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G940LEDControl/LogitechSDK/ControllerInput/Src/LogiControllerInput.cpp

1555 lines
52 KiB
C++

/****f* Controller.Input.SDK/ControllerInputSDK[1.00.001]
* NAME
* Logitech Controller Input SDK
* COPYRIGHT
* The Logitech Controller Input SDK, including all accompanying
* documentation, is protected by intellectual property laws. All
* rights not expressly granted by Logitech are reserved.
* PURPOSE
* The Logitech Controller Input SDK's purpose is to create a
* paradigm shift. Today users must have their controller(s) plugged
* in when launching a PC game, and if they forget, they have to know
* to exit the game, plug in the controller, and start again.
* The Controller Input SDK enables users to hot plug/unplug
* any controllers at any time, mimicking the user-friendly behavior
* of consoles.
* The SDK provides a simple interface for:
* - support of both DirectInput and XInput hot plug/unplug.
* - seamless integration of a total of 4 DInput and XInput
* controllers.
* - getting controller positional information as well as general
* info such as friendly name, VID, PID, connection status
* based on various parameters such as controller type,
* manufacturer, and model name, and whether it supports force
* feedback/rumble.
* - getting hooks to add force feedback or rumble (DirectInput
* device interface and XInput ID).
* EXAMPLE
* Build and run the sample program to see some of the code usage, or
* run ControllerInputSDKDemo.exe to quickly see what it can do.
* AUTHOR
* Christophe Juncker (cj@wingmanteam.com)
******
*/
#include "LogiControllerInput.h"
#include "LogiGameControllerDI.h"
#include "LogiGameControllerXInput.h"
#include "LogiControllerInputUtils.h"
#include <dbt.h>
using namespace LogitechControllerInput;
LPDIRECTINPUT8 g_DIInterface = NULL;
LPDIRECTINPUTDEVICE8 g_deviceHandlesLocal[LogitechControllerInput::LG_MAX_CONTROLLERS];
DWORD g_numForceFeedbackAxisLocal[LogitechControllerInput::LG_MAX_CONTROLLERS];
BOOL g_joystickConnectedLocal[LogitechControllerInput::LG_MAX_CONTROLLERS];
BOOL g_wheelConnectedLocal[LogitechControllerInput::LG_MAX_CONTROLLERS];
BOOL g_gamepadConnectedLocal[LogitechControllerInput::LG_MAX_CONTROLLERS];
STRING g_deviceIDStringLocal[LogitechControllerInput::LG_MAX_CONTROLLERS];
BOOL g_controllerNeedsToBeRemoved[LogitechControllerInput::LG_MAX_CONTROLLERS];
BOOL g_ignoreXInputControllers = FALSE;
STRING_VECTOR g_uniqueIDsRemoved;
DWORD g_appGotActivated = FALSE;
DWORD g_deviceWasChanged = FALSE;
BOOL g_gameControllerWasPluggedIn = FALSE;
LogiGameController* g_controller[LG_MAX_CONTROLLERS];
typedef enum
{
TIMER_EXTRA_ADD_CONTROLLERS
} LG_TIMER;
WNDPROC g_OldWnd;
LRESULT CALLBACK NewWindowProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);
// stolen from the DDK
#include <InitGuid.h>
DEFINE_GUID( GUID_DEVINTERFACE_HID, 0x4D1E55B2L, 0xF16F, 0x11CF, 0x88, 0xCB, 0x00, \
0x11, 0x11, 0x00, 0x00, 0x30);
/****f* Controller.Input.SDK/ControllerInput(HWND.hwnd,BOOL.ignoreXInputControllers)
* NAME
* ControllerInput(HWND hwnd, BOOL ignoreXInputControllers) -- does
* necessary initialization.
* INPUTS
* hwnd - game window handle used to initialize DirectInput.
*
* ignoreXInputControllers - if set to TRUE, XInput controllers will be
* ignored alltogether.
* SEE ALSO
* SampleInGameImplementation.cpp to see an example.
******
*/
ControllerInput::ControllerInput(CONST HWND hwnd, CONST BOOL ignoreXInputControllers)
{
_ASSERT(NULL != hwnd);
m_gameHWnd = hwnd;
m_hDevNotify = NULL;
m_intervalTimerHit = FALSE;
g_DIInterface = NULL;
g_ignoreXInputControllers = ignoreXInputControllers;
CreateDIInterface();
//Replace the Window Procedure and Store the Old Window Procedure
g_OldWnd = (WNDPROC)(LONG_PTR)GetWindowLongPtr(hwnd, GWLP_WNDPROC);
SetWindowLongPtr(hwnd, GWLP_WNDPROC, (__int3264)(LONG_PTR)NewWindowProc);
DEV_BROADCAST_DEVICEINTERFACE bcInterface_;
ZeroMemory(&bcInterface_, sizeof(bcInterface_));
bcInterface_.dbcc_size = sizeof(bcInterface_);
bcInterface_.dbcc_devicetype = DBT_DEVTYP_DEVICEINTERFACE;
bcInterface_.dbcc_classguid = GUID_DEVINTERFACE_HID;
m_hDevNotify = RegisterDeviceNotification(hwnd, (LPVOID)&bcInterface_, DEVICE_NOTIFY_WINDOW_HANDLE);
if (m_hDevNotify == NULL)
{
LOGICONTROLLERTRACE(_T("ERROR: RegisterDeviceNotification returned error %d\n"), GetLastError());
}
for (INT ii = 0; ii < LogitechControllerInput::LG_MAX_CONTROLLERS; ii++)
{
g_controller[ii] = NULL;
g_controllerNeedsToBeRemoved[ii] = FALSE;
}
AddNewControllers(TRUE);
}
ControllerInput::~ControllerInput()
{
FreeDirectInput();
UnregisterDeviceNotification(m_hDevNotify);
}
HRESULT ControllerInput::CreateDIInterface()
{
HRESULT hr_;
// Register with the DirectInput subsystem and get a pointer
// to a IDirectInput interface we can use.
// Create a DInput object
hr_ = DirectInput8Create( GetModuleHandle(NULL), DIRECTINPUT_VERSION,
IID_IDirectInput8, (VOID**)&g_DIInterface, NULL );
if( FAILED( hr_ ))
{
LOGICONTROLLERTRACE(_T("ERROR: failed to create a DInput object\n"));
FreeDirectInput();
return hr_;
}
return S_OK;
}
HRESULT ControllerInput::AddNewControllers(CONST BOOL calledOnStartup)
{
HRESULT hr_ = E_FAIL;
if (FAILED(hr_ = EnumerateDevices()))
return hr_;
DEVICE_INFO_VECTOR devicesInfo_;
if (FAILED(hr_ = PopulateDeviceDescriptions(devicesInfo_)))
return hr_;
if (FAILED(hr_ = ReOrderDeviceDescriptions(devicesInfo_)))
return hr_;
if (FAILED(hr_ = CreateNewControllers(devicesInfo_, calledOnStartup)))
return hr_;
return S_OK;
}
HRESULT ControllerInput::EnumerateDevices()
{
HRESULT hr_;
for (INT ii = 0; ii < LogitechControllerInput::LG_MAX_CONTROLLERS; ii++)
{
g_deviceHandlesLocal[ii] = NULL;
g_numForceFeedbackAxisLocal[ii] = 0;
g_joystickConnectedLocal[ii] = FALSE;
g_wheelConnectedLocal[ii] = FALSE;
g_gamepadConnectedLocal[ii] = FALSE;
g_deviceIDStringLocal[ii] = _T("");
}
if (NULL == g_DIInterface)
return E_FAIL;
hr_ = g_DIInterface->EnumDevices( DI8DEVCLASS_GAMECTRL,
EnumDevicesCallback,
NULL, DIEDFL_ATTACHEDONLY );
if( FAILED( hr_ ) )
{
LOGICONTROLLERTRACE(_T("ERROR: could not enumerate devices\n"));
return hr_;
}
for (INT ctrlNbr_ = 0; ctrlNbr_ < LogitechControllerInput::LG_MAX_CONTROLLERS; ctrlNbr_++)
{
if (NULL != g_deviceHandlesLocal[ctrlNbr_])
{
if (FAILED(hr_ = g_deviceHandlesLocal[ctrlNbr_]->EnumObjects( EnumAxesCallback,
(VOID*)&g_numForceFeedbackAxisLocal[ctrlNbr_], DIDFT_AXIS )))
{
LOGICONTROLLERTRACE(_T("ERROR: failed to enumerate force feedback axes for device on channel %d\n"), ctrlNbr_);
return hr_;
}
EnumDeviceObjects(ctrlNbr_);
}
}
return S_OK;
}
HRESULT ControllerInput::PopulateDeviceDescriptions(DEVICE_INFO_VECTOR& devicesInfo)
{
devicesInfo.clear();
for (UINT ii = 0; ii < LogitechControllerInput::LG_MAX_CONTROLLERS; ii++)
{
if (NULL == g_deviceHandlesLocal[ii])
continue;
DeviceInfo deviceInfo_;
deviceInfo_.device = g_deviceHandlesLocal[ii];
deviceInfo_.index = ii;
deviceInfo_.numFFAxis = g_numForceFeedbackAxisLocal[ii];
DIDEVICEINSTANCE instance_;
ZeroMemory(&instance_, sizeof(DIDEVICEINSTANCE));
instance_.dwSize = sizeof(DIDEVICEINSTANCE);
g_deviceHandlesLocal[ii]->GetDeviceInfo(&instance_);
DWORD vidPid_ = instance_.guidProduct.Data1;
deviceInfo_.vid = LOWORD(vidPid_);
deviceInfo_.pid = HIWORD(vidPid_);
// Vista breaks DInput capability of telling whether a device
// is a gamepad, joystick or wheel. So let's just set it
// manually for our devices.
if (VID_LOGITECH == deviceInfo_.vid &&
(PID_RUMBLEPAD == deviceInfo_.pid
|| PID_RUMBLEPAD_2 == deviceInfo_.pid
|| PID_CORDLESS_RUMBLEPAD_2 == deviceInfo_.pid
|| PID_CORDLESS_GAMEPAD == deviceInfo_.pid
|| PID_DUAL_ACTION_GAMEPAD == deviceInfo_.pid
|| PID_PRECISION_GAMEPAD_2 == deviceInfo_.pid
|| PID_CHILLSTREAM == deviceInfo_.pid))
{
deviceInfo_.deviceType = LG_DEVICE_TYPE_GAMEPAD;
}
else if (VID_LOGITECH == deviceInfo_.vid &&
(PID_FORCE_3D_PRO == deviceInfo_.pid
|| PID_EXTREME_3D_PRO == deviceInfo_.pid
|| PID_FREEDOM_24 == deviceInfo_.pid
|| PID_ATTACK_3 == deviceInfo_.pid
|| PID_FORCE_3D == deviceInfo_.pid
|| PID_STRIKE_FORCE_3D == deviceInfo_.pid
|| PID_G940_JOYSTICK == deviceInfo_.pid))
{
deviceInfo_.deviceType = LG_DEVICE_TYPE_JOYSTICK;
}
else if (VID_LOGITECH == deviceInfo_.vid &&
(PID_G940_THROTTLE == deviceInfo_.pid
|| PID_G940_PEDALS == deviceInfo_.pid))
{
deviceInfo_.deviceType = LG_DEVICE_TYPE_OTHER;
}
else if (VID_LOGITECH == deviceInfo_.vid &&
(PID_G27 == deviceInfo_.pid
|| PID_DRIVING_FORCE_GT == deviceInfo_.pid
|| PID_G25 == deviceInfo_.pid
|| PID_MOMO_RACING == deviceInfo_.pid
|| PID_MOMO_FORCE == deviceInfo_.pid
|| PID_DRIVING_FORCE_PRO == deviceInfo_.pid
|| PID_DRIVING_FORCE == deviceInfo_.pid
|| PID_NASCAR_RACING_WHEEL == deviceInfo_.pid
|| PID_DRIVING_FORCE == deviceInfo_.pid
|| PID_FORMULA_FORCE == deviceInfo_.pid
|| PID_FORMULA_FORCE_GP == deviceInfo_.pid))
{
deviceInfo_.deviceType = LG_DEVICE_TYPE_WHEEL;
}
else
{
if (g_gamepadConnectedLocal[ii])
{
deviceInfo_.deviceType = LG_DEVICE_TYPE_GAMEPAD;
}
else if(g_joystickConnectedLocal[ii])
{
deviceInfo_.deviceType = LG_DEVICE_TYPE_JOYSTICK;
}
else if(g_wheelConnectedLocal[ii])
{
deviceInfo_.deviceType = LG_DEVICE_TYPE_WHEEL;
}
else
{
deviceInfo_.deviceType = LG_DEVICE_TYPE_OTHER;
}
}
deviceInfo_.friendlyName = instance_.tszProductName;
deviceInfo_.deviceIDString = g_deviceIDStringLocal[ii];
deviceInfo_.IG_nbr = Utils::Instance()->FindIG_Number(deviceInfo_.deviceIDString);
if (-1 != deviceInfo_.IG_nbr)
{
deviceInfo_.isXinput = TRUE;
}
deviceInfo_.uniqueID = Utils::Instance()->GetUniqueID(deviceInfo_.deviceIDString);
devicesInfo.push_back(deviceInfo_);
}
return S_OK;
}
// When game starts and multiple XInput devices are plugged in, the
// enumeration order is likely not equal to the XInput ID. To get
// around this problem, we change the order of the enumeration as follows:
// - Microsoft XInput devices come first, in order of their IG_ number
// - other XInput devices come next, in order of their IG_ number
// - DInput devices come next, in order of their enumeration.
// - If there are multiple XInput devices with same Vid/Pid and successive
// ID, they don't need to be re-ordered.
HRESULT ControllerInput::ReOrderDeviceDescriptions(DEVICE_INFO_VECTOR& devicesInfo)
{
if (0 == devicesInfo.size())
return S_OK;
// foreach device
// Check to see if there are any Microsoft XInput devices. If so, order them by IG_number
// Check to see if there are other XInput devices. If so, order them by IG_ number.
// Check for DInput devices. keep them in enumeration order.
DEVICE_INFO_MAP xinputMicrosoftDevices_;
DEVICE_INFO_MAP xinputNonMicrosoftDevices_;
DEVICE_INFO_MAP dinputDevices_;
for (UINT index_ = 0; index_ < devicesInfo.size(); index_++)
{
if (devicesInfo[index_].isXinput)
{
if (devicesInfo[index_].vid == VID_MICROSOFT)
{
xinputMicrosoftDevices_[devicesInfo[index_].IG_nbr] = devicesInfo[index_];
}
else
{
xinputNonMicrosoftDevices_[devicesInfo[index_].IG_nbr] = devicesInfo[index_];
}
}
else
{
dinputDevices_[index_] = devicesInfo[index_];
}
}
// rebuild devicesInfo
devicesInfo.clear();
for(DEVICE_INFO_MAP::const_iterator it_ = xinputMicrosoftDevices_.begin(); it_ != xinputMicrosoftDevices_.end(); ++it_)
{
devicesInfo.push_back(it_->second);
}
for(DEVICE_INFO_MAP::const_iterator it_ = xinputNonMicrosoftDevices_.begin(); it_ != xinputNonMicrosoftDevices_.end(); ++it_)
{
devicesInfo.push_back(it_->second);
}
for(DEVICE_INFO_MAP::const_iterator it_ = dinputDevices_.begin(); it_ != dinputDevices_.end(); ++it_)
{
devicesInfo.push_back(it_->second);
}
return S_OK;
}
HRESULT ControllerInput::CreateNewControllers(CONST DEVICE_INFO_VECTOR& devicesInfo, CONST BOOL calledOnStartup)
{
HRESULT hr_;
INT counterXInputViaGetState_ = 0;
for (UINT ll = 0; ll < devicesInfo.size(); ll++)
{
// if device already exists, ignore.
if (IsAlreadyPresent(devicesInfo[ll]))
continue;
if (NULL == devicesInfo[ll].device)
return E_FAIL;
for (INT ii = 0; ii < LogitechControllerInput::LG_MAX_CONTROLLERS; ii++)
{
if (NULL == g_controller[ii])
{
if (devicesInfo[ll].isXinput)
{
g_controller[ii] = new LogiGameControllerXInput(ii, m_gameHWnd);
if (NULL == g_controller[ii])
return E_FAIL;
if (calledOnStartup)
{
INT localCounter_ = 0;
// For first device, let's set ID for first device we find via XInputGetState. For the second device, the second found ID, and so on.
for (INT xinputCount_ = 0; xinputCount_ < LG_NBR_XINPUT_CONTROLLERS; xinputCount_++)
{
XINPUT_STATE tempState;
DWORD dwResult_ = XInputGetState( xinputCount_, &tempState );
if (ERROR_DEVICE_NOT_CONNECTED != dwResult_)
{
++localCounter_;
if (localCounter_ - 1 == counterXInputViaGetState_)
{
g_controller[ii]->SetDeviceXInputID(xinputCount_);
++counterXInputViaGetState_;
break;
}
}
}
}
else
{
INT_VECTOR existingXInputDevicesID_;
// Find IDs of all exisitng XInput devices
for (INT jj = 0; jj < LogitechControllerInput::LG_MAX_CONTROLLERS; jj++)
{
if (ii != jj)
{
if (NULL != g_controller[jj])
{
if (g_controller[jj]->IsXInputDevice())
{
existingXInputDevicesID_.push_back(g_controller[jj]->GetDeviceXInputID());
}
}
}
}
// Since we know that the lowest available ID is the one to get assigned, search for it
for (INT kk = 0; kk < LG_NBR_XINPUT_CONTROLLERS; kk++)
{
BOOL foundSameID_ = FALSE;
for (UINT jj = 0; jj < existingXInputDevicesID_.size(); jj++)
{
if (kk == existingXInputDevicesID_[jj])
{
foundSameID_ = TRUE;
}
}
if (!foundSameID_)
{
g_controller[ii]->SetDeviceXInputID(kk);
break;
}
}
}
}
else
{
g_controller[ii] = new LogiGameControllerDI(ii, m_gameHWnd);
if (NULL == g_controller[ii])
return E_FAIL;
g_controller[ii]->SetNumberFFAxes(devicesInfo[ll].numFFAxis);
hr_ = devicesInfo[ll].device->SetDataFormat( &c_dfDIJoystick2 );
if( FAILED( hr_ ) )
{
LOGICONTROLLERTRACE(_T("ERROR: couldn't set data format for gaming device on channel %d\n"), ii);
return hr_;
}
// Set the cooperative level to let DInput know how this device should
// interact with the system and with other DInput applications.
hr_ = devicesInfo[ll].device->SetCooperativeLevel( m_gameHWnd, DISCL_EXCLUSIVE |
DISCL_FOREGROUND );
if( FAILED( hr_ ) )
{
LOGICONTROLLERTRACE(_T("ERROR: couldn't set cooperative level for gaming device on channel %d\n"), ii);
return hr_;
}
}
g_controller[ii]->SetDeviceHandle(devicesInfo[ll].device);
g_controller[ii]->SetVid(devicesInfo[ll].vid);
g_controller[ii]->SetPid(devicesInfo[ll].pid);
g_controller[ii]->SetFriendlyProductName(devicesInfo[ll].friendlyName.c_str());
g_controller[ii]->SetDeviceType(devicesInfo[ll].deviceType);
g_controller[ii]->SetDeviceUniqueID(devicesInfo[ll].uniqueID.c_str());
break;
}
}
}
return S_OK;
}
BOOL ControllerInput::IsAlreadyPresent(DeviceInfo deviceInfo)
{
// First check if unique ID already exists.
for (INT ii = 0; ii < LogitechControllerInput::LG_MAX_CONTROLLERS; ii++)
{
if (NULL != g_controller[ii])
{
if (0 == _tcscmp(g_controller[ii]->GetDeviceUniqueID(), deviceInfo.uniqueID.c_str()))
{
return TRUE;
}
}
}
return FALSE;
}
BOOL CALLBACK ControllerInput::EnumDevicesCallback(CONST DIDEVICEINSTANCE* pDevInst, VOID* pContext)
{
UNREFERENCED_PARAMETER(pContext);
if (NULL == pDevInst || NULL == g_DIInterface)
{
LOGICONTROLLERTRACE(_T("ERROR: EnumDevicesCallback: trying to use NULL pointer\n"));
return DIENUM_CONTINUE;
}
DWORD vidPid_ = pDevInst->guidProduct.Data1;
// Get unique ID
STRING_VECTOR deviceIDString_;
Utils::Instance()->GetDeviceIDStringFromSetupDI(deviceIDString_, LOWORD(vidPid_), HIWORD(vidPid_));
if (g_ignoreXInputControllers)
{
if (-1 != Utils::Instance()->FindIG_Number(deviceIDString_[0]))
{
return DIENUM_CONTINUE;
}
}
// count how many instances of the same device we already found
INT deviceCounter_ = 0;
for (INT index_ = 0; index_ < LogitechControllerInput::LG_MAX_CONTROLLERS; index_++)
{
DWORD vid_ = 0;
DWORD pid_ = 0;
if (SUCCEEDED(Utils::Instance()->GetVidPid(g_deviceIDStringLocal[index_], vid_, pid_)))
{
if (vid_ == LOWORD(vidPid_) && pid_ == HIWORD(vidPid_))
{
++deviceCounter_;
}
}
}
for (INT ii = 0; ii < LogitechControllerInput::LG_MAX_CONTROLLERS; ii++)
{
// Obtain an interface to the enumerated wheels.
if (g_deviceHandlesLocal[ii] == NULL)
{
// If it failed, then we can't use this FF device. (Maybe the user unplugged
// it while we were in the middle of enumerating it.)
if( FAILED(g_DIInterface->CreateDevice( pDevInst->guidInstance, &g_deviceHandlesLocal[ii], NULL )))
{
LOGICONTROLLERTRACE(_T("ERROR: Failed to obtain an interface for the enumerated FF device %d.\n"), ii);
return DIENUM_CONTINUE;
} else
{
// check if we have a wheel or a joystick
switch (GET_DIDEVICE_TYPE(pDevInst->dwDevType))
{
case DI8DEVTYPE_DRIVING:
g_wheelConnectedLocal[ii] = TRUE;
break;
case DI8DEVTYPE_JOYSTICK:
g_joystickConnectedLocal[ii] = TRUE;
break;
case DI8DEVTYPE_GAMEPAD:
g_gamepadConnectedLocal[ii] = TRUE;
break;
}
_ASSERT(deviceCounter_ < static_cast<INT>(deviceIDString_.size()));
g_deviceIDStringLocal[ii] = deviceIDString_[deviceCounter_];
STRING uniqueID_ = Utils::Instance()->GetUniqueID(deviceIDString_[deviceCounter_]);
if (NULL == g_deviceHandlesLocal[ii])
{
LOGICONTROLLERTRACE(_T("ERROR: EnumDevicesCallback: g_deviceHandlesLocal[%d] is NULL\n"), ii);
return DIENUM_CONTINUE;
}
// Disable centering spring, but only for devices that aren't already present
BOOL deviceAlreadyPresent_ = FALSE;
for (INT index_ = 0; index_ < LogitechControllerInput::LG_MAX_CONTROLLERS; index_++)
{
if (NULL != g_controller[index_])
{
if (0 == _tcscmp(uniqueID_.c_str(), g_controller[index_]->GetDeviceUniqueID()))
{
deviceAlreadyPresent_ = TRUE;
break;
}
}
}
if (!deviceAlreadyPresent_)
{
DIPROPDWORD DIPropAutoCenter_;
DIPropAutoCenter_.diph.dwSize = sizeof(DIPROPDWORD);
DIPropAutoCenter_.diph.dwHeaderSize = sizeof(DIPROPHEADER);
DIPropAutoCenter_.diph.dwObj = 0;
DIPropAutoCenter_.diph.dwHow = DIPH_DEVICE;
DIPropAutoCenter_.dwData = DIPROPAUTOCENTER_OFF;
if( FAILED( g_deviceHandlesLocal[ii]->SetProperty(DIPROP_AUTOCENTER,
&DIPropAutoCenter_.diph) ) )
{
return DIENUM_CONTINUE;
}
}
}
break;
}
}
return DIENUM_CONTINUE;
}
//-----------------------------------------------------------------------------
// Name: EnumAxesCallback()
// Desc: Callback function for enumerating the axes on a joystick and counting
// each force feedback enabled axis
//-----------------------------------------------------------------------------
BOOL CALLBACK ControllerInput::EnumAxesCallback( CONST DIDEVICEOBJECTINSTANCE* pdidoi,
VOID* pContext )
{
DWORD* pdwNumForceFeedbackAxis = (DWORD*) pContext;
if( (pdidoi->dwFlags & DIDOI_FFACTUATOR) != 0 )
(*pdwNumForceFeedbackAxis)++;
return DIENUM_CONTINUE;
}
HRESULT ControllerInput::EnumDeviceObjects(INT index)
{
HRESULT hr_ = NULL;
// Enumerate the wheel objects. The callback function enabled user
// interface elements for objects that are found, and sets the
// min/max values property for discovere66d axes.
if (g_deviceHandlesLocal[index] != NULL)
{
if( FAILED(hr_ = g_deviceHandlesLocal[index]->EnumObjects( EnumObjectsCallback,
(VOID*)g_deviceHandlesLocal[index], DIDFT_ALL )))
{
LOGICONTROLLERTRACE(_T("ERROR: couldn't enumerate objects for gaming device on channel %d\n"), index);
return hr_;
}
}
return S_OK;
}
BOOL ControllerInput::EnumObjectsCB(CONST DIDEVICEOBJECTINSTANCE* pdidoi, LPVOID pvRef)
{
HRESULT hr_;
LPDIRECTINPUTDEVICE8 WheelHandle_ = (LPDIRECTINPUTDEVICE8) pvRef;
if (NULL != WheelHandle_ && NULL != pdidoi)
{
// For axes that are returned, set the DIPROP_RANGE property for the
// enumerated axis in order to scale min/max values.
if( pdidoi->dwType & DIDFT_AXIS )
{
DIPROPRANGE diprg;
diprg.diph.dwSize = sizeof(DIPROPRANGE);
diprg.diph.dwHeaderSize = sizeof(DIPROPHEADER);
diprg.diph.dwHow = DIPH_BYID;
diprg.diph.dwObj = pdidoi->dwType; // Specify the enumerated axis
diprg.lMin = LG_DINPUT_RANGE_MIN;
diprg.lMax = LG_DINPUT_RANGE_MAX;
// Set the range for the axis
if( FAILED(hr_ = WheelHandle_->SetProperty( DIPROP_RANGE, &diprg.diph )))
{
LOGICONTROLLERTRACE(_T("ERROR: SetProperty failed\n"));
return DIENUM_STOP;
}
}
}
return DIENUM_CONTINUE;
}
BOOL FAR PASCAL ControllerInput::EnumObjectsCallback(CONST DIDEVICEOBJECTINSTANCE* pdidoi, LPVOID pvRef)
{
ControllerInput *pThis_ = (ControllerInput *) pvRef;
if(NULL != pThis_)
return pThis_->EnumObjectsCB(pdidoi, pvRef);
return DIENUM_STOP;
}
/****f* Controller.Input.SDK/Update()
* NAME
* VOID Update() -- update controller status (connected or
* disconnected) and read each controller's positional information.
* SEE ALSO
* SampleInGameImplementation.cpp to see an example.
******
*/
VOID ControllerInput::Update()
{
DWORD currentTicks_ = GetTickCount();
if (g_gameControllerWasPluggedIn)
{
g_gameControllerWasPluggedIn = FALSE;
INT currentNumberControllersConnected_ = GetCurrentNumberControllersConnected();
AddNewControllers(FALSE);
// If number of controllers after AddNewControllers is the
// same than before, it could be because device was plugged
// into a USB for first time and didn't get enumerated on
// first try. So in that case, let's try again regularly
// for a few seconds.
if (currentNumberControllersConnected_ == GetCurrentNumberControllersConnected())
{
Utils::Instance()->SetRecurringTimer(TIMER_EXTRA_ADD_CONTROLLERS, currentTicks_, currentTicks_ + LG_MAX_TIME_RESET_OR_ADD_CONTROLLERS, LG_TIME_INTERVAL_RESET_OR_ADD_CONTROLLERS);
}
}
if (Utils::Instance()->TimerTriggered(TIMER_EXTRA_ADD_CONTROLLERS))
{
AddNewControllers(FALSE);
}
// Remove controllers that need removing
for (UINT index_ = 0; index_ < g_uniqueIDsRemoved.size(); index_++)
{
g_uniqueIDsRemoved[index_] = Utils::Instance()->StringToUpper(g_uniqueIDsRemoved[index_]);
for (INT ii = 0; ii < LogitechControllerInput::LG_MAX_CONTROLLERS; ii++)
{
if (NULL != g_controller[ii])
{
STRING localUniqueID_(g_controller[ii]->GetDeviceUniqueID());
localUniqueID_ = Utils::Instance()->StringToUpper(localUniqueID_);
if (0 == _tcscmp(g_uniqueIDsRemoved[index_].c_str(), localUniqueID_.c_str()))
{
RemoveController(ii);
}
}
}
}
// re-init our vector containing IDs to be removed
g_uniqueIDsRemoved.clear();
for (INT ii = 0; ii < LogitechControllerInput::LG_MAX_CONTROLLERS; ii++)
{
if (NULL != g_controller[ii])
{
g_controller[ii]->Read();
}
}
}
BOOL ControllerInput::ControllerExists(CONST INT index)
{
if (0 <= index && index < LogitechControllerInput::LG_MAX_CONTROLLERS)
{
if (NULL != g_controller[index])
return TRUE;
}
return FALSE;
}
/****f* Controller.Input.SDK/GetStateDInput(INT.index)
* NAME
* DIJOYSTATE2* GetStateDInput(INT index) -- get a DirectInput
* controller's positional information.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
* RETURN VALUE
* DIJOYSTATE2 pointer to the most recent information obtained through
* Update() if successful.
* NULL otherwise.
* SEE ALSO
* Update()
* SampleInGameImplementation.cpp to see an example.
******
*/
DIJOYSTATE2* ControllerInput::GetStateDInput(CONST INT index)
{
if (ControllerExists(index))
{
return g_controller[index]->GetStateDInput();
}
return NULL;
}
/****f* Controller.Input.SDK/GetStateXInput(INT.index)
* NAME
* XINPUT_STATE* GetStateXInput(INT index) -- get a XInput
* controller's positional information.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
* RETURN VALUE
* XINPUT_STATE pointer to the most recent information obtained
* through Update() if successful.
* NULL otherwise.
* SEE ALSO
* Update()
* SampleInGameImplementation.cpp to see an example.
******
*/
XINPUT_STATE* ControllerInput::GetStateXInput(CONST INT index)
{
if (ControllerExists(index))
{
return g_controller[index]->GetStateXInput();
}
return NULL;
}
/****f* Controller.Input.SDK/GetFriendlyProductName(INT.index)
* NAME
* LPCTSTR GetFriendlyProductName(INT index) -- get the friendly
* name of a controller (as found in the USB Device Descriptor).
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
* RETURN VALUE
* String containing friendly name if successful.
* Empy string otherwise.
* SEE ALSO
* SampleInGameImplementation.cpp to see an example.
******
*/
LPCTSTR ControllerInput::GetFriendlyProductName(CONST INT index)
{
if (ControllerExists(index))
{
return g_controller[index]->GetFriendlyProductName();
}
return _T("");
}
/****f* Controller.Input.SDK/IsConnected(INT.index)
* NAME
* BOOL IsConnected(INT index) -- check if specified game controller
* is currently connected.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
* RETURN VALUE
* TRUE if connected.
* FALSE otherwise.
* SEE ALSO
* IsConnected(INT.index,DeviceType.deviceType)
* IsConnected(INT.index,ManufacturerName.manufacturerName)
* IsConnected(INT.index,ModelName.modelName)
* SampleInGameImplementation.cpp to see an example.
******
*/
BOOL ControllerInput::IsConnected(CONST INT index)
{
if (ControllerExists(index))
{
return TRUE;
}
return FALSE;
}
/****f* Controller.Input.SDK/IsConnected(INT.index,DeviceType.deviceType)
* NAME
* BOOL IsConnected(INT index, DeviceType deviceType) -- check if
* specified game controller is currently connected.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
*
* deviceType - type of the device. Possible types are:
* - LG_DEVICE_TYPE_WHEEL
* - LG_DEVICE_TYPE_JOYSTICK
* - DEVICE_TYPE_GAMEPAD
* - LG_DEVICE_TYPE_OTHER
* RETURN VALUE
* TRUE if device is connected.
* FALSE otherwise.
* SEE ALSO
* IsConnected(INT.index)
* IsConnected(INT.index,ManufacturerName.manufacturerName)
* IsConnected(INT.index,ModelName.modelName)
* SampleInGameImplementation.cpp to see an example.
******
*/
BOOL ControllerInput::IsConnected(CONST INT index, CONST DeviceType deviceType)
{
if (ControllerExists(index))
{
return g_controller[index]->IsConnected(deviceType);
}
return FALSE;
}
/****f* Controller.Input.SDK/IsConnected(INT.index,ManufacturerName.manufacturerName)
* NAME
* BOOL IsConnected(INT index, ManufacturerName manufacturerName) --
* check if specified game controller is currently connected.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
*
* manufacturerName - name of the manufacturer of the device. Possible
* names are:
* - LG_MANUFACTURER_LOGITECH
* - LG_MANUFACTURER_MICROSOFT
* - LG_MANUFACTURER_OTHER
* RETURN VALUE
* TRUE if device is connected.
* FALSE otherwise.
* SEE ALSO
* IsConnected(INT.index)
* IsConnected(INT.index,DeviceType.deviceType)
* IsConnected(INT.index,ModelName.modelName)
* SampleInGameImplementation.cpp to see an example.
******
*/
BOOL ControllerInput::IsConnected(CONST INT index, CONST ManufacturerName manufacturerName)
{
if (ControllerExists(index))
{
return g_controller[index]->IsConnected(manufacturerName);
}
return FALSE;
}
/****f* Controller.Input.SDK/IsConnected(INT.index,ModelName.modelName)
* NAME
* BOOL IsConnected(INT index, ModelName modelName) -- check if
* specified game controller is currently connected.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
*
* modelName - model name of the device. Possible names are:
* - LG_MODEL_G27
* - LG_MODEL_DRIVING_FORCE_GT
* - LG_MODEL_G25
* - LG_MODEL_MOMO_RACING
* - LG_MODEL_MOMO_FORCE
* - LG_MODEL_DRIVING_FORCE_PRO
* - LG_MODEL_DRIVING_FORCE
* - LG_MODEL_NASCAR_RACING_WHEEL
* - LG_MODEL_FORMULA_FORCE
* - LG_MODEL_FORMULA_FORCE_GP
* - LG_MODEL_FORCE_3D_PRO
* - LG_MODEL_EXTREME_3D_PRO
* - LG_MODEL_FREEDOM_24
* - LG_MODEL_ATTACK_3
* - LG_MODEL_FORCE_3D
* - LG_MODEL_STRIKE_FORCE_3D
* - LG_MODEL_G940_JOYSTICK
* - LG_MODEL_G940_THROTTLE
* - LG_MODEL_G940_PEDALS
* - LG_MODEL_RUMBLEPAD
* - LG_MODEL_RUMBLEPAD_2
* - LG_MODEL_CORDLESS_RUMBLEPAD_2
* - LG_MODEL_CORDLESS_GAMEPAD
* - LG_MODEL_DUAL_ACTION_GAMEPAD
* - LG_MODEL_PRECISION_GAMEPAD_2
* - LG_MODEL_CHILLSTREAM
* RETURN VALUE
* TRUE if device is connected.
* FALSE otherwise.
* SEE ALSO
* IsConnected(INT.index)
* IsConnected(INT.index,DeviceType.deviceType)
* IsConnected(INT.index,ManufacturerName.manufacturerName)
* SampleInGameImplementation.cpp to see an example.
******
*/
BOOL ControllerInput::IsConnected(CONST INT index, CONST ModelName modelName)
{
if (ControllerExists(index))
{
return g_controller[index]->IsConnected(modelName);
}
return FALSE;
}
/****f* Controller.Input.SDK/IsXInputDevice(INT.index)
* NAME
* BOOL IsXInputDevice(INT index) -- check if the controller is a
* XInput device or a DirectInput device.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
* RETURN VALUE
* TRUE if controller is a XInput device.
* FALSE otherwise.
* SEE ALSO
* SampleInGameImplementation.cpp to see an example.
******
*/
BOOL ControllerInput::IsXInputDevice(CONST INT index)
{
if (ControllerExists(index))
{
return g_controller[index]->IsXInputDevice();
}
return FALSE;
}
/****f* Controller.Input.SDK/HasForceFeedback(INT.index)
* NAME
* BOOL HasForceFeedback(INT index) -- check if the controller can
* do force feedback or rumble.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
* RETURN VALUE
* TRUE if controller is force feedback/rumble capable.
* FALSE otherwise.
* SEE ALSO
* SampleInGameImplementation.cpp to see an example.
******
*/
BOOL ControllerInput::HasForceFeedback(CONST INT index)
{
if (ControllerExists(index))
{
return g_controller[index]->HasForceFeedback();
}
return FALSE;
}
/****f* Controller.Input.SDK/GetVendorID(INT.index)
* NAME
* DWORD GetVendorID(INT index) -- Get controller's Vendor ID.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
* RETURN VALUE
* Vendor ID if successful.
* 0 otherwise.
* SEE ALSO
* GetProductID(INT.index)
* SampleInGameImplementation.cpp to see an example.
******
*/
DWORD ControllerInput::GetVendorID(CONST INT index)
{
if (ControllerExists(index))
{
return g_controller[index]->GetVid();
}
return 0;
}
/****f* Controller.Input.SDK/GetProductID(INT.index)
* NAME
* DWORD GetProductID(INT index) -- Get controller's Product ID.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
* RETURN VALUE
* Product ID if successful.
* 0 otherwise.
* SEE ALSO
* GetVendorID(INT.index)
* SampleInGameImplementation.cpp to see an example.
******
*/
DWORD ControllerInput::GetProductID(CONST INT index)
{
if (ControllerExists(index))
{
return g_controller[index]->GetPid();
}
return 0;
}
/****f* Controller.Input.SDK/GetDeviceHandle(INT.index)
* NAME
* LPDIRECTINPUTDEVICE8 GetDeviceHandle(INT index) -- Get handle to
* controller's corresponding DirectInput device. This handle can be
* used to do force feedback.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
* RETURN VALUE
* Device handle if successful.
* NULL otherwise.
* SEE ALSO
* SampleInGameImplementation.cpp to see an example.
******
*/
LPDIRECTINPUTDEVICE8 ControllerInput::GetDeviceHandle(CONST INT index)
{
if (ControllerExists(index))
{
return g_controller[index]->GetDeviceHandle();
}
return NULL;
}
/****f* Controller.Input.SDK/GetDeviceXinputID(INT.index)
* NAME
* INT GetDeviceXinputID(INT index) -- Get ID of XInput
* controller. This ID can be used as the dwUserIndex parameter to use
* any of the XInput functions.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
* RETURN VALUE
* XInput ID if successful ( 0 to 3).
* LG_XINPUT_ID_NONE otherwise.
* SEE ALSO
* SampleInGameImplementation.cpp to see an example.
******
*/
INT ControllerInput::GetDeviceXInputID(CONST INT index)
{
if (ControllerExists(index))
{
return g_controller[index]->GetDeviceXInputID();
}
return LG_XINPUT_ID_NONE;
}
/****f* Controller.Input.SDK/GenerateNonLinearValues(INT.index,INT.nonLinCoeff)
* NAME
* HRESULT GenerateNonLinearValues(int index, int nonLinCoeff) --
* Generate non-linear values for the game controller's axis.
* FUNCTION
* Gaming wheels/joysticks/game pads have very different behavior from
* real steering wheels. The reason for single-turn wheels is that
* they only do up to three quarters of a turn lock to lock, compared
* to about 3 turns for a real car.
* This directly affects the steering ratio (15:1 to 20:1 for a real
* car, but only 4:1 for a gaming wheel!). Joysticks and game pads
* have a much shorter range of movement than a real steering wheel as
* well.
* Because of this very short steering ratio or short range, the
* gaming wheel/joystick/game pad will feel highly sensitive which may
* make game play very difficult.
* Especially it may be difficult to drive in a straight line at speed
* (tendency to swerve back and forth).
* One way to get around this problem is to use a sensitivity
* curve. This is a curve that defines the sensitivity of the game
* controller depending on speed. This type of curve is usually used
* for game pads to make up for their low physical range. The result
* of applying such a curve is that at high speed the car's wheels
* will physically turn less than if the car is moving very slowly.
* For example the car's wheels may turn 60 degrees lock to lock at
* low speed but only 10 degrees lock to lock at higher speeds. If
* you calculate the resulting steering ratio for 10 degrees lock to
* lock you find that if you use a steering wheel that turns 180
* degrees lock to lock the ratio is equal to 180/10 = 18, which
* corresponds to a real car's steering ratio.
* If the sensitivity curve has been implemented for the
* wheel/joystick, adding a non-linear curve probably is not
* necessary. But you may find that even after applying a sensitivity
* curve, the car still feels a little twitchy on a straight line when
* driving fast. This may be because in your game you need more than
* 10 degrees lock to lock even at high speeds. Or maybe the car is
* moving at very high speeds where even a normal steering ratio is
* not good enough to eliminate high sensitivity.
* The best way at this point is to add a non-linear curve on top of
* the sensitivity curve.
* The effect of the non-linear curve with positive nonLinCoeff is
* that around center position the wheel/joystick will be less
* sensitive. Yet at locked position left or right the car's wheels
* will turn the same amount of degrees as without the non-linear
* response curve. Therefore the car will become more controllable on
* a straight line and game-play will be improved.
* There can sometimes be cases where the wheel does not feel
* sensitive enough. In that case it is possible to add a non-linear
* curve with the inverse effect (makes the steering more sensitive
* around center position) by using negative values for
* nonLinCoeff. This method lets you define a non-linearity
* coefficient which will determine how strongly non-linear the curve
* will be. When running the method it will generate a mapping table
* in the form of an array. For each of the 1024 entries in this array
* there will be a corresponding non-linear value which can be used as
* the wheel/joystick's axis position instead of the original
* value. See Sample_In-game_Implementation.cs for an example.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
*
* nonLinCoeff - value representing how much non-linearity should be
* applied. Range is -100 to 100. 0 = linear curve, 100 = maximum
* non-linear curve with less sensitivity around center, -100 =
* maximum non-linearity with more sensitivity around center position.
* SEE ALSO
* GetNonLinearValue(INT.index,INT.inputValue)
* SampleInGameImplementation.cpp to see an example.
******
*/
HRESULT ControllerInput::GenerateNonLinearValues(CONST INT index, CONST INT nonLinCoeff)
{
if (ControllerExists(index))
{
g_controller[index]->GenerateNonLinearValues(nonLinCoeff);
return S_OK;
}
return E_FAIL;
}
/****f* Controller.Input.SDK/GetNonLinearValue(INT.index,INT.inputValue)
* NAME
* INT GetNonLinearValue(INT index, INT inputValue) -- Get a
* non-linear value from a table previously generated. This can be
* used for the response of a steering wheel.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
*
* inputValue - value between LG_DINPUT_RANGE_MIN and
* LG_DINPUT_RANGE_MAX corresponding to original value of an axis.
* RETURN VALUE
* Value between LG_DINPUT_RANGE_MIN and LG_DINPUT_RANGE_MAX
* corresponding to the level of non-linearity previously set with
* GenerateNonLinearValues(...).
* SEE ALSO
* GenerateNonLinearValues(INT.index,INT.nonLinCoeff)
* SampleInGameImplementation.cpp to see an example.
******
*/
INT ControllerInput::GetNonLinearValue(CONST INT index, CONST INT inputValue)
{
if (ControllerExists(index))
{
return g_controller[index]->GetNonLinearValue(inputValue);
}
return 0;
}
/****f* Controller.Input.SDK/ButtonIsPressed(INT.index,INT.buttonOrMask)
* NAME
* BOOL ButtonIsPressed(CONST INT index, CONST INT buttonOrMask) --
* check if the button is currently pressed.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
*
* buttonOrMask - button number between 0 and 127 for DInput, one of
* the following bitmasks for XInput: XINPUT_GAMEPAD_DPAD_UP,
* XINPUT_GAMEPAD_DPAD_DOWN, XINPUT_GAMEPAD_DPAD_LEFT,
* XINPUT_GAMEPAD_DPAD_RIGHT, XINPUT_GAMEPAD_START,
* XINPUT_GAMEPAD_BACK, XINPUT_GAMEPAD_LEFT_THUMB,
* XINPUT_GAMEPAD_RIGHT_THUMB, XINPUT_GAMEPAD_LEFT_SHOULDER,
* XINPUT_GAMEPAD_RIGHT_SHOULDER, XINPUT_GAMEPAD_A, XINPUT_GAMEPAD_B,
* XINPUT_GAMEPAD_X, XINPUT_GAMEPAD_Y
* RETURN VALUE
* TRUE if buttons is currently pressed.
* FALSE otherwise.
* SEE ALSO
* ButtonTriggered(INT.index,INT.buttonOrMask)
* ButtonReleased(INT.index,INT.buttonOrMask)
* SampleInGameImplementation.cpp to see an example.
******
*/
BOOL ControllerInput::ButtonIsPressed(CONST INT index, CONST INT buttonOrMask)
{
if (ControllerExists(index))
{
return g_controller[index]->ButtonIsPressed(buttonOrMask);
}
return FALSE;
}
/****f* Controller.Input.SDK/ButtonTriggered(INT.index,INT.buttonOrMask)
* NAME
* BOOL ButtonTriggered(CONST INT index, CONST INT buttonOrMask) --
* check if the button has been triggered.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
*
* buttonOrMask - button number between 0 and 127 for DInput, one of
* the following bitmasks for XInput: XINPUT_GAMEPAD_DPAD_UP,
* XINPUT_GAMEPAD_DPAD_DOWN, XINPUT_GAMEPAD_DPAD_LEFT,
* XINPUT_GAMEPAD_DPAD_RIGHT, XINPUT_GAMEPAD_START,
* XINPUT_GAMEPAD_BACK, XINPUT_GAMEPAD_LEFT_THUMB,
* XINPUT_GAMEPAD_RIGHT_THUMB, XINPUT_GAMEPAD_LEFT_SHOULDER,
* XINPUT_GAMEPAD_RIGHT_SHOULDER, XINPUT_GAMEPAD_A, XINPUT_GAMEPAD_B,
* XINPUT_GAMEPAD_X, XINPUT_GAMEPAD_Y
* RETURN VALUE
* TRUE if button was triggered.
* FALSE otherwise.
* SEE ALSO
* ButtonIsPressed(INT.index,INT.buttonOrMask)
* ButtonReleased(INT.index,INT.buttonOrMask)
* SampleInGameImplementation.cpp to see an example.
******
*/
BOOL ControllerInput::ButtonTriggered(CONST INT index, CONST INT buttonOrMask)
{
if (ControllerExists(index))
{
return g_controller[index]->ButtonTriggered(buttonOrMask);
}
return FALSE;
}
/****f* Controller.Input.SDK/ButtonReleased(INT.index,INT.buttonOrMask)
* NAME
* BOOL ButtonReleased(CONST INT index, CONST INT buttonOrMask) --
* check if the button has been released.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
*
* buttonOrMask - button number between 0 and 127 for DInput, one of
* the following bitmasks for XInput: XINPUT_GAMEPAD_DPAD_UP,
* XINPUT_GAMEPAD_DPAD_DOWN, XINPUT_GAMEPAD_DPAD_LEFT,
* XINPUT_GAMEPAD_DPAD_RIGHT, XINPUT_GAMEPAD_START,
* XINPUT_GAMEPAD_BACK, XINPUT_GAMEPAD_LEFT_THUMB,
* XINPUT_GAMEPAD_RIGHT_THUMB, XINPUT_GAMEPAD_LEFT_SHOULDER,
* XINPUT_GAMEPAD_RIGHT_SHOULDER, XINPUT_GAMEPAD_A, XINPUT_GAMEPAD_B,
* XINPUT_GAMEPAD_X, XINPUT_GAMEPAD_Y
* RETURN VALUE
* TRUE if button was released.
* FALSE otherwise.
* SEE ALSO
* ButtonIsPressed(INT.index,INT.buttonOrMask)
* ButtonTriggered(INT.index,INT.buttonOrMask)
* SampleInGameImplementation.cpp to see an example.
******
*/
BOOL ControllerInput::ButtonReleased(CONST INT index, CONST INT buttonOrMask)
{
if (ControllerExists(index))
{
return g_controller[index]->ButtonReleased(buttonOrMask);
}
return FALSE;
}
/****f* Controller.Input.SDK/GetNumberFFAxesDInput(INT.index)
* NAME
* INT GetNumberFFAxesDInput(INT index) -- find out how many force
* feedback axes the controller has.
* INPUTS
* index - index of the controller (between 0 and
* LG_MAX_CONTROLLERS).
* RETURN VALUE
* Number of FF axes.
******
*/
INT ControllerInput::GetNumberFFAxesDInput(CONST INT index)
{
if (ControllerExists(index))
{
return g_controller[index]->GetNumberFFAxes();
}
return 0;
}
VOID ControllerInput::FreeDirectInput()
{
for (INT ii = 0; ii < LogitechControllerInput::LG_MAX_CONTROLLERS; ii++)
{
RemoveController(ii);
}
if (g_DIInterface)
{
g_DIInterface = NULL;
}
}
HWND ControllerInput::GetGameHWnd()
{
return m_gameHWnd;
}
HRESULT ControllerInput::RemoveController(CONST INT index)
{
if (NULL == g_controller[index])
return E_FAIL;
if (g_controller[index]->GetDeviceHandle())
{
g_controller[index]->GetDeviceHandle()->Unacquire();
}
delete g_controller[index];
g_controller[index] = NULL;
/* following feature was removed because if the extra device happens to be a XInput device and its XInput ID is different of 0, it will fail */
//// See if number of controllers before removal was = to
//// LG_MAX_CONTROLLERS. In this case let's re-enumerate
//// because it could be that there extra controllers
//// present that didn't get an available spot before.
//INT counter_ = 0;
//for (INT jj = 0; jj < LG_MAX_CONTROLLERS; jj++)
//{
// if (NULL != g_controller[jj])
// ++counter_;
//}
//if (counter_ == LG_MAX_CONTROLLERS - 1)
// g_gameControllerWasPluggedIn = TRUE;
return S_OK;
}
INT ControllerInput::GetCurrentNumberControllersConnected()
{
INT counter_ = 0;
for (INT index_ = 0; index_ < LogitechControllerInput::LG_MAX_CONTROLLERS; index_++)
{
if (IsConnected(index_))
{
++counter_;
}
}
return counter_;
}
LRESULT CALLBACK NewWindowProc (HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
//LONG_PTR ptr_ = GetWindowLongPtr(hwnd, GWLP_USERDATA);
//ControllerInput* controllerInput_ = (ControllerInput*)ptr_;
DEV_BROADCAST_HDR* pHeader_ = NULL;
DEV_BROADCAST_DEVICEINTERFACE* deviceInterface_ = NULL;
BOOL activateValue_ = FALSE;
switch(message)
{
case WM_ACTIVATEAPP:
activateValue_ = static_cast<BOOL>(wParam);
if (activateValue_)
{
//LOGICONTROLLERTRACE(_T("WM_ACTIVATEAPP: window got activated\n"));
XInputEnable(TRUE);
g_appGotActivated = TRUE;
}
else
{
//LOGICONTROLLERTRACE(_T("WM_ACTIVATEAPP: window got DEactivated\n"));
XInputEnable(FALSE);
}
break;
case WM_DESTROY:
//LOGICONTROLLERTRACE(_T("WindowProc()->WM_DESTROY\n"));
KillTimer(hwnd, 1);
break;
case WM_CREATE:
{
CREATESTRUCT* pcs = (CREATESTRUCT*)lParam;
if (pcs)
{
SetWindowLongPtr(hwnd, GWLP_USERDATA, (__int3264)(LONG_PTR)pcs->lpCreateParams);
}
SetTimer(hwnd,1,200,NULL);
}
break;
case WM_NCDESTROY:
//LOGICONTROLLERTRACE("WindowProc()->WM_NCDESTROY\n");
break;
case WM_NCCREATE:
break;
case WM_DEVICECHANGE:
// disconnecting or connecting any device, including my pda, can trigger the centering spring, so let's do something about it
g_deviceWasChanged = TRUE;
switch (wParam)
{
case DBT_DEVICEARRIVAL:
//LOGICONTROLLERTRACE(_T("DBT_DEVICEARRIVAL\n"));
pHeader_ = (DEV_BROADCAST_HDR*)lParam;
if (pHeader_)
{
if (pHeader_->dbch_devicetype == DBT_DEVTYP_DEVICEINTERFACE)
{
g_gameControllerWasPluggedIn = TRUE;
}
}
break;
case DBT_DEVICEREMOVECOMPLETE:
//LOGICONTROLLERTRACE(_T("DBT_DEVICEREMOVECOMPLETE\n"));
pHeader_ = (DEV_BROADCAST_HDR*)lParam;
if (pHeader_)
{
if (pHeader_->dbch_devicetype == DBT_DEVTYP_DEVICEINTERFACE)
{
deviceInterface_ = (DEV_BROADCAST_DEVICEINTERFACE*)lParam;
//LOGICONTROLLERTRACE(_T("Need to remove %s\n"), deviceInterface_->dbcc_name);
TCHAR uniqueIDRemoved_[MAX_PATH] = {'\0'};
if (FAILED(Utils::Instance()->GetUniqueIDFromDbcc_name(uniqueIDRemoved_, deviceInterface_->dbcc_name)))
break;
STRING uniqueIDRemovedWString_(uniqueIDRemoved_);
g_uniqueIDsRemoved.push_back(uniqueIDRemovedWString_);
}
}
break;
default:
break;
}
break;
default:
break;
}
return CallWindowProc (g_OldWnd, hwnd, message, wParam, lParam);
}