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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
82 lines
3.5 KiB
C++
82 lines
3.5 KiB
C++
/*************************************************************************/
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/* joypad_uwp.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) 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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#ifndef JOYPAD_UWP_H
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#define JOYPAD_UWP_H
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#include "core/input/input.h"
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ref class JoypadUWP sealed {
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/** clang-format breaks this, it does not understand this token. */
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/* clang-format off */
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internal:
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void register_events();
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void process_controllers();
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/* clang-format on */
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JoypadUWP();
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JoypadUWP(InputDefault *p_input);
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private:
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enum {
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MAX_CONTROLLERS = 4,
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};
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enum ControllerType {
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GAMEPAD_CONTROLLER,
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ARCADE_STICK_CONTROLLER,
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RACING_WHEEL_CONTROLLER,
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};
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struct ControllerDevice {
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Windows::Gaming::Input::IGameController ^ controller_reference;
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int id = -1;
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bool connected = false;
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ControllerType type = ControllerType::GAMEPAD_CONTROLLER;
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float ff_timestamp = 0;
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float ff_end_timestamp = 0;
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bool vibrating = false;
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};
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ControllerDevice controllers[MAX_CONTROLLERS];
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InputDefault *input;
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void OnGamepadAdded(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value);
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void OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value);
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InputDefault::JoyAxis axis_correct(double p_val, bool p_negate = false, bool p_trigger = false) const;
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void 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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void joypad_vibration_stop(int p_device, uint64_t p_timestamp);
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};
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#endif
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