WinRT: renamed "windowsrt" directories to "winrt"
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985
diff --git a/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj b/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj
index 1e82914..6a3c609 100644
--- a/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj
+++ b/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj
@@ -85,7 +85,7 @@
<ClCompile Include="..\..\src\haptic\SDL_haptic.c" />
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c" />
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
- <ClCompile Include="..\..\src\joystick\windowsrt\SDL_xinputjoystick.c" />
+ <ClCompile Include="..\..\src\joystick\winrt\SDL_xinputjoystick.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
diff --git a/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj.filters b/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj.filters
index d28d017..5889533 100644
--- a/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj.filters
+++ b/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj.filters
@@ -246,9 +246,6 @@
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c">
<Filter>Source Files</Filter>
</ClCompile>
- <ClCompile Include="..\..\src\joystick\windowsrt\SDL_xinputjoystick.c">
- <Filter>Source Files</Filter>
- </ClCompile>
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c">
<Filter>Source Files</Filter>
</ClCompile>
@@ -270,6 +267,9 @@
<ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
<Filter>Source Files</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\joystick\winrt\SDL_xinputjoystick.c">
+ <Filter>Source Files</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\begin_code.h">
diff --git a/VisualC-WinRT/tests/loopwave/loopwave_VS2012.vcxproj b/VisualC-WinRT/tests/loopwave/loopwave_VS2012.vcxproj
index 14e57e5..9f77853 100644
--- a/VisualC-WinRT/tests/loopwave/loopwave_VS2012.vcxproj
+++ b/VisualC-WinRT/tests/loopwave/loopwave_VS2012.vcxproj
@@ -133,7 +133,7 @@
<None Include="loopwave_VS2012_TemporaryKey.pfx" />
</ItemGroup>
<ItemGroup>
- <ClCompile Include="..\..\..\src\main\windowsrt\SDL_winrt_main.cpp" />
+ <ClCompile Include="..\..\..\src\main\winrt\SDL_winrt_main.cpp" />
<ClCompile Include="..\..\..\test\loopwave.c">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">false</CompileAsWinRT>
diff --git a/VisualC-WinRT/tests/testthread/testthread_VS2012.vcxproj b/VisualC-WinRT/tests/testthread/testthread_VS2012.vcxproj
index 1940fe3..f0ea0ff 100644
--- a/VisualC-WinRT/tests/testthread/testthread_VS2012.vcxproj
+++ b/VisualC-WinRT/tests/testthread/testthread_VS2012.vcxproj
@@ -139,7 +139,7 @@
<None Include="testthread_VS2012_TemporaryKey.pfx" />
</ItemGroup>
<ItemGroup>
- <ClCompile Include="..\..\..\src\main\windowsrt\SDL_winrt_main.cpp">
+ <ClCompile Include="..\..\..\src\main\winrt\SDL_winrt_main.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
diff --git a/src/joystick/windowsrt/SDL_xinputjoystick.c b/src/joystick/windowsrt/SDL_xinputjoystick.c
deleted file mode 100644
index 6b3e59f..0000000
--- a/src/joystick/windowsrt/SDL_xinputjoystick.c
+++ /dev/null
@@ -1,435 +0,0 @@
-/*
- Simple DirectMedia Layer
- Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
-
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
-
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
-
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
-*/
-#include "SDL_config.h"
-
-#if SDL_JOYSTICK_XINPUT
-
-/* SDL_xinputjoystick.c implements an XInput-only joystick and game controller
- backend that is suitable for use on WinRT. SDL's DirectInput backend, also
- XInput-capable, was not used as DirectInput is not available on WinRT (or,
- at least, it isn't a public API). Some portions of this XInput backend
- may copy parts of the XInput-using code from the DirectInput backend.
- Refactoring the common parts into one location may be good to-do at some
- point.
-
- TODO, WinRT: add hotplug support for XInput based game controllers
-*/
-
-#include "SDL_joystick.h"
-#include "../SDL_sysjoystick.h"
-#include "../SDL_joystick_c.h"
-#include "SDL_events.h"
-#include "../../events/SDL_events_c.h"
-
-#include <Windows.h>
-#include <Xinput.h>
-
-struct joystick_hwdata {
- //Uint8 bXInputHaptic; // Supports force feedback via XInput.
- DWORD userIndex; // The XInput device index, in the range [0, XUSER_MAX_COUNT-1] (probably [0,3]).
- XINPUT_STATE XInputState; // the last-read in XInputState, kept around to compare old and new values
- SDL_bool isDeviceConnected; // was the device connected (on the last polling, or during backend-initialization)?
- SDL_bool isDeviceRemovalEventPending; // was the device removed, and is the associated removal event pending?
-};
-
-/* Keep track of data on all XInput devices, regardless of whether or not
- they've been opened (via SDL_JoystickOpen).
- */
-static struct joystick_hwdata g_XInputData[XUSER_MAX_COUNT];
-
-/* Function to scan the system for joysticks.
- * It should return 0, or -1 on an unrecoverable fatal error.
- */
-int
-SDL_SYS_JoystickInit(void)
-{
- HRESULT result = S_OK;
- XINPUT_STATE tempXInputState;
- int i;
-
- SDL_zero(g_XInputData);
-
- /* Make initial notes on whether or not devices are connected (or not).
- */
- for (i = 0; i < XUSER_MAX_COUNT; ++i) {
- result = XInputGetState(i, &tempXInputState);
- if (result == ERROR_SUCCESS) {
- g_XInputData[i].isDeviceConnected = SDL_TRUE;
- }
- }
-
- return (0);
-}
-
-int SDL_SYS_NumJoysticks()
-{
- int joystickCount = 0;
- DWORD i;
-
- /* Iterate through each possible XInput device and see if something
- was connected (at joystick init, or during the last polling).
- */
- for (i = 0; i < XUSER_MAX_COUNT; ++i) {
- if (g_XInputData[i].isDeviceConnected) {
- ++joystickCount;
- }
- }
-
- return joystickCount;
-}
-
-void SDL_SYS_JoystickDetect()
-{
- DWORD i;
- XINPUT_STATE tempXInputState;
- HRESULT result;
- SDL_Event event;
-
- /* Iterate through each possible XInput device, seeing if any devices
- have been connected, or if they were removed.
- */
- for (i = 0; i < XUSER_MAX_COUNT; ++i) {
- /* See if any new devices are connected. */
- if (!g_XInputData[i].isDeviceConnected && !g_XInputData[i].isDeviceRemovalEventPending) {
- result = XInputGetState(i, &tempXInputState);
- if (result == ERROR_SUCCESS) {
- /* Yup, a device is connected. Mark the device as connected,
- then tell others about it (via an SDL_JOYDEVICEADDED event.)
- */
- g_XInputData[i].isDeviceConnected = SDL_TRUE;
-
-#if !SDL_EVENTS_DISABLED
- SDL_zero(event);
- event.type = SDL_JOYDEVICEADDED;
-
- if (SDL_GetEventState(event.type) == SDL_ENABLE) {
- event.jdevice.which = i;
- if ((SDL_EventOK == NULL)
- || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
- SDL_PushEvent(&event);
- }
- }
-#endif
- }
- } else if (g_XInputData[i].isDeviceRemovalEventPending) {
- /* A device was previously marked as removed (by
- SDL_SYS_JoystickUpdate). Tell others about the device removal.
- */
-
- g_XInputData[i].isDeviceRemovalEventPending = SDL_FALSE;
-
-#if !SDL_EVENTS_DISABLED
- SDL_zero(event);
- event.type = SDL_JOYDEVICEREMOVED;
-
- if (SDL_GetEventState(event.type) == SDL_ENABLE) {
- event.jdevice.which = i; //joystick->hwdata->userIndex;
- if ((SDL_EventOK == NULL)
- || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
- SDL_PushEvent(&event);
- }
- }
-#endif
- }
- }
-}
-
-SDL_bool SDL_SYS_JoystickNeedsPolling()
-{
- /* Since XInput, or WinRT, provides any events to indicate when a game
- controller gets connected, and instead indicates device availability
- solely through polling, we'll poll (for new devices).
- */
- return SDL_TRUE;
-}
-
-/* Internal function to retreive device capabilities.
- This function will return an SDL-standard value of 0 on success
- (a device is connected, and data on it was retrieved), or -1
- on failure (no device was connected, or some other error
- occurred. SDL_SetError() will be invoked to set an appropriate
- error message.
- */
-static int
-SDL_XInput_GetDeviceCapabilities(int device_index, XINPUT_CAPABILITIES * pDeviceCaps)
-{
- HRESULT dwResult;
-
- /* Make sure that the device index is a valid one. If not, return to the
- caller with an error.
- */
- if (device_index < 0 || device_index >= XUSER_MAX_COUNT) {
- return SDL_SetError("invalid/unavailable device index");
- }
-
- /* See if a device exists, and if so, what its capabilities are. If a
- device is not available, return to the caller with an error.
- */
- switch ((dwResult = XInputGetCapabilities(device_index, 0, pDeviceCaps))) {
- case ERROR_SUCCESS:
- /* A device is available, and its capabilities were retrieved! */
- return 0;
- case ERROR_DEVICE_NOT_CONNECTED:
- return SDL_SetError("no device is connected at joystick index, %d", device_index);
- default:
- return SDL_SetError("an unknown error occurred when retrieving info on a device at joystick index, %d", device_index);
- }
-}
-
-/* Function to get the device-dependent name of a joystick */
-const char *
-SDL_SYS_JoystickNameForDeviceIndex(int device_index)
-{
- XINPUT_CAPABILITIES deviceCaps;
-
- if (SDL_XInput_GetDeviceCapabilities(device_index, &deviceCaps) != 0) {
- /* Uh oh. Device capabilities couldn't be retrieved. Return to the
- caller. SDL_SetError() has already been invoked (with relevant
- information).
- */
- return NULL;
- }
-
- switch (deviceCaps.SubType) {
- default:
- if (deviceCaps.Type == XINPUT_DEVTYPE_GAMEPAD) {
- return "Undefined game controller";
- } else {
- return "Undefined controller";
- }
- case XINPUT_DEVSUBTYPE_UNKNOWN:
- if (deviceCaps.Type == XINPUT_DEVTYPE_GAMEPAD) {
- return "Unknown game controller";
- } else {
- return "Unknown controller";
- }
- case XINPUT_DEVSUBTYPE_GAMEPAD:
- return "Gamepad controller";
- case XINPUT_DEVSUBTYPE_WHEEL:
- return "Racing wheel controller";
- case XINPUT_DEVSUBTYPE_ARCADE_STICK:
- return "Arcade stick controller";
- case XINPUT_DEVSUBTYPE_FLIGHT_STICK:
- return "Flight stick controller";
- case XINPUT_DEVSUBTYPE_DANCE_PAD:
- return "Dance pad controller";
- case XINPUT_DEVSUBTYPE_GUITAR:
- return "Guitar controller";
- case XINPUT_DEVSUBTYPE_GUITAR_ALTERNATE:
- return "Guitar controller, Alternate";
- case XINPUT_DEVSUBTYPE_GUITAR_BASS:
- return "Guitar controller, Bass";
- case XINPUT_DEVSUBTYPE_DRUM_KIT:
- return "Drum controller";
- case XINPUT_DEVSUBTYPE_ARCADE_PAD:
- return "Arcade pad controller";
- }
-}
-
-/* Function to perform the mapping from device index to the instance id for this index */
-SDL_JoystickID SDL_SYS_GetInstanceIdOfDeviceIndex(int device_index)
-{
- return device_index;
-}
-
-/* Function to open a joystick for use.
- The joystick to open is specified by the index field of the joystick.
- This should fill the nbuttons and naxes fields of the joystick structure.
- It returns 0, or -1 if there is an error.
- */
-int
-SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
-{
- XINPUT_CAPABILITIES deviceCaps;
-
- if (SDL_XInput_GetDeviceCapabilities(device_index, &deviceCaps) != 0) {
- /* Uh oh. Device capabilities couldn't be retrieved. Return to the
- caller. SDL_SetError() has already been invoked (with relevant
- information).
- */
- return -1;
- }
-
- /* For now, only game pads are supported. If the device is something other
- than that, return an error to the caller.
- */
- if (deviceCaps.Type != XINPUT_DEVTYPE_GAMEPAD) {
- return SDL_SetError("a device is connected (at joystick index, %d), but it is of an unknown device type (deviceCaps.Flags=%ul)",
- device_index, (unsigned int)deviceCaps.Flags);
- }
-
- /* Create the joystick data structure */
- joystick->instance_id = device_index;
- joystick->hwdata = &g_XInputData[device_index];
-
- // The XInput API has a hard coded button/axis mapping, so we just match it
- joystick->naxes = 6;
- joystick->nbuttons = 15;
- joystick->nballs = 0;
- joystick->nhats = 0;
-
- /* We're done! */
- return (0);
-}
-
-/* Function to determine is this joystick is attached to the system right now */
-SDL_bool SDL_SYS_JoystickAttached(SDL_Joystick *joystick)
-{
- return joystick->hwdata->isDeviceConnected;
-}
-
-/* Function to return > 0 if a bit array of buttons differs after applying a mask
-*/
-static int ButtonChanged( int ButtonsNow, int ButtonsPrev, int ButtonMask )
-{
- return ( ButtonsNow & ButtonMask ) != ( ButtonsPrev & ButtonMask );
-}
-
-/* Function to update the state of a joystick - called as a device poll.
- * This function shouldn't update the joystick structure directly,
- * but instead should call SDL_PrivateJoystick*() to deliver events
- * and update joystick device state.
- */
-void
-SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
-{
- HRESULT result;
-
- /* Before polling for new data, make note of the old data */
- XINPUT_STATE prevXInputState = joystick->hwdata->XInputState;
-
- /* Poll for new data */
- result = XInputGetState(joystick->hwdata->userIndex, &joystick->hwdata->XInputState);
- if (result == ERROR_DEVICE_NOT_CONNECTED) {
- if (joystick->hwdata->isDeviceConnected) {
- joystick->hwdata->isDeviceConnected = SDL_FALSE;
- joystick->hwdata->isDeviceRemovalEventPending = SDL_TRUE;
- /* TODO, WinRT: make sure isDeviceRemovalEventPending gets cleared as appropriate, and that quick re-plugs don't cause trouble */
- }
- return;
- }
-
- /* Make sure the device is marked as connected */
- joystick->hwdata->isDeviceConnected = SDL_TRUE;
-
- // only fire events if the data changed from last time
- if ( joystick->hwdata->XInputState.dwPacketNumber != 0
- && joystick->hwdata->XInputState.dwPacketNumber != prevXInputState.dwPacketNumber )
- {
- XINPUT_STATE *pXInputState = &joystick->hwdata->XInputState;
- XINPUT_STATE *pXInputStatePrev = &prevXInputState;
-
- SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX );
- SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-1*pXInputState->Gamepad.sThumbLY-1) );
- SDL_PrivateJoystickAxis(joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX );
- SDL_PrivateJoystickAxis(joystick, 3, (Sint16)(-1*pXInputState->Gamepad.sThumbRY-1) );
- SDL_PrivateJoystickAxis(joystick, 4, (Sint16)((int)pXInputState->Gamepad.bLeftTrigger*32767/255) );
- SDL_PrivateJoystickAxis(joystick, 5, (Sint16)((int)pXInputState->Gamepad.bRightTrigger*32767/255) );
-
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_UP ) )
- SDL_PrivateJoystickButton(joystick, 0, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_DOWN ) )
- SDL_PrivateJoystickButton(joystick, 1, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_LEFT ) )
- SDL_PrivateJoystickButton(joystick, 2, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_RIGHT ) )
- SDL_PrivateJoystickButton(joystick, 3, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_START ) )
- SDL_PrivateJoystickButton(joystick, 4, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_START ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_BACK ) )
- SDL_PrivateJoystickButton(joystick, 5, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_BACK ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_THUMB ) )
- SDL_PrivateJoystickButton(joystick, 6, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_THUMB ) )
- SDL_PrivateJoystickButton(joystick, 7, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_SHOULDER ) )
- SDL_PrivateJoystickButton(joystick, 8, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_SHOULDER ) )
- SDL_PrivateJoystickButton(joystick, 9, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_A ) )
- SDL_PrivateJoystickButton(joystick, 10, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_A ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_B ) )
- SDL_PrivateJoystickButton(joystick, 11, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_B ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_X ) )
- SDL_PrivateJoystickButton(joystick, 12, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_X ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_Y ) )
- SDL_PrivateJoystickButton(joystick, 13, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_Y ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, 0x400 ) )
- SDL_PrivateJoystickButton(joystick, 14, pXInputState->Gamepad.wButtons & 0x400 ? SDL_PRESSED : SDL_RELEASED ); // 0x400 is the undocumented code for the guide button
- }
-}
-
-/* Function to close a joystick after use */
-void
-SDL_SYS_JoystickClose(SDL_Joystick * joystick)
-{
- /* Clear cached button data on the joystick */
- SDL_zero(joystick->hwdata->XInputState);
-
- /* There's need to free 'hwdata', as it's a pointer to a global array.
- The field will be cleared anyways, just to indicate that it's not
- currently needed.
- */
- joystick->hwdata = NULL;
-}
-
-/* Function to perform any system-specific joystick related cleanup */
-void
-SDL_SYS_JoystickQuit(void)
-{
- return;
-}
-
-SDL_JoystickGUID SDL_SYS_JoystickGetDeviceGUID( int device_index )
-{
- SDL_JoystickGUID guid;
- // the GUID is just the first 16 chars of the name for now
- const char *name = SDL_SYS_JoystickNameForDeviceIndex( device_index );
- SDL_zero( guid );
- SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
- return guid;
-}
-
-
-SDL_JoystickGUID SDL_SYS_JoystickGetGUID(SDL_Joystick * joystick)
-{
- SDL_JoystickGUID guid;
- // the GUID is just the first 16 chars of the name for now
- const char *name = joystick->name;
- SDL_zero( guid );
- SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
- return guid;
-}
-
-SDL_bool SDL_SYS_IsXInputDeviceIndex(int device_index)
-{
- /* The XInput-capable DirectInput joystick backend implements the same
- function (SDL_SYS_IsXInputDeviceIndex), however in that case, not all
- joystick devices are XInput devices. In this case, with the
- WinRT-enabled XInput-only backend, all "joystick" devices are XInput
- devices.
- */
- return SDL_TRUE;
-}
-
-#endif /* SDL_JOYSTICK_XINPUT */
-
-/* vi: set ts=4 sw=4 expandtab: */
diff --git a/src/joystick/winrt/SDL_xinputjoystick.c b/src/joystick/winrt/SDL_xinputjoystick.c
new file mode 100644
index 0000000..6b3e59f
--- /dev/null
+++ b/src/joystick/winrt/SDL_xinputjoystick.c
@@ -0,0 +1,435 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "SDL_config.h"
+
+#if SDL_JOYSTICK_XINPUT
+
+/* SDL_xinputjoystick.c implements an XInput-only joystick and game controller
+ backend that is suitable for use on WinRT. SDL's DirectInput backend, also
+ XInput-capable, was not used as DirectInput is not available on WinRT (or,
+ at least, it isn't a public API). Some portions of this XInput backend
+ may copy parts of the XInput-using code from the DirectInput backend.
+ Refactoring the common parts into one location may be good to-do at some
+ point.
+
+ TODO, WinRT: add hotplug support for XInput based game controllers
+*/
+
+#include "SDL_joystick.h"
+#include "../SDL_sysjoystick.h"
+#include "../SDL_joystick_c.h"
+#include "SDL_events.h"
+#include "../../events/SDL_events_c.h"
+
+#include <Windows.h>
+#include <Xinput.h>
+
+struct joystick_hwdata {
+ //Uint8 bXInputHaptic; // Supports force feedback via XInput.
+ DWORD userIndex; // The XInput device index, in the range [0, XUSER_MAX_COUNT-1] (probably [0,3]).
+ XINPUT_STATE XInputState; // the last-read in XInputState, kept around to compare old and new values
+ SDL_bool isDeviceConnected; // was the device connected (on the last polling, or during backend-initialization)?
+ SDL_bool isDeviceRemovalEventPending; // was the device removed, and is the associated removal event pending?
+};
+
+/* Keep track of data on all XInput devices, regardless of whether or not
+ they've been opened (via SDL_JoystickOpen).
+ */
+static struct joystick_hwdata g_XInputData[XUSER_MAX_COUNT];
+
+/* Function to scan the system for joysticks.
+ * It should return 0, or -1 on an unrecoverable fatal error.
+ */
+int
+SDL_SYS_JoystickInit(void)
+{
+ HRESULT result = S_OK;
+ XINPUT_STATE tempXInputState;
+ int i;
+
+ SDL_zero(g_XInputData);
+
+ /* Make initial notes on whether or not devices are connected (or not).
+ */
+ for (i = 0; i < XUSER_MAX_COUNT; ++i) {
+ result = XInputGetState(i, &tempXInputState);
+ if (result == ERROR_SUCCESS) {
+ g_XInputData[i].isDeviceConnected = SDL_TRUE;
+ }
+ }
+
+ return (0);
+}
+
+int SDL_SYS_NumJoysticks()
+{
+ int joystickCount = 0;
+ DWORD i;
+
+ /* Iterate through each possible XInput device and see if something
+ was connected (at joystick init, or during the last polling).
+ */
+ for (i = 0; i < XUSER_MAX_COUNT; ++i) {
+ if (g_XInputData[i].isDeviceConnected) {
+ ++joystickCount;
+ }
+ }
+
+ return joystickCount;
+}
+
+void SDL_SYS_JoystickDetect()
+{
+ DWORD i;
+ XINPUT_STATE tempXInputState;
+ HRESULT result;
+ SDL_Event event;
+
+ /* Iterate through each possible XInput device, seeing if any devices
+ have been connected, or if they were removed.
+ */
+ for (i = 0; i < XUSER_MAX_COUNT; ++i) {
+ /* See if any new devices are connected. */
+ if (!g_XInputData[i].isDeviceConnected && !g_XInputData[i].isDeviceRemovalEventPending) {
+ result = XInputGetState(i, &tempXInputState);
+ if (result == ERROR_SUCCESS) {
+ /* Yup, a device is connected. Mark the device as connected,
+ then tell others about it (via an SDL_JOYDEVICEADDED event.)
+ */
+ g_XInputData[i].isDeviceConnected = SDL_TRUE;
+
+#if !SDL_EVENTS_DISABLED
+ SDL_zero(event);
+ event.type = SDL_JOYDEVICEADDED;
+
+ if (SDL_GetEventState(event.type) == SDL_ENABLE) {
+ event.jdevice.which = i;
+ if ((SDL_EventOK == NULL)
+ || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
+ SDL_PushEvent(&event);
+ }
+ }
+#endif
+ }
+ } else if (g_XInputData[i].isDeviceRemovalEventPending) {
+ /* A device was previously marked as removed (by
+ SDL_SYS_JoystickUpdate). Tell others about the device removal.
+ */
+
+ g_XInputData[i].isDeviceRemovalEventPending = SDL_FALSE;
+
+#if !SDL_EVENTS_DISABLED
+ SDL_zero(event);
+ event.type = SDL_JOYDEVICEREMOVED;
+
+ if (SDL_GetEventState(event.type) == SDL_ENABLE) {
+ event.jdevice.which = i; //joystick->hwdata->userIndex;
+ if ((SDL_EventOK == NULL)
+ || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
+ SDL_PushEvent(&event);
+ }
+ }
+#endif
+ }
+ }
+}
+
+SDL_bool SDL_SYS_JoystickNeedsPolling()
+{
+ /* Since XInput, or WinRT, provides any events to indicate when a game
+ controller gets connected, and instead indicates device availability
+ solely through polling, we'll poll (for new devices).
+ */
+ return SDL_TRUE;
+}
+
+/* Internal function to retreive device capabilities.
+ This function will return an SDL-standard value of 0 on success
+ (a device is connected, and data on it was retrieved), or -1
+ on failure (no device was connected, or some other error
+ occurred. SDL_SetError() will be invoked to set an appropriate
+ error message.
+ */
+static int
+SDL_XInput_GetDeviceCapabilities(int device_index, XINPUT_CAPABILITIES * pDeviceCaps)
+{
+ HRESULT dwResult;
+
+ /* Make sure that the device index is a valid one. If not, return to the
+ caller with an error.
+ */
+ if (device_index < 0 || device_index >= XUSER_MAX_COUNT) {
+ return SDL_SetError("invalid/unavailable device index");
+ }
+
+ /* See if a device exists, and if so, what its capabilities are. If a
+ device is not available, return to the caller with an error.
+ */
+ switch ((dwResult = XInputGetCapabilities(device_index, 0, pDeviceCaps))) {
+ case ERROR_SUCCESS:
+ /* A device is available, and its capabilities were retrieved! */
+ return 0;
+ case ERROR_DEVICE_NOT_CONNECTED:
+ return SDL_SetError("no device is connected at joystick index, %d", device_index);
+ default:
+ return SDL_SetError("an unknown error occurred when retrieving info on a device at joystick index, %d", device_index);
+ }
+}
+
+/* Function to get the device-dependent name of a joystick */
+const char *
+SDL_SYS_JoystickNameForDeviceIndex(int device_index)
+{
+ XINPUT_CAPABILITIES deviceCaps;
+
+ if (SDL_XInput_GetDeviceCapabilities(device_index, &deviceCaps) != 0) {
+ /* Uh oh. Device capabilities couldn't be retrieved. Return to the
+ caller. SDL_SetError() has already been invoked (with relevant
+ information).
+ */
+ return NULL;
+ }
+
+ switch (deviceCaps.SubType) {
+ default:
+ if (deviceCaps.Type == XINPUT_DEVTYPE_GAMEPAD) {
+ return "Undefined game controller";
+ } else {
+ return "Undefined controller";
+ }
+ case XINPUT_DEVSUBTYPE_UNKNOWN:
+ if (deviceCaps.Type == XINPUT_DEVTYPE_GAMEPAD) {
+ return "Unknown game controller";
+ } else {
+ return "Unknown controller";
+ }
+ case XINPUT_DEVSUBTYPE_GAMEPAD:
+ return "Gamepad controller";
+ case XINPUT_DEVSUBTYPE_WHEEL:
+ return "Racing wheel controller";
+ case XINPUT_DEVSUBTYPE_ARCADE_STICK:
+ return "Arcade stick controller";
+ case XINPUT_DEVSUBTYPE_FLIGHT_STICK:
+ return "Flight stick controller";
+ case XINPUT_DEVSUBTYPE_DANCE_PAD:
+ return "Dance pad controller";
+ case XINPUT_DEVSUBTYPE_GUITAR:
+ return "Guitar controller";
+ case XINPUT_DEVSUBTYPE_GUITAR_ALTERNATE:
+ return "Guitar controller, Alternate";
+ case XINPUT_DEVSUBTYPE_GUITAR_BASS:
+ return "Guitar controller, Bass";
+ case XINPUT_DEVSUBTYPE_DRUM_KIT:
+ return "Drum controller";
+ case XINPUT_DEVSUBTYPE_ARCADE_PAD:
+ return "Arcade pad controller";
+ }
+}
+
+/* Function to perform the mapping from device index to the instance id for this index */
+SDL_JoystickID SDL_SYS_GetInstanceIdOfDeviceIndex(int device_index)
+{
+ return device_index;
+}
+
+/* Function to open a joystick for use.
+ The joystick to open is specified by the index field of the joystick.
+ This should fill the nbuttons and naxes fields of the joystick structure.
+ It returns 0, or -1 if there is an error.
+ */
+int
+SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
+{
+ XINPUT_CAPABILITIES deviceCaps;
+
+ if (SDL_XInput_GetDeviceCapabilities(device_index, &deviceCaps) != 0) {
+ /* Uh oh. Device capabilities couldn't be retrieved. Return to the
+ caller. SDL_SetError() has already been invoked (with relevant
+ information).
+ */
+ return -1;
+ }
+
+ /* For now, only game pads are supported. If the device is something other
+ than that, return an error to the caller.
+ */
+ if (deviceCaps.Type != XINPUT_DEVTYPE_GAMEPAD) {
+ return SDL_SetError("a device is connected (at joystick index, %d), but it is of an unknown device type (deviceCaps.Flags=%ul)",
+ device_index, (unsigned int)deviceCaps.Flags);
+ }
+
+ /* Create the joystick data structure */
+ joystick->instance_id = device_index;
+ joystick->hwdata = &g_XInputData[device_index];
+
+ // The XInput API has a hard coded button/axis mapping, so we just match it
+ joystick->naxes = 6;
+ joystick->nbuttons = 15;
+ joystick->nballs = 0;
+ joystick->nhats = 0;
+
+ /* We're done! */
+ return (0);
+}
+
+/* Function to determine is this joystick is attached to the system right now */
+SDL_bool SDL_SYS_JoystickAttached(SDL_Joystick *joystick)
+{
+ return joystick->hwdata->isDeviceConnected;
+}
+
+/* Function to return > 0 if a bit array of buttons differs after applying a mask
+*/
+static int ButtonChanged( int ButtonsNow, int ButtonsPrev, int ButtonMask )
+{
+ return ( ButtonsNow & ButtonMask ) != ( ButtonsPrev & ButtonMask );
+}
+
+/* Function to update the state of a joystick - called as a device poll.
+ * This function shouldn't update the joystick structure directly,
+ * but instead should call SDL_PrivateJoystick*() to deliver events
+ * and update joystick device state.
+ */
+void
+SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
+{
+ HRESULT result;
+
+ /* Before polling for new data, make note of the old data */
+ XINPUT_STATE prevXInputState = joystick->hwdata->XInputState;
+
+ /* Poll for new data */
+ result = XInputGetState(joystick->hwdata->userIndex, &joystick->hwdata->XInputState);
+ if (result == ERROR_DEVICE_NOT_CONNECTED) {
+ if (joystick->hwdata->isDeviceConnected) {
+ joystick->hwdata->isDeviceConnected = SDL_FALSE;
+ joystick->hwdata->isDeviceRemovalEventPending = SDL_TRUE;
+ /* TODO, WinRT: make sure isDeviceRemovalEventPending gets cleared as appropriate, and that quick re-plugs don't cause trouble */
+ }
+ return;
+ }
+
+ /* Make sure the device is marked as connected */
+ joystick->hwdata->isDeviceConnected = SDL_TRUE;
+
+ // only fire events if the data changed from last time
+ if ( joystick->hwdata->XInputState.dwPacketNumber != 0
+ && joystick->hwdata->XInputState.dwPacketNumber != prevXInputState.dwPacketNumber )
+ {
+ XINPUT_STATE *pXInputState = &joystick->hwdata->XInputState;
+ XINPUT_STATE *pXInputStatePrev = &prevXInputState;
+
+ SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX );
+ SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-1*pXInputState->Gamepad.sThumbLY-1) );
+ SDL_PrivateJoystickAxis(joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX );
+ SDL_PrivateJoystickAxis(joystick, 3, (Sint16)(-1*pXInputState->Gamepad.sThumbRY-1) );
+ SDL_PrivateJoystickAxis(joystick, 4, (Sint16)((int)pXInputState->Gamepad.bLeftTrigger*32767/255) );
+ SDL_PrivateJoystickAxis(joystick, 5, (Sint16)((int)pXInputState->Gamepad.bRightTrigger*32767/255) );
+
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_UP ) )
+ SDL_PrivateJoystickButton(joystick, 0, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_DOWN ) )
+ SDL_PrivateJoystickButton(joystick, 1, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_LEFT ) )
+ SDL_PrivateJoystickButton(joystick, 2, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_RIGHT ) )
+ SDL_PrivateJoystickButton(joystick, 3, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_START ) )
+ SDL_PrivateJoystickButton(joystick, 4, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_START ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_BACK ) )
+ SDL_PrivateJoystickButton(joystick, 5, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_BACK ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_THUMB ) )
+ SDL_PrivateJoystickButton(joystick, 6, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_THUMB ) )
+ SDL_PrivateJoystickButton(joystick, 7, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_SHOULDER ) )
+ SDL_PrivateJoystickButton(joystick, 8, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_SHOULDER ) )
+ SDL_PrivateJoystickButton(joystick, 9, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_A ) )
+ SDL_PrivateJoystickButton(joystick, 10, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_A ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_B ) )
+ SDL_PrivateJoystickButton(joystick, 11, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_B ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_X ) )
+ SDL_PrivateJoystickButton(joystick, 12, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_X ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_Y ) )
+ SDL_PrivateJoystickButton(joystick, 13, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_Y ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, 0x400 ) )
+ SDL_PrivateJoystickButton(joystick, 14, pXInputState->Gamepad.wButtons & 0x400 ? SDL_PRESSED : SDL_RELEASED ); // 0x400 is the undocumented code for the guide button
+ }
+}
+
+/* Function to close a joystick after use */
+void
+SDL_SYS_JoystickClose(SDL_Joystick * joystick)
+{
+ /* Clear cached button data on the joystick */
+ SDL_zero(joystick->hwdata->XInputState);
+
+ /* There's need to free 'hwdata', as it's a pointer to a global array.
+ The field will be cleared anyways, just to indicate that it's not
+ currently needed.
+ */
+ joystick->hwdata = NULL;
+}
+
+/* Function to perform any system-specific joystick related cleanup */
+void
+SDL_SYS_JoystickQuit(void)
+{
+ return;
+}
+
+SDL_JoystickGUID SDL_SYS_JoystickGetDeviceGUID( int device_index )
+{
+ SDL_JoystickGUID guid;
+ // the GUID is just the first 16 chars of the name for now
+ const char *name = SDL_SYS_JoystickNameForDeviceIndex( device_index );
+ SDL_zero( guid );
+ SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
+ return guid;
+}
+
+
+SDL_JoystickGUID SDL_SYS_JoystickGetGUID(SDL_Joystick * joystick)
+{
+ SDL_JoystickGUID guid;
+ // the GUID is just the first 16 chars of the name for now
+ const char *name = joystick->name;
+ SDL_zero( guid );
+ SDL_memcpy( &guid, name, SDL_min( sizeof(guid), SDL_strlen( name ) ) );
+ return guid;
+}
+
+SDL_bool SDL_SYS_IsXInputDeviceIndex(int device_index)
+{
+ /* The XInput-capable DirectInput joystick backend implements the same
+ function (SDL_SYS_IsXInputDeviceIndex), however in that case, not all
+ joystick devices are XInput devices. In this case, with the
+ WinRT-enabled XInput-only backend, all "joystick" devices are XInput
+ devices.
+ */
+ return SDL_TRUE;
+}
+
+#endif /* SDL_JOYSTICK_XINPUT */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/src/main/windowsrt/SDL_winrt_main.cpp b/src/main/windowsrt/SDL_winrt_main.cpp
deleted file mode 100644
index 9cc046d..0000000
--- a/src/main/windowsrt/SDL_winrt_main.cpp
+++ /dev/null
@@ -1,14 +0,0 @@
-
-//#include "pch.h"
-
-// The app's C-style main will be passed into SDL.dll as a function
-// pointer, and called at the appropriate time.
-typedef int (*SDLmain_MainFunction)(int, char **);
-extern __declspec(dllimport) int SDL_WinRT_RunApplication(SDLmain_MainFunction mainFunction);
-extern "C" int SDL_main(int, char **);
-
-[Platform::MTAThread]
-int main(Platform::Array<Platform::String^>^)
-{
- return SDL_WinRT_RunApplication(SDL_main);
-}
diff --git a/src/main/winrt/SDL_winrt_main.cpp b/src/main/winrt/SDL_winrt_main.cpp
new file mode 100644
index 0000000..9cc046d
--- /dev/null
+++ b/src/main/winrt/SDL_winrt_main.cpp
@@ -0,0 +1,14 @@
+
+//#include "pch.h"
+
+// The app's C-style main will be passed into SDL.dll as a function
+// pointer, and called at the appropriate time.
+typedef int (*SDLmain_MainFunction)(int, char **);
+extern __declspec(dllimport) int SDL_WinRT_RunApplication(SDLmain_MainFunction mainFunction);
+extern "C" int SDL_main(int, char **);
+
+[Platform::MTAThread]
+int main(Platform::Array<Platform::String^>^)
+{
+ return SDL_WinRT_RunApplication(SDL_main);
+}