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Made possible by EIREXE, xsellier and the SDL team. This commit includes statically linked SDL3 for Windows, Linux and macOS. The vendored copy of SDL3 was setup to only build the required subsystems for gamepad/joystick support, with some patches to be able to make it as minimal as possible and reduce the impact on binary size and code size. Co-authored-by: Álex Román Núñez <eirexe123@gmail.com> Co-authored-by: Xavier Sellier <xsellier@gmail.com> Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
104 lines
2.8 KiB
C++
104 lines
2.8 KiB
C++
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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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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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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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 be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#include "../SDL_sysjoystick.h"
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#include "../../core/windows/SDL_windows.h"
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#include "../../core/windows/SDL_directx.h"
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#define MAX_INPUTS 256 // each joystick can have up to 256 inputs
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// Set up for C function definitions, even when using C++
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct JoyStick_DeviceData
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{
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SDL_GUID guid;
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char *joystickname;
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Uint8 send_add_event;
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SDL_JoystickID nInstanceID;
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bool bXInputDevice;
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BYTE SubType;
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Uint8 XInputUserId;
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DIDEVICEINSTANCE dxdevice;
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char path[MAX_PATH];
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int steam_virtual_gamepad_slot;
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struct JoyStick_DeviceData *pNext;
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} JoyStick_DeviceData;
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extern JoyStick_DeviceData *SYS_Joystick; // array to hold joystick ID values
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typedef enum Type
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{
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BUTTON,
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AXIS,
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HAT
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} Type;
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typedef struct input_t
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{
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// DirectInput offset for this input type:
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DWORD ofs;
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// Button, axis or hat:
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Type type;
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// SDL input offset:
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Uint8 num;
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} input_t;
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// The private structure used to keep track of a joystick
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struct joystick_hwdata
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{
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SDL_GUID guid;
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#ifdef SDL_JOYSTICK_DINPUT
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LPDIRECTINPUTDEVICE8 InputDevice;
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DIDEVCAPS Capabilities;
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bool buffered;
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bool first_update;
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input_t Inputs[MAX_INPUTS];
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int NumInputs;
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int NumSliders;
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bool ff_initialized;
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DIEFFECT *ffeffect;
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LPDIRECTINPUTEFFECT ffeffect_ref;
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#endif
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bool bXInputDevice; // true if this device supports using the xinput API rather than DirectInput
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bool bXInputHaptic; // Supports force feedback via XInput.
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Uint8 userid; // XInput userid index for this joystick
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DWORD dwPacketNumber;
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};
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#ifdef SDL_JOYSTICK_DINPUT
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extern const DIDATAFORMAT SDL_c_dfDIJoystick2;
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#endif
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extern void WINDOWS_AddJoystickDevice(JoyStick_DeviceData *device);
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// Ends C function definitions when using C++
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#ifdef __cplusplus
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}
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#endif
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