int SDL_XINPUT_JoystickOpen(SDL_Joystick * joystick, JoyStick_DeviceData *joystickdevice) { const Uint8 userId = joystickdevice->XInputUserId; XINPUT_CAPABILITIES capabilities; XINPUT_VIBRATION state; SDL_assert(s_bXInputEnabled); SDL_assert(XINPUTGETCAPABILITIES); SDL_assert(XINPUTSETSTATE); SDL_assert(userId < XUSER_MAX_COUNT); joystick->hwdata->bXInputDevice = SDL_TRUE; if (XINPUTGETCAPABILITIES(userId, XINPUT_FLAG_GAMEPAD, &capabilities) != ERROR_SUCCESS) { SDL_free(joystick->hwdata); joystick->hwdata = NULL; return SDL_SetError("Failed to obtain XInput device capabilities. Device disconnected?"); } SDL_zero(state); joystick->hwdata->bXInputHaptic = (XINPUTSETSTATE(userId, &state) == ERROR_SUCCESS); joystick->hwdata->userid = userId; /* The XInput API has a hard coded button/axis mapping, so we just match it */ if (SDL_XInputUseOldJoystickMapping()) { joystick->naxes = 6; joystick->nbuttons = 15; } else { joystick->naxes = 6; joystick->nbuttons = 11; joystick->nhats = 1; } return 0; }
void SDL_XINPUT_JoystickDetect(JoyStick_DeviceData **pContext) { int iuserid; if (!s_bXInputEnabled) { return; } /* iterate in reverse, so these are in the final list in ascending numeric order. */ for (iuserid = XUSER_MAX_COUNT - 1; iuserid >= 0; iuserid--) { const Uint8 userid = (Uint8)iuserid; XINPUT_CAPABILITIES capabilities; if (XINPUTGETCAPABILITIES(userid, XINPUT_FLAG_GAMEPAD, &capabilities) == ERROR_SUCCESS) { AddXInputDevice(userid, capabilities.SubType, pContext); } } }
/* * Initializes the haptic subsystem. */ int SDL_SYS_HapticInit(void) { const char *env = SDL_GetHint(SDL_HINT_XINPUT_ENABLED); HRESULT ret; HINSTANCE instance; if (dinput != NULL) { /* Already open. */ return SDL_SetError("Haptic: SubSystem already open."); } /* Clear all the memory. */ SDL_memset(SDL_hapticlist, 0, sizeof(SDL_hapticlist)); SDL_numhaptics = 0; ret = WIN_CoInitialize(); if (FAILED(ret)) { return DI_SetError("Coinitialize", ret); } coinitialized = SDL_TRUE; ret = CoCreateInstance(&CLSID_DirectInput8, NULL, CLSCTX_INPROC_SERVER, &IID_IDirectInput8, (LPVOID) & dinput); if (FAILED(ret)) { SDL_SYS_HapticQuit(); return DI_SetError("CoCreateInstance", ret); } /* Because we used CoCreateInstance, we need to Initialize it, first. */ instance = GetModuleHandle(NULL); if (instance == NULL) { SDL_SYS_HapticQuit(); return SDL_SetError("GetModuleHandle() failed with error code %d.", GetLastError()); } ret = IDirectInput8_Initialize(dinput, instance, DIRECTINPUT_VERSION); if (FAILED(ret)) { SDL_SYS_HapticQuit(); return DI_SetError("Initializing DirectInput device", ret); } /* Look for haptic devices. */ ret = IDirectInput8_EnumDevices(dinput, 0, EnumHapticsCallback, NULL, DIEDFL_FORCEFEEDBACK | DIEDFL_ATTACHEDONLY); if (FAILED(ret)) { SDL_SYS_HapticQuit(); return DI_SetError("Enumerating DirectInput devices", ret); } if (!env || SDL_atoi(env)) { loaded_xinput = (WIN_LoadXInputDLL() == 0); } if (loaded_xinput) { DWORD i; const SDL_bool bIs14OrLater = (SDL_XInputVersion >= ((1<<16)|4)); for (i = 0; (i < SDL_XINPUT_MAX_DEVICES) && (SDL_numhaptics < MAX_HAPTICS); i++) { XINPUT_CAPABILITIES caps; if (XINPUTGETCAPABILITIES(i, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) { if ((!bIs14OrLater) || (caps.Flags & XINPUT_CAPS_FFB_SUPPORTED)) { /* !!! FIXME: I'm not bothering to query for a real name right now. */ char buf[64]; SDL_snprintf(buf, sizeof (buf), "XInput Controller #%u", i+1); SDL_hapticlist[SDL_numhaptics].name = SDL_strdup(buf); SDL_hapticlist[SDL_numhaptics].bXInputHaptic = 1; SDL_hapticlist[SDL_numhaptics].userid = (Uint8) i; SDL_numhaptics++; } } } } return SDL_numhaptics; }