panda3d/panda/src/device/xInputDevice.cxx

318 lines
10 KiB
C++

// Filename: xInputDevice.cxx
// Created by: rdb (21Jul15)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "xInputDevice.h"
#ifdef _WIN32
#include "gamepadButton.h"
#include <XInput.h>
#include <CfgMgr32.h>
#ifndef XUSER_MAX_COUNT
#define XUSER_MAX_COUNT 4
#endif
#ifndef XINPUT_CAPS_FFB_SUPPORTED
#define XINPUT_CAPS_FFB_SUPPORTED 0x0001
#endif
#ifndef BATTERY_DEVTYPE_GAMEPAD
#define BATTERY_DEVTYPE_GAMEPAD 0x00
#endif
#ifndef BATTERY_TYPE_DISCONNECTED
#define BATTERY_TYPE_DISCONNECTED 0x00
#endif
#ifndef BATTERY_TYPE_WIRED
#define BATTERY_TYPE_WIRED 0x01
#endif
#ifndef BATTERY_LEVEL_FULL
#define BATTERY_LEVEL_FULL 0x03
#endif
typedef struct _XINPUT_BATTERY_INFORMATION {
BYTE BatteryType;
BYTE BatteryLevel;
} XINPUT_BATTERY_INFORMATION;
// Undocumented, I figured out how this looks by trial and error.
struct XINPUT_BUSINFO {
WORD VendorID;
WORD ProductID;
WORD RevisionID;
WORD Unknown1; // Unknown - padding?
DWORD InstanceID;
DWORD Unknown2;
//WORD Unknown3;
};
typedef DWORD (*pXInputGetState)(DWORD, XINPUT_STATE *);
typedef DWORD (*pXInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES *);
typedef DWORD (*pXInputGetBatteryInformation)(DWORD, BYTE, XINPUT_BATTERY_INFORMATION *);
typedef DWORD (*pXInputGetBaseBusInformation)(DWORD, XINPUT_BUSINFO *);
static pXInputGetState get_state = NULL;
static pXInputGetCapabilities get_capabilities = NULL;
static pXInputGetBatteryInformation get_battery_information = NULL;
static pXInputGetBaseBusInformation get_base_bus_information = NULL;
bool XInputDevice::_initialized = false;
////////////////////////////////////////////////////////////////////
// Function: XInputDevice::Constructor
// Access: Protected
// Description:
////////////////////////////////////////////////////////////////////
XInputDevice::
XInputDevice(DWORD user_index) :
_index(user_index),
_last_packet(-1),
_last_buttons(0) {
nassertv(user_index >= 0 && user_index < XUSER_MAX_COUNT);
if (!_initialized) {
nassertv(init_xinput());
}
if (get_capabilities != NULL) {
XINPUT_CAPABILITIES caps;
if (get_capabilities(_index, 0, &caps) == ERROR_SUCCESS) {
_is_connected = true;
} else {
_is_connected = false;
}
if (caps.Type == XINPUT_DEVTYPE_GAMEPAD) {
_device_class = DC_gamepad;
} else {
_device_class = DC_unknown;
}
if (caps.Flags & XINPUT_CAPS_FFB_SUPPORTED) {
_flags |= IDF_has_vibration;
}
}
if (get_battery_information != NULL) {
XINPUT_BATTERY_INFORMATION batt;
if (get_battery_information(_index, 0, &batt) == ERROR_SUCCESS) {
if (batt.BatteryType == BATTERY_TYPE_DISCONNECTED) {
_is_connected = false;
} else if (batt.BatteryType != BATTERY_TYPE_WIRED) {
// This device has a battery. Report the battery level.
_is_connected = true;
_flags |= IDF_has_battery;
_battery_level = batt.BatteryLevel;
_max_battery_level = BATTERY_LEVEL_FULL;
}
}
}
// Get information about the USB device.
// This is not documented at all. I'm probably the first to try this.
XINPUT_BUSINFO businfo;
if (get_base_bus_information != NULL &&
get_base_bus_information(0, &businfo) == ERROR_SUCCESS) {
_vendor_id = businfo.VendorID;
_product_id = businfo.ProductID;
{
// Reformat the serial number into its original hex string form.
char sn[10];
sprintf(sn, "%08X", businfo.InstanceID);
_serial_number.assign(sn, 8);
}
// Get information about the device from Windows. For that, we'll
// first need to construct the device path. Fortunately, we now have
// enough information to do so.
char path[32];
sprintf(path, "USB\\VID_%04X&PID_%04X\\%08X", businfo.VendorID, businfo.ProductID, businfo.InstanceID);
DEVINST inst;
if (CM_Locate_DevNodeA(&inst, path, 0) != 0) {
if (device_cat.is_debug()) {
device_cat.debug()
<< "Could not locate device node " << path << "\n";
}
} else {
// Get the device properties we need.
char buffer[4096];
ULONG buflen = 4096;
if (CM_Get_DevNode_Registry_Property(inst, CM_DRP_DEVICEDESC, 0, buffer, &buflen, 0) == CR_SUCCESS) {
_name.assign(buffer);
}
buflen = 4096;
if (CM_Get_DevNode_Registry_Property(inst, CM_DRP_MFG, 0, buffer, &buflen, 0) == CR_SUCCESS) {
_manufacturer.assign(buffer);
}
}
} else {
// We need something to name it.
_name = "XInput Device";
}
_controls.resize(6);
_buttons.resize(16);
// Get the initial state.
XINPUT_STATE state;
if (get_state(_index, &state) != ERROR_SUCCESS) {
// Device was disconnected.
_is_connected = false;
return;
}
WORD buttons = state.Gamepad.wButtons;
set_control_map(0, C_left_trigger);
set_control_state(0, state.Gamepad.bLeftTrigger / 255.0);
set_control_map(1, C_right_trigger);
set_control_state(1, state.Gamepad.bRightTrigger / 255.0);
set_control_map(2, C_left_x);
set_control_state(2, state.Gamepad.sThumbLX / 32767.0);
set_control_map(3, C_left_y);
set_control_state(3, state.Gamepad.sThumbLY / 32767.0);
set_control_map(4, C_right_x);
set_control_state(4, state.Gamepad.sThumbRX / 32767.0);
set_control_map(5, C_right_y);
set_control_state(5, state.Gamepad.sThumbRY / 32767.0);
set_button_map(0, GamepadButton::dpad_up());
set_button_state(0, (buttons & XINPUT_GAMEPAD_DPAD_UP) != 0);
set_button_map(1, GamepadButton::dpad_down());
set_button_state(1, (buttons & XINPUT_GAMEPAD_DPAD_DOWN) != 0);
set_button_map(2, GamepadButton::dpad_left());
set_button_state(2, (buttons & XINPUT_GAMEPAD_DPAD_LEFT) != 0);
set_button_map(3, GamepadButton::dpad_right());
set_button_state(3, (buttons & XINPUT_GAMEPAD_DPAD_RIGHT) != 0);
set_button_map(4, GamepadButton::start());
set_button_state(4, (buttons & XINPUT_GAMEPAD_START) != 0);
set_button_map(5, GamepadButton::back());
set_button_state(5, (buttons & XINPUT_GAMEPAD_BACK) != 0);
set_button_map(6, GamepadButton::lstick());
set_button_state(6, (buttons & XINPUT_GAMEPAD_LEFT_THUMB) != 0);
set_button_map(7, GamepadButton::rstick());
set_button_state(7, (buttons & XINPUT_GAMEPAD_RIGHT_THUMB) != 0);
set_button_map(8, GamepadButton::lshoulder());
set_button_state(8, (buttons & XINPUT_GAMEPAD_LEFT_SHOULDER) != 0);
set_button_map(9, GamepadButton::rshoulder());
set_button_state(9, (buttons & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0);
set_button_map(10, GamepadButton::guide());
set_button_state(10, (buttons & 0x0400) != 0);
set_button_map(11, GamepadButton::action_a());
set_button_state(11, (buttons & XINPUT_GAMEPAD_A) != 0);
set_button_map(12, GamepadButton::action_b());
set_button_state(12, (buttons & XINPUT_GAMEPAD_B) != 0);
set_button_map(13, GamepadButton::action_x());
set_button_state(13, (buttons & XINPUT_GAMEPAD_X) != 0);
set_button_map(14, GamepadButton::action_y());
set_button_state(14, (buttons & XINPUT_GAMEPAD_Y) != 0);
_last_buttons = buttons;
}
////////////////////////////////////////////////////////////////////
// Function: XInputDevice::init
// Access: Protected, Static
// Description: Initializes the XInput library.
////////////////////////////////////////////////////////////////////
bool XInputDevice::
init_xinput() {
_initialized = true;
HMODULE module = LoadLibraryA("Xinput1_4.dll");
if (!module) {
module = LoadLibraryA("Xinput1_3.dll");
}
if (module) {
// Undocumented version (XInputGetStateEx) that includes a
// state bit for the guide button.
get_state = (pXInputGetState)GetProcAddress(module, MAKEINTRESOURCE(100));
if (get_state == NULL) {
get_state = (pXInputGetState)GetProcAddress(module, "XInputGetState");
if (get_state == NULL) {
device_cat.error()
<< "Failed to find function XInputGetState in XInput DLL.\n";
return false;
}
}
get_capabilities = (pXInputGetCapabilities)GetProcAddress(module, "XInputGetCapabilities");
get_battery_information = (pXInputGetBatteryInformation)GetProcAddress(module, "XInputGetBatteryInformation");
get_base_bus_information = (pXInputGetBaseBusInformation)GetProcAddress(module, MAKEINTRESOURCE(104));
return true;
}
device_cat.error()
<< "Failed to load XInput DLL.\n";
return false;
}
////////////////////////////////////////////////////////////////////
// Function: InputDevice::do_poll
// Access: Public, Virtual
// Description: Polls the input device for new activity, to ensure
// it contains the latest events. This will only have
// any effect for some types of input devices; others
// may be updated automatically, and this method will
// be a no-op.
////////////////////////////////////////////////////////////////////
void XInputDevice::
do_poll() {
XINPUT_STATE state;
if (get_state(_index, &state) != ERROR_SUCCESS) {
// Device was disconnected.
_is_connected = false;
return;
} else {
_is_connected = true;
}
if (state.dwPacketNumber == _last_packet) {
// No change since last time we asked.
return;
}
WORD changed_buttons = _last_buttons ^ state.Gamepad.wButtons;
WORD mask = 1;
for (int i = 0; i < 16; ++i) {
if (changed_buttons & mask) {
set_button_state(i, (state.Gamepad.wButtons & mask) != 0);
}
mask <<= 1;
if (i == 10) {
mask <<= 1;
}
}
set_control_state(0, state.Gamepad.bLeftTrigger / 255.0);
set_control_state(1, state.Gamepad.bRightTrigger / 255.0);
set_control_state(2, state.Gamepad.sThumbLX / 32767.0);
set_control_state(3, state.Gamepad.sThumbLY / 32767.0);
set_control_state(4, state.Gamepad.sThumbRX / 32767.0);
set_control_state(5, state.Gamepad.sThumbRY / 32767.0);
_last_buttons = state.Gamepad.wButtons;
_last_packet = state.dwPacketNumber;
}
#endif // _WIN32