genesis-3d_engine/Engine/addons/input/xinput/xinputgamepad.h

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/****************************************************************************
Copyright (c) 2007,Radon Labs GmbH
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
#include "input/base/inputgamepadbase.h"
#include "timing/time.h"
//------------------------------------------------------------------------------
namespace XInput
{
class XInputGamePad : public Input::InputGamePadBase
{
__DeclareClass(XInputGamePad);
public:
/// constructor
XInputGamePad();
/// destructor
virtual ~XInputGamePad();
protected:
/// called when the handler is attached to the input server
virtual void OnAttach(const GPtr<Input::InputServerBase>& inputServer);
/// called on InputServer::BeginFrame()
virtual void OnBeginFrame();
/// update the state of a game pad button
void UpdateButtonState(const XINPUT_GAMEPAD& curState, WORD xiBtn, Button btn);
/// update the state of a trigger axis
void UpdateTriggerAxis(const XINPUT_GAMEPAD& curState, Axis axis);
/// update the state of a thumb stick axis
void UpdateThumbAxis(const XINPUT_GAMEPAD& curState, Axis axis);
static const Timing::Tick CheckConnectedInterval = 500; // 500 ms between connection checks
DWORD lastPacketNumber;
Timing::Tick lastCheckConnectedTime;
};
} // namespace XInput
//------------------------------------------------------------------------------