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G940LEDControl/LogitechSDK/ControllerInput/Src/LogiGameControllerDI.cpp

161 lines
4.8 KiB
C++

/*
The Logitech Controller Input SDK, including all accompanying
documentation, is protected by intellectual property laws. All rights
not expressly granted by Logitech are reserved.
*/
#include "LogiGameControllerDI.h"
#include "LogiControllerInputUtils.h"
using namespace LogitechControllerInput;
LogiGameControllerDI::LogiGameControllerDI(CONST INT index, CONST HWND gameHWnd)
{
m_ctrlNbr = index;
m_gameHWnd = gameHWnd;
m_isXInputDevice = FALSE;
Init();
}
VOID LogiGameControllerDI::Init()
{
ZeroMemory(&m_currentState, sizeof(m_currentState));
ZeroMemory(&m_previousState, sizeof(m_previousState));
for (INT ii = 0; ii < 4; ii++)
{
m_currentState.rgdwPOV[ii] = 0xffffffff;
m_previousState.rgdwPOV[ii] = 0xffffffff;
}
}
HRESULT LogiGameControllerDI::Read()
{
HRESULT hr_ = E_FAIL;
if(NULL == m_device)
{
LOGICONTROLLERTRACE(_T("ERROR: trying to read a gaming device that doesn't have a handle\n"));
return hr_;
}
// Poll the device to read the current state
hr_ = m_device->Poll();
if( FAILED(hr_) )
{
// DInput is telling us that the input stream has been
// interrupted. We aren't tracking any state between polls, so
// we don't have any special reset that needs to be done. We
// just re-acquire and try again.
hr_ = m_device->Acquire();
if (SUCCEEDED(hr_))
{
// This only gets called once after window regains focus. This disables centering
// spring on Logitech wheels.
if (HasForceFeedback() && LG_DEVICE_TYPE_WHEEL == m_deviceType)
{
if (FAILED(hr_ = m_device->SendForceFeedbackCommand(DISFFC_SETACTUATORSON)))
{
LOGICONTROLLERTRACE(_T("WARNING: Controller nbr %d: failed to set actuators to ON\n"), m_ctrlNbr);
m_actuatorsAreOn = FALSE;
}
else
{
m_actuatorsAreOn = TRUE;
}
}
}
// hr_ may be DIERR_OTHERAPPHASPRIO or other errors. This
// may occur when the app is minimized or in the process of
// switching, so just try again later
return S_OK;
}
// Set actuators on. This command will take off the centering spring on the logitech wheel.
if (!m_actuatorsAreOn && HasForceFeedback() && LG_DEVICE_TYPE_WHEEL == m_deviceType)
{
if (FAILED(hr_ = m_device->SendForceFeedbackCommand(DISFFC_SETACTUATORSON)))
{
LOGICONTROLLERTRACE(_T("WARNING: Controller nbr %d: failed to set actuators to ON\n"), m_ctrlNbr);
m_actuatorsAreOn = FALSE;
}
else
{
m_actuatorsAreOn = TRUE;
}
}
// Save the last position
m_previousState = m_currentState;
// Get the input's device state
if( FAILED( hr_ = m_device->GetDeviceState( sizeof(DIJOYSTATE2), &m_currentState ) ) )
{
LOGICONTROLLERTRACE(_T("WARNING: could not retrieve positional information for gaming device\n"));
if (hr_ == DIERR_INPUTLOST)
{
//TRACE(_T("Gaming device got unplugged!\n"));
ZeroMemory(&m_currentState, sizeof(m_currentState));
for (INT ii = 0; ii < 4; ii++)
{
m_currentState.rgdwPOV[ii] = 0xffffffff;
}
}
return hr_; // The device should have been acquired during the Poll()
}
// For some bloody reason, XInput gamepads report their Y axes on both left and right ministick the opposite than DInput devices.
// So let's invert the DInput gamepad ministick Y axes in order to get it all the same...
if (LG_DEVICE_TYPE_GAMEPAD == m_deviceType)
{
m_currentState.lY = -m_currentState.lY - 1;
m_currentState.lRz = -m_currentState.lRz - 1;
}
return S_OK;
}
DIJOYSTATE2* LogiGameControllerDI::GetStateDInput()
{
return &m_currentState;
}
BOOL LogiGameControllerDI::ButtonIsPressed(INT buttonNbr)
{
return (m_currentState.rgbButtons[buttonNbr] & 0x80 );
}
BOOL LogiGameControllerDI::ButtonTriggered(INT buttonNbr)
{
return (!(m_previousState.rgbButtons[buttonNbr] & 0x80) &&
(m_currentState.rgbButtons[buttonNbr] & 0x80));
}
BOOL LogiGameControllerDI::ButtonReleased(INT buttonNbr)
{
return ((m_previousState.rgbButtons[buttonNbr] & 0x80) &&
!(m_currentState.rgbButtons[buttonNbr] & 0x80));
}
BOOL LogiGameControllerDI::HasForceFeedback()
{
if (m_numFFAxes > 0)
return TRUE;
return FALSE;
}
VOID LogiGameControllerDI::SetNumberFFAxes(INT number)
{
m_numFFAxes = number;
}
INT LogiGameControllerDI::GetNumberFFAxes()
{
return m_numFFAxes;
}