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 | /**************************************************************************/
/* joypad_windows.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef JOYPAD_WINDOWS_H
#define JOYPAD_WINDOWS_H
#include "os_windows.h"
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include <xinput.h>
#include <mmsystem.h>
#ifndef SAFE_RELEASE // when Windows Media Device M? is not present
#define SAFE_RELEASE(x) \
if (x != nullptr) { \
x->Release(); \
x = nullptr; \
}
#endif
#ifndef XUSER_MAX_COUNT
#define XUSER_MAX_COUNT 4
#endif
class JoypadWindows {
public:
JoypadWindows();
JoypadWindows(HWND *hwnd);<--- Class 'JoypadWindows' has a constructor with 1 argument that is not explicit. [+]Class 'JoypadWindows' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
~JoypadWindows();
void probe_joypads();
void process_joypads();
private:
enum {
JOYPADS_MAX = 16,
JOY_AXIS_COUNT = 6,
MIN_JOY_AXIS = 10,
MAX_JOY_AXIS = 32768,
MAX_JOY_BUTTONS = 128,
KEY_EVENT_BUFFER_SIZE = 512,
MAX_TRIGGER = 255
};
struct dinput_gamepad {
int id;
bool attached;
bool confirmed;
bool last_buttons[MAX_JOY_BUTTONS];
DWORD last_pad;
LPDIRECTINPUTDEVICE8 di_joy;
LocalVector<LONG> joy_axis;
GUID guid;
dinput_gamepad() {
id = -1;
last_pad = -1;<--- Variable 'last_pad' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'last_pad' a value by passing the value to the constructor in the initialization list.
attached = false;
confirmed = false;
di_joy = nullptr;<--- Variable 'di_joy' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'di_joy' a value by passing the value to the constructor in the initialization list.
guid = {};<--- Variable 'guid' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'guid' a value by passing the value to the constructor in the initialization list.
for (int i = 0; i < MAX_JOY_BUTTONS; i++) {
last_buttons[i] = false;
}
}
};
struct xinput_gamepad {
int id = 0;
bool attached = false;
bool vibrating = false;
DWORD last_packet = 0;
XINPUT_STATE state;
uint64_t ff_timestamp = 0;
uint64_t ff_end_timestamp = 0;
};
typedef DWORD(WINAPI *XInputGetState_t)(DWORD dwUserIndex, XINPUT_STATE *pState);
typedef DWORD(WINAPI *XInputSetState_t)(DWORD dwUserIndex, XINPUT_VIBRATION *pVibration);
typedef MMRESULT(WINAPI *joyGetDevCaps_t)(UINT uJoyID, LPJOYCAPSW pjc, UINT cbjc);
HWND *hWnd = nullptr;
HANDLE xinput_dll;
HANDLE winmm_dll;
LPDIRECTINPUT8 dinput;
Input *input = nullptr;
int id_to_change;
int slider_count;
int x_joypad_probe_count; // XInput equivalent to dinput_gamepad.confirmed.
int d_joypad_count;
bool attached_joypads[JOYPADS_MAX];
dinput_gamepad d_joypads[JOYPADS_MAX];
xinput_gamepad x_joypads[XUSER_MAX_COUNT];
static BOOL CALLBACK enumCallback(const DIDEVICEINSTANCE *p_instance, void *p_context);
static BOOL CALLBACK objectsCallback(const DIDEVICEOBJECTINSTANCE *instance, void *context);
void setup_d_joypad_object(const DIDEVICEOBJECTINSTANCE *ob, int p_joy_id);
void close_d_joypad(int id = -1);
void load_xinput();
void unload_xinput();
void unload_winmm();
void post_hat(int p_device, DWORD p_dpad);
bool is_d_joypad_known(const GUID &p_guid);
bool is_xinput_joypad(const GUID *p_guid);
bool setup_dinput_joypad(const DIDEVICEINSTANCE *instance);
void probe_xinput_joypad(const String &name = ""); // Handles connect, disconnect & re-connect for XInput joypads.
void joypad_vibration_start_xinput(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
void joypad_vibration_stop_xinput(int p_device, uint64_t p_timestamp);
float axis_correct(int p_val, bool p_xinput = false, bool p_trigger = false, bool p_negate = false) const;
XInputGetState_t xinput_get_state;
XInputSetState_t xinput_set_state;
joyGetDevCaps_t winmm_get_joycaps; // Only for reading info on XInput joypads.
};
#endif // JOYPAD_WINDOWS_H
|