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@@ -38,16 +38,18 @@
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#include "../SDL_joystick_c.h"
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#include "SDL_events.h"
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#include "../../events/SDL_events_c.h"
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+#include "SDL_timer.h"
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#include <Windows.h>
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#include <Xinput.h>
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struct joystick_hwdata {
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- //Uint8 bXInputHaptic; // Supports force feedback via XInput.
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- DWORD userIndex; // The XInput device index, in the range [0, XUSER_MAX_COUNT-1] (probably [0,3]).
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- XINPUT_STATE XInputState; // the last-read in XInputState, kept around to compare old and new values
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- SDL_bool isDeviceConnected; // was the device connected (on the last polling, or during backend-initialization)?
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- SDL_bool isDeviceRemovalEventPending; // was the device removed, and is the associated removal event pending?
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+ //Uint8 bXInputHaptic; // Supports force feedback via XInput.
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+ DWORD userIndex; // The XInput device index, in the range [0, XUSER_MAX_COUNT-1] (probably [0,3]).
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+ XINPUT_STATE XInputState; // the last-read in XInputState, kept around to compare old and new values
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+ SDL_bool isDeviceConnected; // was the device connected (on the last detection-polling, or during backend-initialization)?
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+ SDL_bool isDeviceConnectionEventPending; // was a device added, and is the associated add-event pending?
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+ SDL_bool isDeviceRemovalEventPending; // was the device removed, and is the associated remove-event pending?
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};
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/* Keep track of data on all XInput devices, regardless of whether or not
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@@ -55,6 +57,79 @@ struct joystick_hwdata {
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*/
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static struct joystick_hwdata g_XInputData[XUSER_MAX_COUNT];
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+/* Device detection can be extremely costly performance-wise, in some cases.
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+ In particular, if no devices are connected, calls to detect a single device,
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+ via either XInputGetState() or XInputGetCapabilities(), can take upwards of
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+ 20 ms on a 1st generation Surface RT, more if devices are detected across
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+ all of of XInput's four device slots. WinRT and XInput do not appear to
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+ have callback-based APIs to notify an app when a device is connected, at
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+ least as of Windows 8.1. The synchronous XInput calls must be used.
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+
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+ Once a device is connected, calling XInputGetState() is a much less costly
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+ operation, with individual calls costing well under 1 ms, and often under
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+ 0.1 ms [on a 1st gen Surface RT].
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+
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+ With XInput's performance limitations in mind, a separate device-detection
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+ thread will be utilized (by SDL) to try to move costly XInput calls off the
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+ main thread. Polling of active devices still, however, occurs on the main
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+ thread.
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+ */
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+static SDL_Thread * g_DeviceDetectionThread = NULL;
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+static SDL_mutex * g_DeviceInfoLock = NULL;
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+static SDL_bool g_DeviceDetectionQuit = SDL_FALSE;
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+
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+/* Main function for the device-detection thread.
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+ */
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+static int
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+DeviceDetectionThreadMain(void * _data)
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+{
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+ DWORD result;
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+ XINPUT_CAPABILITIES tempXInputCaps;
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+ int i;
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+
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+ while (1) {
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+ /* See if the device-detection thread is being asked to shutdown.
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+ */
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+ SDL_LockMutex(g_DeviceInfoLock);
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+ if (g_DeviceDetectionQuit) {
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+ SDL_UnlockMutex(g_DeviceInfoLock);
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+ break;
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+ }
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+ SDL_UnlockMutex(g_DeviceInfoLock);
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+
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+ /* Add a short delay to prevent the device-detection thread from eating
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+ up too much CPU time:
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+ */
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+ SDL_Delay(300);
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+
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+ /* TODO, WinRT: try making the device-detection thread wakeup sooner from its CPU-preserving SDL_Delay, if the thread was asked to quit.
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+ */
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+
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+ /* See if any new devices are connected. */
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+ for (i = 0; i < XUSER_MAX_COUNT; ++i) {
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+ if (!g_XInputData[i].isDeviceConnected &&
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+ !g_XInputData[i].isDeviceConnectionEventPending &&
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+ !g_XInputData[i].isDeviceRemovalEventPending)
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+ {
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+ result = XInputGetCapabilities(i, 0, &tempXInputCaps);
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+ if (result == ERROR_SUCCESS) {
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+ /* Yes, a device is connected. Mark it as such.
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+ Others will be told about this (via an
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+ SDL_JOYDEVICEADDED event) in the next call to
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+ SDL_SYS_JoystickDetect.
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+ */
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+ SDL_LockMutex(g_DeviceInfoLock);
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+ g_XInputData[i].isDeviceConnected = SDL_TRUE;
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+ g_XInputData[i].isDeviceConnectionEventPending = SDL_TRUE;
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+ SDL_UnlockMutex(g_DeviceInfoLock);
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+ }
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+ }
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+ }
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+ }
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+
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+ return 0;
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+}
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+
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/* Function to scan the system for joysticks.
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* It should return 0, or -1 on an unrecoverable fatal error.
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*/
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@@ -76,6 +151,12 @@ SDL_SYS_JoystickInit(void)
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}
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}
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+ /* Start up the device-detection thread.
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+ */
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+ g_DeviceDetectionQuit = SDL_FALSE;
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+ g_DeviceInfoLock = SDL_CreateMutex();
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+ g_DeviceDetectionThread = SDL_CreateThread(DeviceDetectionThreadMain, "SDL_joystick", NULL);
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+
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return (0);
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}
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@@ -87,11 +168,13 @@ int SDL_SYS_NumJoysticks()
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/* Iterate through each possible XInput device and see if something
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was connected (at joystick init, or during the last polling).
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*/
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+ SDL_LockMutex(g_DeviceInfoLock);
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for (i = 0; i < XUSER_MAX_COUNT; ++i) {
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if (g_XInputData[i].isDeviceConnected) {
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++joystickCount;
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}
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}
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+ SDL_UnlockMutex(g_DeviceInfoLock);
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return joystickCount;
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}
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@@ -99,36 +182,28 @@ int SDL_SYS_NumJoysticks()
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void SDL_SYS_JoystickDetect()
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{
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DWORD i;
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- XINPUT_STATE tempXInputState;
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- HRESULT result;
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SDL_Event event;
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/* Iterate through each possible XInput device, seeing if any devices
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have been connected, or if they were removed.
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*/
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+ SDL_LockMutex(g_DeviceInfoLock);
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for (i = 0; i < XUSER_MAX_COUNT; ++i) {
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/* See if any new devices are connected. */
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- if (!g_XInputData[i].isDeviceConnected && !g_XInputData[i].isDeviceRemovalEventPending) {
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- result = XInputGetState(i, &tempXInputState);
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- if (result == ERROR_SUCCESS) {
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- /* Yup, a device is connected. Mark the device as connected,
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- then tell others about it (via an SDL_JOYDEVICEADDED event.)
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- */
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- g_XInputData[i].isDeviceConnected = SDL_TRUE;
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-
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+ if (g_XInputData[i].isDeviceConnectionEventPending) {
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#if !SDL_EVENTS_DISABLED
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- SDL_zero(event);
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- event.type = SDL_JOYDEVICEADDED;
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-
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- if (SDL_GetEventState(event.type) == SDL_ENABLE) {
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- event.jdevice.which = i;
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- if ((SDL_EventOK == NULL)
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- || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
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- SDL_PushEvent(&event);
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- }
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+ SDL_zero(event);
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+ event.type = SDL_JOYDEVICEADDED;
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+
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+ if (SDL_GetEventState(event.type) == SDL_ENABLE) {
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+ event.jdevice.which = i;
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+ if ((SDL_EventOK == NULL)
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+ || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
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+ SDL_PushEvent(&event);
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}
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-#endif
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}
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+#endif
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+ g_XInputData[i].isDeviceConnectionEventPending = SDL_FALSE;
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} else if (g_XInputData[i].isDeviceRemovalEventPending) {
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/* A device was previously marked as removed (by
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SDL_SYS_JoystickUpdate). Tell others about the device removal.
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@@ -137,19 +212,20 @@ void SDL_SYS_JoystickDetect()
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g_XInputData[i].isDeviceRemovalEventPending = SDL_FALSE;
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#if !SDL_EVENTS_DISABLED
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- SDL_zero(event);
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- event.type = SDL_JOYDEVICEREMOVED;
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-
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- if (SDL_GetEventState(event.type) == SDL_ENABLE) {
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- event.jdevice.which = i; //joystick->hwdata->userIndex;
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- if ((SDL_EventOK == NULL)
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- || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
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- SDL_PushEvent(&event);
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- }
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+ SDL_zero(event);
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+ event.type = SDL_JOYDEVICEREMOVED;
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+
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+ if (SDL_GetEventState(event.type) == SDL_ENABLE) {
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+ event.jdevice.which = i; //joystick->hwdata->userIndex;
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+ if ((SDL_EventOK == NULL)
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+ || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
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+ SDL_PushEvent(&event);
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+ }
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}
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-#endif
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+#endif
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}
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}
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+ SDL_UnlockMutex(g_DeviceInfoLock);
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}
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SDL_bool SDL_SYS_JoystickNeedsPolling()
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@@ -276,31 +352,35 @@ SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
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device_index, (unsigned int)deviceCaps.Flags);
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}
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- /* Create the joystick data structure */
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- joystick->instance_id = device_index;
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- joystick->hwdata = &g_XInputData[device_index];
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-
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- // The XInput API has a hard coded button/axis mapping, so we just match it
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- joystick->naxes = 6;
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- joystick->nbuttons = 15;
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- joystick->nballs = 0;
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- joystick->nhats = 0;
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-
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- /* We're done! */
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+ /* Create the joystick data structure */
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+ joystick->instance_id = device_index;
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+ joystick->hwdata = &g_XInputData[device_index];
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+
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+ // The XInput API has a hard coded button/axis mapping, so we just match it
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+ joystick->naxes = 6;
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+ joystick->nbuttons = 15;
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+ joystick->nballs = 0;
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+ joystick->nhats = 0;
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+
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+ /* We're done! */
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return (0);
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}
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/* Function to determine is this joystick is attached to the system right now */
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SDL_bool SDL_SYS_JoystickAttached(SDL_Joystick *joystick)
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{
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- return joystick->hwdata->isDeviceConnected;
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+ SDL_bool isDeviceConnected;
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+ SDL_LockMutex(g_DeviceInfoLock);
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+ isDeviceConnected = joystick->hwdata->isDeviceConnected;
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+ SDL_UnlockMutex(g_DeviceInfoLock);
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+ return isDeviceConnected;
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}
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-/* Function to return > 0 if a bit array of buttons differs after applying a mask
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-*/
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-static int ButtonChanged( int ButtonsNow, int ButtonsPrev, int ButtonMask )
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-{
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- return ( ButtonsNow & ButtonMask ) != ( ButtonsPrev & ButtonMask );
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+/* Function to return > 0 if a bit array of buttons differs after applying a mask
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+*/
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+static int ButtonChanged( int ButtonsNow, int ButtonsPrev, int ButtonMask )
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+{
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+ return ( ButtonsNow & ButtonMask ) != ( ButtonsPrev & ButtonMask );
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}
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/* Function to update the state of a joystick - called as a device poll.
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@@ -311,70 +391,76 @@ static int ButtonChanged( int ButtonsNow, int ButtonsPrev, int ButtonMask )
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void
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SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
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{
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- HRESULT result;
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-
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- /* Before polling for new data, make note of the old data */
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- XINPUT_STATE prevXInputState = joystick->hwdata->XInputState;
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-
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- /* Poll for new data */
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- result = XInputGetState(joystick->hwdata->userIndex, &joystick->hwdata->XInputState);
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- if (result == ERROR_DEVICE_NOT_CONNECTED) {
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- if (joystick->hwdata->isDeviceConnected) {
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- joystick->hwdata->isDeviceConnected = SDL_FALSE;
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- joystick->hwdata->isDeviceRemovalEventPending = SDL_TRUE;
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- /* TODO, WinRT: make sure isDeviceRemovalEventPending gets cleared as appropriate, and that quick re-plugs don't cause trouble */
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- }
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- return;
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- }
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-
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- /* Make sure the device is marked as connected */
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- joystick->hwdata->isDeviceConnected = SDL_TRUE;
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-
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- // only fire events if the data changed from last time
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- if ( joystick->hwdata->XInputState.dwPacketNumber != 0
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- && joystick->hwdata->XInputState.dwPacketNumber != prevXInputState.dwPacketNumber )
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- {
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- XINPUT_STATE *pXInputState = &joystick->hwdata->XInputState;
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- XINPUT_STATE *pXInputStatePrev = &prevXInputState;
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-
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- SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX );
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- SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-1*pXInputState->Gamepad.sThumbLY-1) );
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- SDL_PrivateJoystickAxis(joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX );
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- SDL_PrivateJoystickAxis(joystick, 3, (Sint16)(-1*pXInputState->Gamepad.sThumbRY-1) );
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- SDL_PrivateJoystickAxis(joystick, 4, (Sint16)((int)pXInputState->Gamepad.bLeftTrigger*32767/255) );
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- SDL_PrivateJoystickAxis(joystick, 5, (Sint16)((int)pXInputState->Gamepad.bRightTrigger*32767/255) );
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-
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_UP ) )
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- SDL_PrivateJoystickButton(joystick, 0, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_DOWN ) )
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- SDL_PrivateJoystickButton(joystick, 1, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_LEFT ) )
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- SDL_PrivateJoystickButton(joystick, 2, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_RIGHT ) )
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- SDL_PrivateJoystickButton(joystick, 3, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_START ) )
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- SDL_PrivateJoystickButton(joystick, 4, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_START ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_BACK ) )
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- SDL_PrivateJoystickButton(joystick, 5, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_BACK ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_THUMB ) )
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- SDL_PrivateJoystickButton(joystick, 6, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_THUMB ) )
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- SDL_PrivateJoystickButton(joystick, 7, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_SHOULDER ) )
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- SDL_PrivateJoystickButton(joystick, 8, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_SHOULDER ) )
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- SDL_PrivateJoystickButton(joystick, 9, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_A ) )
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- SDL_PrivateJoystickButton(joystick, 10, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_A ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_B ) )
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- SDL_PrivateJoystickButton(joystick, 11, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_B ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_X ) )
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- SDL_PrivateJoystickButton(joystick, 12, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_X ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_Y ) )
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- SDL_PrivateJoystickButton(joystick, 13, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_Y ? SDL_PRESSED : SDL_RELEASED );
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- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, 0x400 ) )
|
|
|
- SDL_PrivateJoystickButton(joystick, 14, pXInputState->Gamepad.wButtons & 0x400 ? SDL_PRESSED : SDL_RELEASED ); // 0x400 is the undocumented code for the guide button
|
|
|
+ HRESULT result;
|
|
|
+ XINPUT_STATE prevXInputState;
|
|
|
+
|
|
|
+ SDL_LockMutex(g_DeviceInfoLock);
|
|
|
+
|
|
|
+ /* Before polling for new data, make note of the old data */
|
|
|
+ prevXInputState = joystick->hwdata->XInputState;
|
|
|
+
|
|
|
+ /* Poll for new data */
|
|
|
+ result = XInputGetState(joystick->hwdata->userIndex, &joystick->hwdata->XInputState);
|
|
|
+ if (result == ERROR_DEVICE_NOT_CONNECTED) {
|
|
|
+ if (joystick->hwdata->isDeviceConnected) {
|
|
|
+ joystick->hwdata->isDeviceConnected = SDL_FALSE;
|
|
|
+ joystick->hwdata->isDeviceRemovalEventPending = SDL_TRUE;
|
|
|
+ /* TODO, WinRT: make sure isDeviceRemovalEventPending gets cleared as appropriate, and that quick re-plugs don't cause trouble */
|
|
|
+ }
|
|
|
+ SDL_UnlockMutex(g_DeviceInfoLock);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ /* Make sure the device is marked as connected */
|
|
|
+ joystick->hwdata->isDeviceConnected = SDL_TRUE;
|
|
|
+
|
|
|
+ // only fire events if the data changed from last time
|
|
|
+ if ( joystick->hwdata->XInputState.dwPacketNumber != 0
|
|
|
+ && joystick->hwdata->XInputState.dwPacketNumber != prevXInputState.dwPacketNumber )
|
|
|
+ {
|
|
|
+ XINPUT_STATE *pXInputState = &joystick->hwdata->XInputState;
|
|
|
+ XINPUT_STATE *pXInputStatePrev = &prevXInputState;
|
|
|
+
|
|
|
+ SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX );
|
|
|
+ SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-1*pXInputState->Gamepad.sThumbLY-1) );
|
|
|
+ SDL_PrivateJoystickAxis(joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX );
|
|
|
+ SDL_PrivateJoystickAxis(joystick, 3, (Sint16)(-1*pXInputState->Gamepad.sThumbRY-1) );
|
|
|
+ SDL_PrivateJoystickAxis(joystick, 4, (Sint16)((int)pXInputState->Gamepad.bLeftTrigger*32767/255) );
|
|
|
+ SDL_PrivateJoystickAxis(joystick, 5, (Sint16)((int)pXInputState->Gamepad.bRightTrigger*32767/255) );
|
|
|
+
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_UP ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 0, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_DOWN ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 1, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_LEFT ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 2, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_RIGHT ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 3, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_START ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 4, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_START ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_BACK ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 5, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_BACK ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_THUMB ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 6, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_THUMB ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 7, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_SHOULDER ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 8, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_SHOULDER ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 9, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_A ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 10, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_A ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_B ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 11, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_B ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_X ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 12, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_X ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_Y ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 13, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_Y ? SDL_PRESSED : SDL_RELEASED );
|
|
|
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, 0x400 ) )
|
|
|
+ SDL_PrivateJoystickButton(joystick, 14, pXInputState->Gamepad.wButtons & 0x400 ? SDL_PRESSED : SDL_RELEASED ); // 0x400 is the undocumented code for the guide button
|
|
|
}
|
|
|
+
|
|
|
+ SDL_UnlockMutex(g_DeviceInfoLock);
|
|
|
}
|
|
|
|
|
|
/* Function to close a joystick after use */
|
|
@@ -382,7 +468,9 @@ void
|
|
|
SDL_SYS_JoystickClose(SDL_Joystick * joystick)
|
|
|
{
|
|
|
/* Clear cached button data on the joystick */
|
|
|
+ SDL_LockMutex(g_DeviceInfoLock);
|
|
|
SDL_zero(joystick->hwdata->XInputState);
|
|
|
+ SDL_UnlockMutex(g_DeviceInfoLock);
|
|
|
|
|
|
/* There's need to free 'hwdata', as it's a pointer to a global array.
|
|
|
The field will be cleared anyways, just to indicate that it's not
|
|
@@ -395,6 +483,18 @@ SDL_SYS_JoystickClose(SDL_Joystick * joystick)
|
|
|
void
|
|
|
SDL_SYS_JoystickQuit(void)
|
|
|
{
|
|
|
+ /* Tell the joystick detection thread to stop, then wait for it to finish */
|
|
|
+ SDL_LockMutex(g_DeviceInfoLock);
|
|
|
+ g_DeviceDetectionQuit = SDL_TRUE;
|
|
|
+ SDL_UnlockMutex(g_DeviceInfoLock);
|
|
|
+ SDL_WaitThread(g_DeviceDetectionThread, NULL);
|
|
|
+
|
|
|
+ /* Clean up device-detection stuff */
|
|
|
+ SDL_DestroyMutex(g_DeviceInfoLock);
|
|
|
+ g_DeviceInfoLock = NULL;
|
|
|
+ g_DeviceDetectionThread = NULL;
|
|
|
+ g_DeviceDetectionQuit = SDL_FALSE;
|
|
|
+
|
|
|
return;
|
|
|
}
|
|
|
|
|
@@ -419,15 +519,15 @@ SDL_JoystickGUID SDL_SYS_JoystickGetGUID(SDL_Joystick * joystick)
|
|
|
return guid;
|
|
|
}
|
|
|
|
|
|
-SDL_bool SDL_SYS_IsXInputDeviceIndex(int device_index)
|
|
|
-{
|
|
|
- /* The XInput-capable DirectInput joystick backend implements the same
|
|
|
- function (SDL_SYS_IsXInputDeviceIndex), however in that case, not all
|
|
|
- joystick devices are XInput devices. In this case, with the
|
|
|
- WinRT-enabled XInput-only backend, all "joystick" devices are XInput
|
|
|
- devices.
|
|
|
- */
|
|
|
- return SDL_TRUE;
|
|
|
+SDL_bool SDL_SYS_IsXInputDeviceIndex(int device_index)
|
|
|
+{
|
|
|
+ /* The XInput-capable DirectInput joystick backend implements the same
|
|
|
+ function (SDL_SYS_IsXInputDeviceIndex), however in that case, not all
|
|
|
+ joystick devices are XInput devices. In this case, with the
|
|
|
+ WinRT-enabled XInput-only backend, all "joystick" devices are XInput
|
|
|
+ devices.
|
|
|
+ */
|
|
|
+ return SDL_TRUE;
|
|
|
}
|
|
|
|
|
|
#endif /* SDL_JOYSTICK_XINPUT */
|