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1788 lines (1460 loc) · 57.5 KB
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//--------------------------------------------------------------------------------------
// File: GamePad.cpp
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
// http://go.microsoft.com/fwlink/?LinkID=615561
//--------------------------------------------------------------------------------------
#define _CRT_SECURE_NO_WARNINGS
#define NOMINMAX
#include <windows.h>
#include <wrl.h>
#include <d3d12.h>
#include "GamePad.h"
#include "PlatformHelpers.h"
#include <stdexcept>
#include <cassert>
#include <system_error>
using namespace DirectX;
using Microsoft::WRL::ComPtr;
namespace
{
constexpr float c_XboxOneThumbDeadZone = .24f; // Recommended Xbox One controller deadzone
float ApplyLinearDeadZone(float value, float maxValue, float deadZoneSize) noexcept
{
if (value < -deadZoneSize)
{
// Increase negative values to remove the deadzone discontinuity.
value += deadZoneSize;
}
else if (value > deadZoneSize)
{
// Decrease positive values to remove the deadzone discontinuity.
value -= deadZoneSize;
}
else
{
// Values inside the deadzone come out zero.
return 0;
}
// Scale into 0-1 range.
const float scaledValue = value / (maxValue - deadZoneSize);
return std::max(-1.f, std::min(scaledValue, 1.f));
}
void ApplyStickDeadZone(
float x,
float y,
GamePad::DeadZone deadZoneMode,
float maxValue,
float deadZoneSize,
_Out_ float& resultX,
_Out_ float& resultY) noexcept
{
switch (deadZoneMode)
{
case GamePad::DEAD_ZONE_INDEPENDENT_AXES:
resultX = ApplyLinearDeadZone(x, maxValue, deadZoneSize);
resultY = ApplyLinearDeadZone(y, maxValue, deadZoneSize);
break;
case GamePad::DEAD_ZONE_CIRCULAR:
{
const float dist = sqrtf(x*x + y * y);
const float wanted = ApplyLinearDeadZone(dist, maxValue, deadZoneSize);
const float scale = (wanted > 0.f) ? (wanted / dist) : 0.f;
resultX = std::max(-1.f, std::min(x * scale, 1.f));
resultY = std::max(-1.f, std::min(y * scale, 1.f));
}
break;
default: // GamePad::DEAD_ZONE_NONE
resultX = ApplyLinearDeadZone(x, maxValue, 0);
resultY = ApplyLinearDeadZone(y, maxValue, 0);
break;
}
}
}
#pragma region Implementations
#ifdef USING_GAMEINPUT
//======================================================================================
// GameInput
//======================================================================================
class GamePad::Impl
{
public:
Impl(GamePad* owner) :
mOwner(owner),
mCtrlChanged(INVALID_HANDLE_VALUE),
mDeviceToken(0),
mMostRecentGamepad(0)
{
if (s_gamePad)
{
throw std::logic_error("GamePad is a singleton");
}
s_gamePad = this;
HRESULT hr = GameInputCreate(mGameInput.GetAddressOf());
if (SUCCEEDED(hr))
{
ThrowIfFailed(mGameInput->RegisterDeviceCallback(
nullptr,
GameInputKindGamepad,
GameInputDeviceConnected,
GameInputBlockingEnumeration,
this,
OnGameInputDevice,
&mDeviceToken));
}
else
{
DebugTrace("ERROR: GameInputCreate [gamepad] failed with %08X\n", static_cast<unsigned int>(hr));
#ifdef _GAMING_XBOX
ThrowIfFailed(hr);
#elif defined(_DEBUG)
DebugTrace(
"\t**** Check that the 'GameInput Service' is running on this system. ****\n"
"\t**** NOTE: All calls to GetState will be reported as 'not connected'. ****\n");
#endif
}
}
Impl(Impl&&) = default;
Impl& operator= (Impl&&) = default;
Impl(Impl const&) = delete;
Impl& operator= (Impl const&) = delete;
~Impl()
{
if (mDeviceToken)
{
if (mGameInput)
{
if (!mGameInput->UnregisterCallback(mDeviceToken, UINT64_MAX))
{
DebugTrace("ERROR: GameInput::UnregisterCallback [gamepad] failed");
}
}
mDeviceToken = 0;
}
s_gamePad = nullptr;
}
void GetState(int player, _Out_ State& state, DeadZone deadZoneMode)
{
memset(&state, 0, sizeof(State));
IGameInputDevice* device = nullptr;
if (player >= 0 && player < MAX_PLAYER_COUNT)
{
device = mInputDevices[player].Get();
if (!device)
return;
assert(mGameInput != nullptr);
}
else if (player == c_MostRecent)
{
player = mMostRecentGamepad;
assert(player >= 0 && player < MAX_PLAYER_COUNT);
device = mInputDevices[player].Get();
if (!device)
return;
assert(mGameInput != nullptr);
}
else if (player != c_MergedInput || !mGameInput)
{
return;
}
ComPtr<IGameInputReading> reading;
if (SUCCEEDED(mGameInput->GetCurrentReading(GameInputKindGamepad, device, reading.GetAddressOf())))
{
GameInputGamepadState pad;
if (reading->GetGamepadState(&pad))
{
state.connected = true;
state.packet = reading->GetSequenceNumber(GameInputKindGamepad);
state.buttons.a = (pad.buttons & GameInputGamepadA) != 0;
state.buttons.b = (pad.buttons & GameInputGamepadB) != 0;
state.buttons.x = (pad.buttons & GameInputGamepadX) != 0;
state.buttons.y = (pad.buttons & GameInputGamepadY) != 0;
state.buttons.leftStick = (pad.buttons & GameInputGamepadLeftThumbstick) != 0;
state.buttons.rightStick = (pad.buttons & GameInputGamepadRightThumbstick) != 0;
state.buttons.leftShoulder = (pad.buttons & GameInputGamepadLeftShoulder) != 0;
state.buttons.rightShoulder = (pad.buttons & GameInputGamepadRightShoulder) != 0;
state.buttons.view = (pad.buttons & GameInputGamepadView) != 0;
state.buttons.menu = (pad.buttons & GameInputGamepadMenu) != 0;
state.dpad.up = (pad.buttons & GameInputGamepadDPadUp) != 0;
state.dpad.down = (pad.buttons & GameInputGamepadDPadDown) != 0;
state.dpad.right = (pad.buttons & GameInputGamepadDPadRight) != 0;
state.dpad.left = (pad.buttons & GameInputGamepadDPadLeft) != 0;
ApplyStickDeadZone(pad.leftThumbstickX, pad.leftThumbstickY,
deadZoneMode, 1.f, c_XboxOneThumbDeadZone,
state.thumbSticks.leftX, state.thumbSticks.leftY);
ApplyStickDeadZone(pad.rightThumbstickX, pad.rightThumbstickY,
deadZoneMode, 1.f, c_XboxOneThumbDeadZone,
state.thumbSticks.rightX, state.thumbSticks.rightY);
state.triggers.left = pad.leftTrigger;
state.triggers.right = pad.rightTrigger;
}
}
}
void GetCapabilities(int player, _Out_ Capabilities& caps)
{
if (player == c_MostRecent)
player = mMostRecentGamepad;
if (player >= 0 && player < MAX_PLAYER_COUNT)
{
IGameInputDevice* device = mInputDevices[player].Get();
if (device)
{
if (device->GetDeviceStatus() & GameInputDeviceConnected)
{
auto deviceInfo = device->GetDeviceInfo();
caps.connected = true;
caps.gamepadType = Capabilities::GAMEPAD;
caps.id = deviceInfo->deviceId;
caps.vid = deviceInfo->vendorId;
caps.pid = deviceInfo->productId;
return;
}
else
{
mInputDevices[player].Reset();
}
}
}
memset(&caps, 0, sizeof(Capabilities));
}
bool SetVibration(int player, float leftMotor, float rightMotor, float leftTrigger, float rightTrigger) noexcept
{
if (player == c_MostRecent)
player = mMostRecentGamepad;
if (player >= 0 && player < MAX_PLAYER_COUNT)
{
IGameInputDevice* device = mInputDevices[player].Get();
if (device)
{
GameInputRumbleParams const params =
{
leftMotor,
rightMotor,
leftTrigger,
rightTrigger
};
device->SetRumbleState(¶ms);
return true;
}
}
return false;
}
void Suspend() noexcept
{
for (int player = 0; player < MAX_PLAYER_COUNT; ++player)
{
IGameInputDevice* device = mInputDevices[player].Get();
if (device)
{
device->SetRumbleState(nullptr);
}
}
}
void Resume() noexcept
{
for (int player = 0; player < MAX_PLAYER_COUNT; ++player)
{
IGameInputDevice* device = mInputDevices[player].Get();
if (device)
{
if (!(device->GetDeviceStatus() & GameInputDeviceConnected))
{
mInputDevices[player].Reset();
}
}
}
}
_Success_(return)
bool GetDevice(int player, _Outptr_ IGameInputDevice** device) noexcept
{
if (!device)
return false;
if (player == c_MostRecent)
player = mMostRecentGamepad;
*device = nullptr;
if (player >= 0 && player < MAX_PLAYER_COUNT)
{
IGameInputDevice* dev = mInputDevices[player].Get();
if (dev)
{
dev->AddRef();
*device = dev;
return true;
}
}
return false;
}
GamePad* mOwner;
static GamePad::Impl* s_gamePad;
HANDLE mCtrlChanged;
private:
ComPtr<IGameInput> mGameInput;
ComPtr<IGameInputDevice> mInputDevices[MAX_PLAYER_COUNT];
GameInputCallbackToken mDeviceToken;
int mMostRecentGamepad;
static void CALLBACK OnGameInputDevice(
_In_ GameInputCallbackToken,
_In_ void * context,
_In_ IGameInputDevice * device,
_In_ uint64_t,
_In_ GameInputDeviceStatus currentStatus,
_In_ GameInputDeviceStatus) noexcept
{
auto impl = reinterpret_cast<GamePad::Impl*>(context);
if (currentStatus & GameInputDeviceConnected)
{
size_t empty = MAX_PLAYER_COUNT;
size_t k = 0;
for (; k < MAX_PLAYER_COUNT; ++k)
{
if (impl->mInputDevices[k].Get() == device)
{
impl->mMostRecentGamepad = static_cast<int>(k);
break;
}
else if (!impl->mInputDevices[k])
{
if (empty >= MAX_PLAYER_COUNT)
empty = k;
}
}
if (k >= MAX_PLAYER_COUNT)
{
// Silently ignore "extra" gamepads as there's no hard limit
if (empty < MAX_PLAYER_COUNT)
{
impl->mInputDevices[empty] = device;
impl->mMostRecentGamepad = static_cast<int>(empty);
}
}
}
else
{
for (size_t k = 0; k < MAX_PLAYER_COUNT; ++k)
{
if (impl->mInputDevices[k].Get() == device)
{
impl->mInputDevices[k].Reset();
break;
}
}
}
if (impl->mCtrlChanged != INVALID_HANDLE_VALUE)
{
SetEvent(impl->mCtrlChanged);
}
}
};
GamePad::Impl* GamePad::Impl::s_gamePad = nullptr;
void GamePad::RegisterEvents(HANDLE ctrlChanged) noexcept
{
pImpl->mCtrlChanged = (!ctrlChanged) ? INVALID_HANDLE_VALUE : ctrlChanged;
}
_Success_(return)
bool GamePad::GetDevice(int player, _Outptr_ IGameInputDevice * *device) noexcept
{
return pImpl->GetDevice(player, device);
}
#elif defined(USING_WINDOWS_GAMING_INPUT)
//======================================================================================
// Windows::Gaming::Input (Windows 10)
//======================================================================================
#pragma warning(push)
#pragma warning(disable : 4471 5204 5256)
#include <windows.gaming.input.h>
#pragma warning(pop)
class GamePad::Impl
{
public:
Impl(GamePad* owner) :
mOwner(owner),
mCtrlChanged(INVALID_HANDLE_VALUE),
mUserChanged(INVALID_HANDLE_VALUE),
mMostRecentGamepad(0),
mStatics{},
mGamePad{},
mUserChangeToken{},
mAddedToken{},
mRemovedToken{},
mChanged{}
{
using namespace Microsoft::WRL;
using namespace Microsoft::WRL::Wrappers;
using namespace ABI::Windows::Foundation;
if (s_gamePad)
{
throw std::logic_error("GamePad is a singleton");
}
s_gamePad = this;
mChanged.reset(CreateEventEx(nullptr, nullptr, 0, EVENT_MODIFY_STATE | SYNCHRONIZE));
if (!mChanged)
{
throw std::system_error(std::error_code(static_cast<int>(GetLastError()), std::system_category()), "CreateEventEx");
}
ThrowIfFailed(GetActivationFactory(HStringReference(RuntimeClass_Windows_Gaming_Input_Gamepad).Get(), mStatics.GetAddressOf()));
typedef __FIEventHandler_1_Windows__CGaming__CInput__CGamepad AddedHandler;
ThrowIfFailed(mStatics->add_GamepadAdded(Callback<AddedHandler>(GamepadAdded).Get(), &mAddedToken));
typedef __FIEventHandler_1_Windows__CGaming__CInput__CGamepad RemovedHandler;
ThrowIfFailed(mStatics->add_GamepadRemoved(Callback<RemovedHandler>(GamepadRemoved).Get(), &mRemovedToken));
ScanGamePads();
}
Impl(Impl&&) = default;
Impl& operator= (Impl&&) = default;
Impl(Impl const&) = delete;
Impl& operator= (Impl const&) = delete;
~Impl()
{
using namespace ABI::Windows::Gaming::Input;
for (size_t j = 0; j < MAX_PLAYER_COUNT; ++j)
{
if (mGamePad[j])
{
ComPtr<IGameController> ctrl;
HRESULT hr = mGamePad[j].As(&ctrl);
if (SUCCEEDED(hr) && ctrl)
{
std::ignore = ctrl->remove_UserChanged(mUserChangeToken[j]);
mUserChangeToken[j].value = 0;
}
mGamePad[j].Reset();
}
}
if (mStatics)
{
std::ignore = mStatics->remove_GamepadAdded(mAddedToken);
mAddedToken.value = 0;
std::ignore = mStatics->remove_GamepadRemoved(mRemovedToken);
mRemovedToken.value = 0;
mStatics.Reset();
}
s_gamePad = nullptr;
}
void GetState(int player, _Out_ State& state, DeadZone deadZoneMode)
{
using namespace Microsoft::WRL;
using namespace ABI::Windows::Gaming::Input;
if (WaitForSingleObjectEx(mChanged.get(), 0, FALSE) == WAIT_OBJECT_0)
{
ScanGamePads();
}
if (player == c_MostRecent)
player = mMostRecentGamepad;
if ((player >= 0) && (player < MAX_PLAYER_COUNT))
{
if (mGamePad[player])
{
GamepadReading reading;
HRESULT hr = mGamePad[player]->GetCurrentReading(&reading);
if (SUCCEEDED(hr))
{
state.connected = true;
state.packet = reading.Timestamp;
state.buttons.a = (reading.Buttons & GamepadButtons::GamepadButtons_A) != 0;
state.buttons.b = (reading.Buttons & GamepadButtons::GamepadButtons_B) != 0;
state.buttons.x = (reading.Buttons & GamepadButtons::GamepadButtons_X) != 0;
state.buttons.y = (reading.Buttons & GamepadButtons::GamepadButtons_Y) != 0;
state.buttons.leftStick = (reading.Buttons & GamepadButtons::GamepadButtons_LeftThumbstick) != 0;
state.buttons.rightStick = (reading.Buttons & GamepadButtons::GamepadButtons_RightThumbstick) != 0;
state.buttons.leftShoulder = (reading.Buttons & GamepadButtons::GamepadButtons_LeftShoulder) != 0;
state.buttons.rightShoulder = (reading.Buttons & GamepadButtons::GamepadButtons_RightShoulder) != 0;
state.buttons.back = (reading.Buttons & GamepadButtons::GamepadButtons_View) != 0;
state.buttons.start = (reading.Buttons & GamepadButtons::GamepadButtons_Menu) != 0;
state.dpad.up = (reading.Buttons & GamepadButtons::GamepadButtons_DPadUp) != 0;
state.dpad.down = (reading.Buttons & GamepadButtons::GamepadButtons_DPadDown) != 0;
state.dpad.right = (reading.Buttons & GamepadButtons::GamepadButtons_DPadRight) != 0;
state.dpad.left = (reading.Buttons & GamepadButtons::GamepadButtons_DPadLeft) != 0;
ApplyStickDeadZone(static_cast<float>(reading.LeftThumbstickX), static_cast<float>(reading.LeftThumbstickY),
deadZoneMode, 1.f, c_XboxOneThumbDeadZone,
state.thumbSticks.leftX, state.thumbSticks.leftY);
ApplyStickDeadZone(static_cast<float>(reading.RightThumbstickX), static_cast<float>(reading.RightThumbstickY),
deadZoneMode, 1.f, c_XboxOneThumbDeadZone,
state.thumbSticks.rightX, state.thumbSticks.rightY);
state.triggers.left = static_cast<float>(reading.LeftTrigger);
state.triggers.right = static_cast<float>(reading.RightTrigger);
return;
}
}
}
memset(&state, 0, sizeof(State));
}
void GetCapabilities(int player, Capabilities& caps)
{
using namespace Microsoft::WRL;
using namespace Microsoft::WRL::Wrappers;
using namespace ABI::Windows::Foundation;
using namespace ABI::Windows::System;
using namespace ABI::Windows::Gaming::Input;
if (WaitForSingleObjectEx(mChanged.get(), 0, FALSE) == WAIT_OBJECT_0)
{
ScanGamePads();
}
if (player == c_MostRecent)
player = mMostRecentGamepad;
if ((player >= 0) && (player < MAX_PLAYER_COUNT))
{
if (mGamePad[player])
{
caps.connected = true;
caps.gamepadType = Capabilities::GAMEPAD;
caps.id.clear();
caps.vid = caps.pid = 0;
ComPtr<IGameController> ctrl;
HRESULT hr = mGamePad[player].As(&ctrl);
if (SUCCEEDED(hr) && ctrl)
{
ComPtr<IUser> user;
hr = ctrl->get_User(user.GetAddressOf());
if (SUCCEEDED(hr) && user != nullptr)
{
HString str;
hr = user->get_NonRoamableId(str.GetAddressOf());
if (SUCCEEDED(hr))
{
caps.id = str.GetRawBuffer(nullptr);
}
}
// Requires the Windows 10 Creators Update SDK (15063)
#if defined(NTDDI_WIN10_RS2) && (NTDDI_VERSION >= NTDDI_WIN10_RS2)
ComPtr<IRawGameControllerStatics> rawStatics;
hr = GetActivationFactory(HStringReference(RuntimeClass_Windows_Gaming_Input_RawGameController).Get(), rawStatics.GetAddressOf());
if (SUCCEEDED(hr))
{
ComPtr<IRawGameController> raw;
hr = rawStatics->FromGameController(ctrl.Get(), raw.GetAddressOf());
if (SUCCEEDED(hr) && raw)
{
if (FAILED(raw->get_HardwareVendorId(&caps.vid)))
caps.vid = 0;
if (FAILED(raw->get_HardwareProductId(&caps.pid)))
caps.pid = 0;
}
}
#endif // NTDDI_WIN10_RS2
}
return;
}
}
caps.id.clear();
caps = {};
}
bool SetVibration(int player, float leftMotor, float rightMotor, float leftTrigger, float rightTrigger) noexcept
{
using namespace ABI::Windows::Gaming::Input;
if (player == c_MostRecent)
player = mMostRecentGamepad;
if ((player >= 0) && (player < MAX_PLAYER_COUNT))
{
if (mGamePad[player])
{
GamepadVibration vib;
vib.LeftMotor = double(leftMotor);
vib.RightMotor = double(rightMotor);
vib.LeftTrigger = double(leftTrigger);
vib.RightTrigger = double(rightTrigger);
HRESULT hr = mGamePad[player]->put_Vibration(vib);
if (SUCCEEDED(hr))
return true;
}
}
return false;
}
void Suspend() noexcept
{
for (size_t j = 0; j < MAX_PLAYER_COUNT; ++j)
{
mGamePad[j].Reset();
}
}
void Resume() noexcept
{
// Make sure we rescan gamepads
SetEvent(mChanged.get());
}
GamePad* mOwner;
static GamePad::Impl* s_gamePad;
HANDLE mCtrlChanged;
HANDLE mUserChanged;
private:
int mMostRecentGamepad;
void ScanGamePads()
{
using namespace Microsoft::WRL;
using namespace ABI::Windows::Foundation::Collections;
using namespace ABI::Windows::Gaming::Input;
ComPtr<IVectorView<Gamepad*>> pads;
ThrowIfFailed(mStatics->get_Gamepads(pads.GetAddressOf()));
unsigned int count = 0;
ThrowIfFailed(pads->get_Size(&count));
// Check for removed gamepads
for (size_t j = 0; j < MAX_PLAYER_COUNT; ++j)
{
if (mGamePad[j])
{
unsigned int k = 0;
for (; k < count; ++k)
{
ComPtr<IGamepad> pad;
HRESULT hr = pads->GetAt(k, pad.GetAddressOf());
if (SUCCEEDED(hr) && (pad == mGamePad[j]))
{
break;
}
}
if (k >= count)
{
ComPtr<IGameController> ctrl;
HRESULT hr = mGamePad[j].As(&ctrl);
if (SUCCEEDED(hr) && ctrl)
{
std::ignore = ctrl->remove_UserChanged(mUserChangeToken[j]);
mUserChangeToken[j].value = 0;
}
mGamePad[j].Reset();
}
}
}
// Check for added gamepads
for (unsigned int j = 0; j < count; ++j)
{
ComPtr<IGamepad> pad;
HRESULT hr = pads->GetAt(j, pad.GetAddressOf());
if (SUCCEEDED(hr))
{
size_t empty = MAX_PLAYER_COUNT;
size_t k = 0;
for (; k < MAX_PLAYER_COUNT; ++k)
{
if (mGamePad[k] == pad)
{
if (j == (count - 1))
mMostRecentGamepad = static_cast<int>(k);
break;
}
else if (!mGamePad[k])
{
if (empty >= MAX_PLAYER_COUNT)
empty = k;
}
}
if (k >= MAX_PLAYER_COUNT)
{
// Silently ignore "extra" gamepads as there's no hard limit
if (empty < MAX_PLAYER_COUNT)
{
mGamePad[empty] = pad;
if (j == (count - 1))
mMostRecentGamepad = static_cast<int>(empty);
ComPtr<IGameController> ctrl;
hr = pad.As(&ctrl);
if (SUCCEEDED(hr) && ctrl)
{
typedef __FITypedEventHandler_2_Windows__CGaming__CInput__CIGameController_Windows__CSystem__CUserChangedEventArgs UserHandler;
ThrowIfFailed(ctrl->add_UserChanged(Callback<UserHandler>(UserChanged).Get(), &mUserChangeToken[empty]));
}
}
}
}
}
}
ComPtr<ABI::Windows::Gaming::Input::IGamepadStatics> mStatics;
ComPtr<ABI::Windows::Gaming::Input::IGamepad> mGamePad[MAX_PLAYER_COUNT];
EventRegistrationToken mUserChangeToken[MAX_PLAYER_COUNT];
EventRegistrationToken mAddedToken;
EventRegistrationToken mRemovedToken;
ScopedHandle mChanged;
static HRESULT GamepadAdded(IInspectable *, ABI::Windows::Gaming::Input::IGamepad*)
{
if (s_gamePad)
{
SetEvent(s_gamePad->mChanged.get());
if (s_gamePad->mCtrlChanged != INVALID_HANDLE_VALUE)
{
SetEvent(s_gamePad->mCtrlChanged);
}
}
return S_OK;
}
static HRESULT GamepadRemoved(IInspectable *, ABI::Windows::Gaming::Input::IGamepad*)
{
if (s_gamePad)
{
SetEvent(s_gamePad->mChanged.get());
if (s_gamePad->mCtrlChanged != INVALID_HANDLE_VALUE)
{
SetEvent(s_gamePad->mCtrlChanged);
}
}
return S_OK;
}
static HRESULT UserChanged(ABI::Windows::Gaming::Input::IGameController*, ABI::Windows::System::IUserChangedEventArgs*)
{
if (s_gamePad)
{
if (s_gamePad->mUserChanged != INVALID_HANDLE_VALUE)
{
SetEvent(s_gamePad->mUserChanged);
}
}
return S_OK;
}
};
GamePad::Impl* GamePad::Impl::s_gamePad = nullptr;
void GamePad::RegisterEvents(HANDLE ctrlChanged, HANDLE userChanged) noexcept
{
pImpl->mCtrlChanged = (!ctrlChanged) ? INVALID_HANDLE_VALUE : ctrlChanged;
pImpl->mUserChanged = (!userChanged) ? INVALID_HANDLE_VALUE : userChanged;
}
#elif defined(_XBOX_ONE)
//======================================================================================
// Windows::Xbox::Input (Xbox One XDK)
//======================================================================================
#include <Windows.Xbox.Input.h>
#include <Windows.Foundation.Collections.h>
class GamePad::Impl
{
public:
class GamepadAddedListener : public Microsoft::WRL::RuntimeClass<Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::ClassicCom>,
ABI::Windows::Foundation::IEventHandler<ABI::Windows::Xbox::Input::GamepadAddedEventArgs *>,
Microsoft::WRL::FtmBase>
{
public:
GamepadAddedListener(HANDLE event) : mEvent(event) {}
STDMETHOD(Invoke)(_In_ IInspectable *, _In_ ABI::Windows::Xbox::Input::IGamepadAddedEventArgs *) override
{
SetEvent(mEvent);
auto pad = GamePad::Impl::s_gamePad;
if (pad && pad->mCtrlChanged != INVALID_HANDLE_VALUE)
{
SetEvent(pad->mCtrlChanged);
}
return S_OK;
}
private:
HANDLE mEvent;
};
class GamepadRemovedListener : public Microsoft::WRL::RuntimeClass<Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::ClassicCom>,
ABI::Windows::Foundation::IEventHandler<ABI::Windows::Xbox::Input::GamepadRemovedEventArgs *>,
Microsoft::WRL::FtmBase>
{
public:
GamepadRemovedListener(HANDLE event) : mEvent(event) {}
STDMETHOD(Invoke)(_In_ IInspectable *, _In_ ABI::Windows::Xbox::Input::IGamepadRemovedEventArgs *) override
{
SetEvent(mEvent);
auto pad = GamePad::Impl::s_gamePad;
if (pad && pad->mCtrlChanged != INVALID_HANDLE_VALUE)
{
SetEvent(pad->mCtrlChanged);
}
return S_OK;
}
private:
HANDLE mEvent;
};
class UserPairingListener : public Microsoft::WRL::RuntimeClass<Microsoft::WRL::RuntimeClassFlags<Microsoft::WRL::ClassicCom>,
ABI::Windows::Foundation::IEventHandler<ABI::Windows::Xbox::Input::ControllerPairingChangedEventArgs *>,
Microsoft::WRL::FtmBase>
{
public:
UserPairingListener() noexcept {}
STDMETHOD(Invoke)(_In_ IInspectable *, _In_ ABI::Windows::Xbox::Input::IControllerPairingChangedEventArgs *) override
{
auto pad = GamePad::Impl::s_gamePad;
if (pad && pad->mUserChanged != INVALID_HANDLE_VALUE)
{
SetEvent(pad->mUserChanged);
}
return S_OK;
}
};
Impl(GamePad *owner) :
mOwner(owner),
mCtrlChanged(INVALID_HANDLE_VALUE),
mUserChanged(INVALID_HANDLE_VALUE),
mMostRecentGamepad(0),
mStatics{},
mStaticsCtrl{},
mGamePad{},
mAddedToken{},
mRemovedToken{},
mUserParingToken{},
mChanged{}
{
using namespace Microsoft::WRL;
using namespace Microsoft::WRL::Wrappers;
using namespace ABI::Windows::Foundation;
if (s_gamePad)
{
throw std::logic_error("GamePad is a singleton");
}
s_gamePad = this;
mChanged.reset(CreateEventEx(nullptr, nullptr, 0, EVENT_MODIFY_STATE | SYNCHRONIZE));
if (!mChanged)
{
throw std::system_error(std::error_code(static_cast<int>(GetLastError()), std::system_category()), "CreateEventEx");
}
ThrowIfFailed(GetActivationFactory(HStringReference(RuntimeClass_Windows_Xbox_Input_Gamepad).Get(), mStatics.GetAddressOf()));
ThrowIfFailed(GetActivationFactory(HStringReference(RuntimeClass_Windows_Xbox_Input_Controller).Get(), mStaticsCtrl.GetAddressOf()));
ThrowIfFailed(mStatics->add_GamepadAdded(Make<GamepadAddedListener>(mChanged.get()).Get(), &mAddedToken));
ThrowIfFailed(mStatics->add_GamepadRemoved(Make<GamepadRemovedListener>(mChanged.get()).Get(), &mRemovedToken));
ThrowIfFailed(mStaticsCtrl->add_ControllerPairingChanged(Make<UserPairingListener>().Get(), &mUserParingToken));
ScanGamePads();
}
~Impl()
{
if (mStatics)
{
std::ignore = mStatics->remove_GamepadAdded(mAddedToken);
mAddedToken.value = 0;
std::ignore = mStatics->remove_GamepadRemoved(mRemovedToken);
mRemovedToken.value = 0;
mStatics.Reset();
}
if (mStaticsCtrl)
{
std::ignore = mStaticsCtrl->remove_ControllerPairingChanged(mUserParingToken);
mUserParingToken.value = 0;
mStaticsCtrl.Reset();
}
s_gamePad = nullptr;
}
void GetState(int player, _Out_ State& state, DeadZone deadZoneMode)
{
using namespace Microsoft::WRL;
using namespace ABI::Windows::Xbox::Input;
if (WaitForSingleObjectEx(mChanged.get(), 0, FALSE) == WAIT_OBJECT_0)
{