//======================================================================== // GLFW - An OpenGL library // Platform: Win32 // API version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2002-2006 Marcus Geelnard // Copyright (c) 2006-2010 Camilla Berglund // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would // be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. // //======================================================================== #include "internal.h" #include ////////////////////////////////////////////////////////////////////////// ////// GLFW internal API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Return GL_TRUE if joystick is present, otherwise GL_FALSE //======================================================================== static GLboolean isJoystickPresent(int joy) { JOYINFO ji; // Is it a valid stick ID (Windows don't support more than 16 sticks)? if (joy < GLFW_JOYSTICK_1 || joy > GLFW_JOYSTICK_16) return GL_FALSE; // Is the joystick present? if (_glfw_joyGetPos(joy - GLFW_JOYSTICK_1, &ji) != JOYERR_NOERROR) return GL_FALSE; return GL_TRUE; } //======================================================================== // Calculate normalized joystick position //======================================================================== static float calcJoystickPos(DWORD pos, DWORD min, DWORD max) { float fpos = (float) pos; float fmin = (float) min; float fmax = (float) max; return (2.f * (fpos - fmin) / (fmax - fmin)) - 1.f; } ////////////////////////////////////////////////////////////////////////// ////// GLFW internal API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Initialize joystick interface //======================================================================== void _glfwInitJoysticks(void) { } //======================================================================== // Close all opened joystick handles //======================================================================== void _glfwTerminateJoysticks(void) { int i; for (i = 0; i < GLFW_JOYSTICK_LAST; i++) free(_glfw.win32.joystick[i].name); } ////////////////////////////////////////////////////////////////////////// ////// GLFW platform API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Determine joystick capabilities //======================================================================== int _glfwPlatformGetJoystickParam(int joy, int param) { JOYCAPS jc; int hats; if (!isJoystickPresent(joy)) return 0; // We got this far, the joystick is present if (param == GLFW_PRESENT) return GL_TRUE; // Get joystick capabilities _glfw_joyGetDevCaps(joy - GLFW_JOYSTICK_1, &jc, sizeof(JOYCAPS)); hats = (jc.wCaps & JOYCAPS_HASPOV) && (jc.wCaps & JOYCAPS_POV4DIR) ? 1 : 0; switch (param) { case GLFW_AXES: // Return number of joystick axes return jc.wNumAxes; case GLFW_BUTTONS: // Return number of joystick buttons return jc.wNumButtons + hats * 4; default: break; } return 0; } //======================================================================== // Get joystick axis positions //======================================================================== int _glfwPlatformGetJoystickAxes(int joy, float* axes, int numaxes) { JOYCAPS jc; JOYINFOEX ji; int axis; if (!isJoystickPresent(joy)) return 0; // Get joystick capabilities _glfw_joyGetDevCaps(joy - GLFW_JOYSTICK_1, &jc, sizeof(JOYCAPS)); // Get joystick state ji.dwSize = sizeof(JOYINFOEX); ji.dwFlags = JOY_RETURNX | JOY_RETURNY | JOY_RETURNZ | JOY_RETURNR | JOY_RETURNU | JOY_RETURNV; _glfw_joyGetPosEx(joy - GLFW_JOYSTICK_1, &ji); // Get position values for all axes axis = 0; if (axis < numaxes) axes[axis++] = calcJoystickPos(ji.dwXpos, jc.wXmin, jc.wXmax); if (axis < numaxes) axes[axis++] = -calcJoystickPos(ji.dwYpos, jc.wYmin, jc.wYmax); if (axis < numaxes && jc.wCaps & JOYCAPS_HASZ) axes[axis++] = calcJoystickPos(ji.dwZpos, jc.wZmin, jc.wZmax); if (axis < numaxes && jc.wCaps & JOYCAPS_HASR) axes[axis++] = calcJoystickPos(ji.dwRpos, jc.wRmin, jc.wRmax); if (axis < numaxes && jc.wCaps & JOYCAPS_HASU) axes[axis++] = calcJoystickPos(ji.dwUpos, jc.wUmin, jc.wUmax); if (axis < numaxes && jc.wCaps & JOYCAPS_HASV) axes[axis++] = -calcJoystickPos(ji.dwVpos, jc.wVmin, jc.wVmax); return axis; } //======================================================================== // Get joystick button states //======================================================================== int _glfwPlatformGetJoystickButtons(int joy, unsigned char* buttons, int numbuttons) { JOYCAPS jc; JOYINFOEX ji; int button, hats; // Bit fields of button presses for each direction, including nil const int directions[9] = { 1, 3, 2, 6, 4, 12, 8, 9, 0 }; if (!isJoystickPresent(joy)) return 0; // Get joystick capabilities _glfw_joyGetDevCaps(joy - GLFW_JOYSTICK_1, &jc, sizeof(JOYCAPS)); // Get joystick state ji.dwSize = sizeof(JOYINFOEX); ji.dwFlags = JOY_RETURNBUTTONS | JOY_RETURNPOV; _glfw_joyGetPosEx(joy - GLFW_JOYSTICK_1, &ji); // Get states of all requested buttons for (button = 0; button < numbuttons && button < (int) jc.wNumButtons; button++) { buttons[button] = (unsigned char) (ji.dwButtons & (1UL << button) ? GLFW_PRESS : GLFW_RELEASE); } // Virtual buttons - Inject data from hats // Each hat is exposed as 4 buttons which exposes 8 directions with // concurrent button presses // NOTE: this API exposes only one hat hats = (jc.wCaps & JOYCAPS_HASPOV) && (jc.wCaps & JOYCAPS_POV4DIR) ? 1 : 0; if (hats > 0) { int j, value = ji.dwPOV / 100 / 45; if (value < 0 || value > 8) value = 8; for (j = 0; j < 4 && button < numbuttons; j++) { if (directions[value] & (1 << j)) buttons[button] = GLFW_PRESS; else buttons[button] = GLFW_RELEASE; button++; } } return button; } //======================================================================== // Get joystick name //======================================================================== const char* _glfwPlatformGetJoystickName(int joy) { JOYCAPS jc; const int i = joy - GLFW_JOYSTICK_1; if (!isJoystickPresent(joy)) return NULL; _glfw_joyGetDevCaps(i, &jc, sizeof(JOYCAPS)); free(_glfw.win32.joystick[i].name); _glfw.win32.joystick[i].name = _glfwCreateUTF8FromWideString(jc.szPname); return _glfw.win32.joystick[i].name; }