickWin32* js = _glfw.win32_js + jid;
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if (!pollJoystickState(js, _GLFW_UPDATE_STATE))
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return NULL;
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*count = js->axisCount;
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return js->axes;
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}
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const unsigned char* _glfwPlatformGetJoystickButtons(int jid, int* count)
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{
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_GLFWjoystickWin32* js = _glfw.win32_js + jid;
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if (!pollJoystickState(js, _GLFW_UPDATE_STATE))
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return NULL;
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*count = js->buttonCount;
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return js->buttons;
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}
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const char* _glfwPlatformGetJoystickName(int jid)
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{
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_GLFWjoystickWin32* js = _glfw.win32_js + jid;
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if (!pollJoystickState(js, _GLFW_PRESENCE_ONLY))
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return NULL;
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return js->name;
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_GLFWjoystick* js = _glfw.joysticks + jid;
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if (js->win32.device)
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{
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int i, j, ai = 0, bi = 0;
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HRESULT result;
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DIJOYSTATE state;
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IDirectInputDevice8_Poll(js->win32.device);
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result = IDirectInputDevice8_GetDeviceState(js->win32.device,
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sizeof(state),
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&state);
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if (result == DIERR_NOTACQUIRED || result == DIERR_INPUTLOST)
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{
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IDirectInputDevice8_Acquire(js->win32.device);
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IDirectInputDevice8_Poll(js->win32.device);
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result = IDirectInputDevice8_GetDeviceState(js->win32.device,
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sizeof(state),
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&state);
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}
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if (FAILED(result))
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{
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closeJoystick(js);
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return GLFW_FALSE;
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}
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if (mode == _GLFW_POLL_PRESENCE)
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return GLFW_TRUE;
|
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|
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for (i = 0; i < js->win32.objectCount; i++)
|
||||
{
|
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const void* data = (char*) &state + js->win32.objects[i].offset;
|
||||
|
||||
switch (js->win32.objects[i].type)
|
||||
{
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||||
case _GLFW_TYPE_AXIS:
|
||||
case _GLFW_TYPE_SLIDER:
|
||||
{
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||||
const float value = (*((LONG*) data) + 0.5f) / 32767.5f;
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||||
_glfwInputJoystickAxis(jid, ai, value);
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||||
ai++;
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||||
break;
|
||||
}
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||||
|
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case _GLFW_TYPE_BUTTON:
|
||||
{
|
||||
const char value = (*((BYTE*) data) & 0x80) != 0;
|
||||
_glfwInputJoystickButton(jid, bi, value);
|
||||
bi++;
|
||||
break;
|
||||
}
|
||||
|
||||
case _GLFW_TYPE_POV:
|
||||
{
|
||||
const int directions[9] = { 1, 3, 2, 6, 4, 12, 8, 9, 0 };
|
||||
// Screams of horror are appropriate at this point
|
||||
int state = LOWORD(*(DWORD*) data) / (45 * DI_DEGREES);
|
||||
if (state < 0 || state > 8)
|
||||
state = 8;
|
||||
|
||||
for (j = 0; j < 4; j++)
|
||||
{
|
||||
const char value = (directions[state] & (1 << j)) != 0;
|
||||
_glfwInputJoystickButton(jid, bi, value);
|
||||
bi++;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
int i;
|
||||
DWORD result;
|
||||
XINPUT_STATE xis;
|
||||
float axes[6] = { 0.f, 0.f, 0.f, 0.f, -1.f, -1.f };
|
||||
const WORD buttons[14] =
|
||||
{
|
||||
XINPUT_GAMEPAD_A,
|
||||
XINPUT_GAMEPAD_B,
|
||||
XINPUT_GAMEPAD_X,
|
||||
XINPUT_GAMEPAD_Y,
|
||||
XINPUT_GAMEPAD_LEFT_SHOULDER,
|
||||
XINPUT_GAMEPAD_RIGHT_SHOULDER,
|
||||
XINPUT_GAMEPAD_BACK,
|
||||
XINPUT_GAMEPAD_START,
|
||||
XINPUT_GAMEPAD_LEFT_THUMB,
|
||||
XINPUT_GAMEPAD_RIGHT_THUMB,
|
||||
XINPUT_GAMEPAD_DPAD_UP,
|
||||
XINPUT_GAMEPAD_DPAD_RIGHT,
|
||||
XINPUT_GAMEPAD_DPAD_DOWN,
|
||||
XINPUT_GAMEPAD_DPAD_LEFT
|
||||
};
|
||||
|
||||
result = XInputGetState(js->win32.index, &xis);
|
||||
if (result != ERROR_SUCCESS)
|
||||
{
|
||||
if (result == ERROR_DEVICE_NOT_CONNECTED)
|
||||
closeJoystick(js);
|
||||
|
||||
return GLFW_FALSE;
|
||||
}
|
||||
|
||||
if (mode == _GLFW_POLL_PRESENCE)
|
||||
return GLFW_TRUE;
|
||||
|
||||
if ((float) xis.Gamepad.sThumbLX * xis.Gamepad.sThumbLX +
|
||||
(float) xis.Gamepad.sThumbLY * xis.Gamepad.sThumbLY >
|
||||
(float) XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE *
|
||||
XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
{
|
||||
axes[0] = (xis.Gamepad.sThumbLX + 0.5f) / 32767.f;
|
||||
axes[1] = (xis.Gamepad.sThumbLY + 0.5f) / 32767.f;
|
||||
}
|
||||
|
||||
if ((float) xis.Gamepad.sThumbRX * xis.Gamepad.sThumbRX +
|
||||
(float) xis.Gamepad.sThumbRY * xis.Gamepad.sThumbRY >
|
||||
(float) XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE *
|
||||
XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
{
|
||||
axes[2] = (xis.Gamepad.sThumbRX + 0.5f) / 32767.f;
|
||||
axes[3] = (xis.Gamepad.sThumbRY + 0.5f) / 32767.f;
|
||||
}
|
||||
|
||||
if (xis.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
axes[4] = xis.Gamepad.bLeftTrigger / 127.5f - 1.f;
|
||||
|
||||
if (xis.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
axes[5] = xis.Gamepad.bRightTrigger / 127.5f - 1.f;
|
||||
|
||||
for (i = 0; i < 6; i++)
|
||||
_glfwInputJoystickAxis(jid, i, axes[i]);
|
||||
|
||||
for (i = 0; i < 14; i++)
|
||||
{
|
||||
const char value = (xis.Gamepad.wButtons & buttons[i]) ? 1 : 0;
|
||||
_glfwInputJoystickButton(jid, i, value);
|
||||
}
|
||||
}
|
||||
|
||||
return GLFW_TRUE;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user