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Added support for the Guide and Share buttons on GameInput controllers
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@ -29,6 +29,10 @@
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#define COBJMACROS
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#include <GameInput.h>
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enum
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{
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SDL_GAMEPAD_BUTTON_GAMEINPUT_SHARE = 11
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};
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typedef struct GAMEINPUT_InternalDevice
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{
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@ -53,7 +57,7 @@ typedef struct joystick_hwdata
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GAMEINPUT_InternalDevice *devref;
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SDL_bool report_sensors;
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GameInputRumbleParams rumbleParams;
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GameInputCallbackToken guide_button_callback_token;
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GameInputCallbackToken system_button_callback_token;
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} GAMEINPUT_InternalJoystickHwdata;
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// FIXME: We need a lock to protect the device list
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@ -374,16 +378,24 @@ static void GAMEINPUT_UpdatePowerInfo(SDL_Joystick *joystick, IGameInputDevice *
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SDL_SendJoystickPowerInfo(joystick, state, percent);
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}
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#if 0
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static void CALLBACK GAMEINPUT_InternalGuideButtonCallback(GameInputCallbackToken callbackToken, void *context, IGameInputDevice *device, uint64_t timestamp, bool isPressed)
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static void CALLBACK GAMEINPUT_InternalSystemButtonCallback(
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_In_ GameInputCallbackToken callbackToken,
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_In_ void * context,
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_In_ IGameInputDevice * device,
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_In_ uint64_t timestamp,
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_In_ GameInputSystemButtons currentButtons,
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_In_ GameInputSystemButtons previousButtons)
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{
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SDL_Joystick *joystick = (SDL_Joystick *)context;
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SDL_LockJoysticks();
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SDL_SendJoystickButton(0, joystick, SDL_GAMEPAD_BUTTON_GUIDE, isPressed ? SDL_PRESSED : SDL_RELEASED);
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SDL_UnlockJoysticks();
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GameInputSystemButtons changedButtons = (previousButtons ^ currentButtons);
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if (changedButtons) {
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SDL_LockJoysticks();
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SDL_SendJoystickButton(0, joystick, SDL_GAMEPAD_BUTTON_GUIDE, (currentButtons & GameInputSystemButtonGuide) ? SDL_PRESSED : SDL_RELEASED);
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SDL_SendJoystickButton(0, joystick, SDL_GAMEPAD_BUTTON_GAMEINPUT_SHARE, (currentButtons & GameInputSystemButtonShare) ? SDL_PRESSED : SDL_RELEASED);
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SDL_UnlockJoysticks();
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}
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}
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#endif
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static int GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
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{
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@ -407,18 +419,24 @@ static int GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
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joystick->naxes = 6;
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joystick->nbuttons = 11;
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joystick->nhats = 1;
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if (info->supportedSystemButtons != GameInputSystemButtonNone) {
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if (info->supportedSystemButtons & GameInputSystemButtonShare) {
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++joystick->nbuttons;
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}
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#if 1 // The C macro in GameInput.h version 10.0.26100 refers to a focus policy which I guess has been removed from the final API?
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#undef IGameInput_RegisterSystemButtonCallback
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#define IGameInput_RegisterSystemButtonCallback(This, device, buttonFilter, context, callbackFunc, callbackToken) ((This)->lpVtbl->RegisterSystemButtonCallback(This, device, buttonFilter, context, callbackFunc, callbackToken))
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#endif
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IGameInput_RegisterSystemButtonCallback(g_pGameInput, elem->device, (GameInputSystemButtonGuide | GameInputSystemButtonShare), joystick, GAMEINPUT_InternalSystemButtonCallback, &hwdata->system_button_callback_token);
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}
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} else {
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joystick->naxes = info->controllerAxisCount;
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joystick->nbuttons = info->controllerButtonCount;
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joystick->nhats = info->controllerSwitchCount;
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}
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if (GAMEINPUT_InternalIsGamepad(info)) {
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#if 0 /* The actual signature for this function is GameInputClient::RegisterSystemButtonCallback(struct IGameInputDevice *,enum GameInputSystemButtons,void *,void (*)(unsigned __int64,void *,struct IGameInputDevice *,unsigned __int64,enum GameInputSystemButtons,enum GameInputSystemButtons),unsigned __int64 *) */
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IGameInput_RegisterGuideButtonCallback(g_pGameInput, elem->device, joystick, GAMEINPUT_InternalGuideButtonCallback, &hwdata->guide_button_callback_token);
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#endif
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}
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if (info->supportedRumbleMotors & (GameInputRumbleLowFrequency | GameInputRumbleHighFrequency)) {
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SDL_SetBooleanProperty(SDL_GetJoystickProperties(joystick), SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN, SDL_TRUE);
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}
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@ -608,8 +626,8 @@ static void GAMEINPUT_JoystickClose(SDL_Joystick* joystick)
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{
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GAMEINPUT_InternalJoystickHwdata *hwdata = joystick->hwdata;
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if (hwdata->guide_button_callback_token) {
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IGameInput_UnregisterCallback(g_pGameInput, hwdata->guide_button_callback_token, 5000);
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if (hwdata->system_button_callback_token) {
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IGameInput_UnregisterCallback(g_pGameInput, hwdata->system_button_callback_token, 5000);
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}
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SDL_free(hwdata);
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@ -661,7 +679,15 @@ static SDL_bool GAMEINPUT_JoystickGetGamepadMapping(int device_index, SDL_Gamepa
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out->back.kind = EMappingKind_Button;
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out->back.target = SDL_GAMEPAD_BUTTON_BACK;
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/* The guide button isn't available, so don't map it */
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if (elem->info->supportedSystemButtons & GameInputSystemButtonGuide) {
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out->guide.kind = EMappingKind_Button;
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out->guide.target = SDL_GAMEPAD_BUTTON_GUIDE;
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}
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if (elem->info->supportedSystemButtons & GameInputSystemButtonShare) {
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out->misc1.kind = EMappingKind_Button;
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out->misc1.target = SDL_GAMEPAD_BUTTON_GAMEINPUT_SHARE;
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}
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out->start.kind = EMappingKind_Button;
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out->start.target = SDL_GAMEPAD_BUTTON_START;
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