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