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PhysX4.1/kaplademo/source/kaplaDemo/SampleViewerGamepad.cpp
2025-11-28 23:13:44 +05:30

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C++

//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#include "SampleViewerGamepad.h"
#include "SampleViewerScene.h"
#include <stdio.h>
#include <direct.h>
#include "PsString.h"
//////////////////////////////////////////////////////////////////////////
static bool gTimeInit = false;
static const unsigned int MAX_GAMEPADS = 4;
static const unsigned int MAX_GAMEPAD_AXES = 4;
static XINPUT_STATE m_lastInputState[MAX_GAMEPADS];
static int m_lastAxisData[MAX_GAMEPADS][MAX_GAMEPAD_AXES];
//////////////////////////////////////////////////////////////////////////
SampleViewerGamepad::SampleViewerGamepad()
: mGamePadConnected(false), mConnectedPad(0), mXInputLibrary(), mpXInputGetState(0), mpXInputGetCapabilities(0)
{
}
//////////////////////////////////////////////////////////////////////////
SampleViewerGamepad::~SampleViewerGamepad()
{
release();
}
//////////////////////////////////////////////////////////////////////////
void SampleViewerGamepad::init()
{
static const unsigned int xInputLibCount = 4;
static const char* xInputLibs[xInputLibCount] = { "xinput1_4.dll",
"xinput1_3.dll",
"xinput1_2.dll",
"xinput1_1.dll" };
for (unsigned int i = 0; i < xInputLibCount; ++i)
{
mXInputLibrary = LoadLibraryA(xInputLibs[i]);
if (mXInputLibrary)
break;
}
if(!mXInputLibrary)
{
physx::shdfnd::printString("Could not load XInput library.");
}
if (mXInputLibrary)
{
mpXInputGetState = (LPXINPUTGETSTATE)GetProcAddress(mXInputLibrary, "XInputGetState");
mpXInputGetCapabilities = (LPXINPUTGETCAPABILITIES)GetProcAddress(mXInputLibrary, "XInputGetCapabilities");
if(!mpXInputGetState)
{
physx::shdfnd::printString("Error loading XInputGetState function.");
}
if(!mpXInputGetCapabilities)
{
physx::shdfnd::printString("Error loading XInputGetCapabilities function.");
}
}
}
//////////////////////////////////////////////////////////////////////////
void SampleViewerGamepad::release()
{
if (mXInputLibrary)
{
FreeLibrary(mXInputLibrary);
mXInputLibrary = 0;
}
mpXInputGetState = 0;
mpXInputGetCapabilities = 0;
mGamePadConnected = false;
mConnectedPad = 0;
}
//////////////////////////////////////////////////////////////////////////
void SampleViewerGamepad::processGamepads(SampleViewerScene& viewerScene)
{
if (!gTimeInit)
{
gTimeInit = true;
for (unsigned int p = 0; p < MAX_GAMEPADS; p++)
{
memset(&m_lastInputState[p], 0, sizeof(XINPUT_STATE));
for (unsigned int i = 0; i < MAX_GAMEPAD_AXES; i++)
{
m_lastAxisData[p][i] = 0;
}
}
}
static int32_t disConnected[4] = { 1, 2, 3, 4 };
if (!hasXInput())
return;
for (uint32_t p = 0; p < MAX_GAMEPADS; p++)
{
if ((--disConnected[p]) == 0)
{
XINPUT_STATE inputState;
DWORD state = mpXInputGetState(p, &inputState);
if (state == ERROR_DEVICE_NOT_CONNECTED)
{
disConnected[p] = 4;
if (mGamePadConnected && (mConnectedPad == p))
{
mGamePadConnected = false;
mConnectedPad = 0;
for (uint32_t k = 0; k < MAX_GAMEPADS; k++)
{
XINPUT_STATE inputStateDisc;
DWORD stateDisc = mpXInputGetState(k, &inputStateDisc);
if (stateDisc == ERROR_SUCCESS)
{
mConnectedPad = k;
mGamePadConnected = true;
break;
}
}
}
}
else if (state == ERROR_SUCCESS)
{
if (!mGamePadConnected)
{
mGamePadConnected = true;
mConnectedPad = p;
}
disConnected[p] = 1; //force to test next time
XINPUT_CAPABILITIES caps;
mpXInputGetCapabilities(p, XINPUT_FLAG_GAMEPAD, &caps);
//gamepad
{
// Process buttons
const WORD lastWButtons = m_lastInputState[p].Gamepad.wButtons;
const WORD currWButtons = inputState.Gamepad.wButtons;
const WORD buttonsDown = currWButtons & ~lastWButtons;
const WORD buttonsUp = ~currWButtons & lastWButtons;
// const WORD buttonsHeld = currWButtons & lastWButtons;
for (int i = 0; i < 14; i++)
{
// order has to match struct GamepadControls
static const WORD buttonMasks[] = {
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_Y,
XINPUT_GAMEPAD_A,
XINPUT_GAMEPAD_X,
XINPUT_GAMEPAD_B,
XINPUT_GAMEPAD_LEFT_SHOULDER,
XINPUT_GAMEPAD_RIGHT_SHOULDER,
};
if (buttonsDown & buttonMasks[i])
viewerScene.handleGamepadButton(i, true);
else if (buttonsUp & buttonMasks[i])
viewerScene.handleGamepadButton(i, false);
}
{
const BYTE newTriggerVal = inputState.Gamepad.bRightTrigger;
viewerScene.handleGamepadTrigger(GamepadTrigger::GAMEPAD_RIGHT_SHOULDER_TRIGGER, ((float)newTriggerVal) / 255);
}
{
const BYTE newTriggerVal = inputState.Gamepad.bLeftTrigger;
viewerScene.handleGamepadTrigger(GamepadTrigger::GAMEPAD_LEFT_SHOULDER_TRIGGER, ((float)newTriggerVal) / 255);
}
}
// Gamepad
const int axisData[] = { inputState.Gamepad.sThumbRX, inputState.Gamepad.sThumbRY, inputState.Gamepad.sThumbLX, inputState.Gamepad.sThumbLY };
for (uint32_t i = 0; i < MAX_GAMEPAD_AXES; i++)
{
if (axisData[i] != m_lastAxisData[p][i])
{
int data = axisData[i];
if (abs(data) < XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
{
data = 0;
}
viewerScene.handleGamepadAxis(i, ((float)data) / SHRT_MAX);
}
m_lastAxisData[p][i] = axisData[i];
}
m_lastInputState[p] = inputState;
}
}
}
}