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kc3-lang/SDL/src/core/windows/SDL_xinput.h

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  • Author : Pierre-Loup A. Griffais
    Date : 2014-09-11 19:24:42
    Hash : 24c86b55
    Message : [X11] Reconcile logical keyboard state with physical state on FocusIn since the window system doesn't do it for us like other platforms. This prevents sticky keys and missed keys when going in and out of focus, for example Alt would appear to stick if switching away from an SDL app with Alt-Tab and had to be pressed again. CR: Sam

  • src/core/windows/SDL_xinput.h
  • /*
      Simple DirectMedia Layer
      Copyright (C) 1997-2014 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_internal.h"
    
    #ifndef _SDL_xinput_h
    #define _SDL_xinput_h
    
    #ifdef HAVE_XINPUT_H
    
    #include "SDL_windows.h"
    #include <xinput.h>
    
    #ifndef XUSER_MAX_COUNT
    #define XUSER_MAX_COUNT 4
    #endif
    #ifndef XUSER_INDEX_ANY
    #define XUSER_INDEX_ANY     0x000000FF
    #endif
    #ifndef XINPUT_CAPS_FFB_SUPPORTED
    #define XINPUT_CAPS_FFB_SUPPORTED 0x0001
    #endif
    
    #ifndef XINPUT_DEVSUBTYPE_UNKNOWN
    #define XINPUT_DEVSUBTYPE_UNKNOWN 0x00
    #endif
    #ifndef XINPUT_DEVSUBTYPE_GAMEPAD
    #define XINPUT_DEVSUBTYPE_GAMEPAD 0x01
    #endif
    #ifndef XINPUT_DEVSUBTYPE_WHEEL
    #define XINPUT_DEVSUBTYPE_WHEEL 0x02
    #endif
    #ifndef XINPUT_DEVSUBTYPE_ARCADE_STICK
    #define XINPUT_DEVSUBTYPE_ARCADE_STICK 0x03
    #endif
    #ifndef XINPUT_DEVSUBTYPE_FLIGHT_STICK
    #define XINPUT_DEVSUBTYPE_FLIGHT_STICK 0x04
    #endif
    #ifndef XINPUT_DEVSUBTYPE_DANCE_PAD
    #define XINPUT_DEVSUBTYPE_DANCE_PAD 0x05
    #endif
    #ifndef XINPUT_DEVSUBTYPE_GUITAR
    #define XINPUT_DEVSUBTYPE_GUITAR 0x06
    #endif
    #ifndef XINPUT_DEVSUBTYPE_GUITAR_ALTERNATE
    #define XINPUT_DEVSUBTYPE_GUITAR_ALTERNATE 0x07
    #endif
    #ifndef XINPUT_DEVSUBTYPE_DRUM_KIT
    #define XINPUT_DEVSUBTYPE_DRUM_KIT 0x08
    #endif
    #ifndef XINPUT_DEVSUBTYPE_GUITAR_BASS
    #define XINPUT_DEVSUBTYPE_GUITAR_BASS 0x0B
    #endif
    #ifndef XINPUT_DEVSUBTYPE_ARCADE_PAD
    #define XINPUT_DEVSUBTYPE_ARCADE_PAD 0x13
    #endif
    
    #ifndef XINPUT_GAMEPAD_GUIDE
    #define XINPUT_GAMEPAD_GUIDE 0x0400
    #endif
    
    /* typedef's for XInput structs we use */
    typedef struct
    {
        WORD wButtons;
        BYTE bLeftTrigger;
        BYTE bRightTrigger;
        SHORT sThumbLX;
        SHORT sThumbLY;
        SHORT sThumbRX;
        SHORT sThumbRY;
        DWORD dwPaddingReserved;
    } XINPUT_GAMEPAD_EX;
    
    typedef struct
    {
        DWORD dwPacketNumber;
        XINPUT_GAMEPAD_EX Gamepad;
    } XINPUT_STATE_EX;
    
    /* Forward decl's for XInput API's we load dynamically and use if available */
    typedef DWORD (WINAPI *XInputGetState_t)
        (
        DWORD         dwUserIndex,  /* [in] Index of the gamer associated with the device */
        XINPUT_STATE_EX* pState     /* [out] Receives the current state */
        );
    
    typedef DWORD (WINAPI *XInputSetState_t)
        (
        DWORD             dwUserIndex,  /* [in] Index of the gamer associated with the device */
        XINPUT_VIBRATION* pVibration    /* [in, out] The vibration information to send to the controller */
        );
    
    typedef DWORD (WINAPI *XInputGetCapabilities_t)
        (
        DWORD                dwUserIndex,   /* [in] Index of the gamer associated with the device */
        DWORD                dwFlags,       /* [in] Input flags that identify the device type */
        XINPUT_CAPABILITIES* pCapabilities  /* [out] Receives the capabilities */
        );
    
    extern int WIN_LoadXInputDLL(void);
    extern void WIN_UnloadXInputDLL(void);
    
    extern XInputGetState_t SDL_XInputGetState;
    extern XInputSetState_t SDL_XInputSetState;
    extern XInputGetCapabilities_t SDL_XInputGetCapabilities;
    extern DWORD SDL_XInputVersion;  /* ((major << 16) & 0xFF00) | (minor & 0xFF) */
    
    #define XINPUTGETSTATE          SDL_XInputGetState
    #define XINPUTSETSTATE          SDL_XInputSetState
    #define XINPUTGETCAPABILITIES   SDL_XInputGetCapabilities
    
    #endif /* HAVE_XINPUT_H */
    
    #endif /* _SDL_xinput_h */
    
    /* vi: set ts=4 sw=4 expandtab: */