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mirror of https://github.com/borgesdan/xn65 synced 2024-12-29 21:54:47 +01:00

Corrige GamePad

This commit is contained in:
Danilo 2024-05-21 09:40:59 -03:00
parent 6dada4f616
commit 9bcce79410
9 changed files with 352 additions and 492 deletions

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@ -3,10 +3,11 @@
#include "platform-dx/audioengine-dx.hpp"
#include "platform-dx/device-dx.hpp"
#include "platform-dx/game-dx.hpp"
#include "platform-dx/gamepad-dx.hpp"
#include "input/gamepad.hpp"
#include "platform-dx/gdevicemanager-dx.hpp"
#include "platform-dx/keyboard-dx.hpp"
#include "platform-dx/mouse-dx.hpp"
#include "platform-dx/implementations.hpp"
#include "platform-dx/window-dx.hpp"
namespace xna {
@ -42,6 +43,7 @@ namespace xna {
void Game::Initialize() {
Keyboard::Initialize();
Mouse::Initialize();
GamePad::Initialize();
#if (_WIN32_WINNT >= 0x0A00 /*_WIN32_WINNT_WIN10*/)
Microsoft::WRL::Wrappers::RoInitializeWrapper initialize(RO_INIT_MULTITHREADED);

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@ -1,39 +1,94 @@
#include "platform-dx/gamepad-dx.hpp"
#include "platform-dx/implementations.hpp"
#include "input/gamepad.hpp"
namespace xna {
GamePadState _GamePad::GetState(PlayerIndex index) {
if (!_dxGamePad)
return GamePadState();
const auto state = _dxGamePad->GetState(
static_cast<int>(index)
);
return GamePadState(state);
void GamePad::Initialize() {
impl = uNew<PlatformImplementation>();
}
GamePadState _GamePad::GetState(PlayerIndex index, GamePadDeadZone deadZone) {
if (!_dxGamePad)
GamePadState GamePad::GetState(PlayerIndex index) {
if (!impl || !impl->_dxGamePad)
return GamePadState();
const auto state = _dxGamePad->GetState(
const auto state = impl->_dxGamePad->GetState(
static_cast<int>(index)
);
GamePadState pad;
pad.Dpad = GamePadDPad(
static_cast<ButtonState>(state.dpad.up),
static_cast<ButtonState>(state.dpad.right),
static_cast<ButtonState>(state.dpad.down),
static_cast<ButtonState>(state.dpad.left));
pad.IsConnected = state.connected;
pad.PackedNumber = state.packet;
pad.Sticks = GamePadThumbSticks(
Vector2(state.thumbSticks.leftX, state.thumbSticks.leftY),
Vector2(state.thumbSticks.rightX, state.thumbSticks.rightY));
pad.Triggers = GamePadTriggers(state.triggers.left, state.triggers.right);
pad.Buttons = GamePadButtons(
static_cast<ButtonState>(state.buttons.a),
static_cast<ButtonState>(state.buttons.b),
static_cast<ButtonState>(state.buttons.x),
static_cast<ButtonState>(state.buttons.y),
static_cast<ButtonState>(state.buttons.leftStick),
static_cast<ButtonState>(state.buttons.rightStick),
static_cast<ButtonState>(state.buttons.leftShoulder),
static_cast<ButtonState>(state.buttons.rightShoulder),
static_cast<ButtonState>(state.buttons.back),
static_cast<ButtonState>(state.buttons.start),
static_cast<ButtonState>(state.buttons.view));
return pad;
}
GamePadState GamePad::GetState(PlayerIndex index, GamePadDeadZone deadZone) {
if (!impl || !impl->_dxGamePad)
return GamePadState();
const auto state = impl->_dxGamePad->GetState(
static_cast<int>(index),
static_cast<DirectX::GamePad::DeadZone>(deadZone)
);
return GamePadState(state);
GamePadState pad;
pad.Dpad = GamePadDPad(
static_cast<ButtonState>(state.dpad.up),
static_cast<ButtonState>(state.dpad.right),
static_cast<ButtonState>(state.dpad.down),
static_cast<ButtonState>(state.dpad.left));
pad.IsConnected = state.connected;
pad.PackedNumber = state.packet;
pad.Sticks = GamePadThumbSticks(
Vector2(state.thumbSticks.leftX, state.thumbSticks.leftY),
Vector2(state.thumbSticks.rightX, state.thumbSticks.rightY));
pad.Triggers = GamePadTriggers(state.triggers.left, state.triggers.right);
return pad;
}
GamePadCapabilities _GamePad::GetCapabilities(PlayerIndex index) {
if (!_dxGamePad)
GamePadCapabilities GamePad::GetCapabilities(PlayerIndex index) {
if (!impl || !impl->_dxGamePad)
return GamePadCapabilities();
const auto capabilities = _dxGamePad->GetCapabilities(static_cast<int>(index));
return GamePadCapabilities(capabilities);
const auto capabilities = impl->_dxGamePad->GetCapabilities(static_cast<int>(index));
GamePadCapabilities cap;
cap.Connected = capabilities.connected;
cap.Id = capabilities.id;
cap.Pid = capabilities.pid;
cap.Type = static_cast<GamePadCapabilitiesType>(capabilities.gamepadType);
cap.Vid = capabilities.vid;
return cap;
}
bool _GamePad::SetVibration(PlayerIndex index, float leftMotor, float rightMotor, float leftTrigger, float rightTrigger) {
if (!_dxGamePad)
bool GamePad::SetVibration(PlayerIndex index, float leftMotor, float rightMotor, float leftTrigger, float rightTrigger) {
if (!impl || !impl->_dxGamePad)
return false;
return _dxGamePad->SetVibration(static_cast<int>(index), leftMotor, rightMotor, leftTrigger, rightTrigger);
return impl->_dxGamePad->SetVibration(static_cast<int>(index), leftMotor, rightMotor, leftTrigger, rightTrigger);
}
}

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@ -1,7 +1,8 @@
#include "platform-dx/window-dx.hpp"
#include "platform-dx/keyboard-dx.hpp"
#include "platform-dx/mouse-dx.hpp"
#include "platform-dx/gamepad-dx.hpp"
#include "input/gamepad.hpp"
#include "platform-dx/implementations.hpp"
namespace xna {
GameWindow::GameWindow() {
@ -170,10 +171,12 @@ namespace xna {
Mouse::_dxMouse->ProcessMessage(msg, wParam, lParam);
break;
case WM_KILLFOCUS:
if(GamePad._dxGamePad) GamePad._dxGamePad->Suspend();
if(GamePad::impl->_dxGamePad)
GamePad::impl->_dxGamePad->Suspend();
break;
case WM_SETFOCUS:
if (GamePad._dxGamePad) GamePad._dxGamePad->Resume();
if (GamePad::impl->_dxGamePad)
GamePad::impl->_dxGamePad->Resume();
break;
}
return DefWindowProc(hWnd, msg, wParam, lParam);

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@ -34,7 +34,7 @@ namespace xna {
}
void Update(GameTime const& gameTime) override {
if (Keyboard::GetState().IsKeyDown(Keys::Escape) || GamePad.GetState(PlayerIndex::One).IsButtonDown(Buttons::Back))
if (Keyboard::GetState().IsKeyDown(Keys::Escape) || GamePad::GetState(PlayerIndex::One).IsButtonDown(Buttons::Back))
Exit();
Game::Update(gameTime);

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@ -5,68 +5,246 @@
#include "../common/numerics.hpp"
namespace xna {
struct IGamePadTriggers {
struct GamePadTriggers {
constexpr GamePadTriggers() = default;
constexpr GamePadTriggers(float left, float right) : _left(left), _right(right) {
clamp();
}
constexpr float Left() const {
return _left;
}
constexpr float Right() const {
return _right;
}
constexpr bool operator==(const GamePadTriggers& other) const {
return _left == other._left && _right == other._right;
}
public:
virtual float Left() const = 0;
virtual float Right() const = 0;
float _left{ 0 };
float _right{ 0 };
private:
void constexpr clamp() {
_left = _left < 1.0F ? _left : 1.0F;
_left = _left > 0.0F ? _left : 0.0F;
_right = _right < 1.0F ? _right : 1.0F;
_right = _right > 0.0F ? _right : 0.0F;
}
};
struct IGamePadThumbSticks {
public:
virtual Vector2 Left() const = 0;
virtual Vector2 Right() const = 0;
struct GamePadThumbSticks {
constexpr GamePadThumbSticks() = default;
constexpr GamePadThumbSticks(Vector2 left, Vector2 right) : _left(left), _right(right) {
clamp();
}
constexpr Vector2 Left() const {
return _left;
}
constexpr Vector2 Right() const {
return _right;
}
constexpr bool operator==(const GamePadThumbSticks& other) const {
return _left == other._left && _right == other._right;
}
private:
Vector2 _left{};
Vector2 _right{};
private:
constexpr void clamp() {
_left = Vector2::Min(_left, Vector2::One());
_left = Vector2::Max(_left, -Vector2::One());
_right = Vector2::Min(_right, Vector2::One());
_right = Vector2::Max(_right, -Vector2::One());
}
};
struct IGamePadDPad {
virtual ButtonState Up() const = 0;
virtual ButtonState Down() const = 0;
virtual ButtonState Right() const = 0;
virtual ButtonState Left() const = 0;
struct GamePadDPad {
constexpr GamePadDPad() = default;
constexpr GamePadDPad(const ButtonState& up, const ButtonState& down,
const ButtonState& left, const ButtonState& right)
: Up(up), Right(right), Down(down), Left(left) {
}
ButtonState Up{};
ButtonState Right{};
ButtonState Down{};
ButtonState Left{};
};
struct IGamePadButtons {
virtual ButtonState A() const = 0;
virtual ButtonState B() const = 0;
virtual ButtonState Back() const = 0;
virtual ButtonState X() const = 0;
virtual ButtonState Y() const = 0;
virtual ButtonState Start() const = 0;
virtual ButtonState LeftShoulder() const = 0;
virtual ButtonState LeftStick() const = 0;
virtual ButtonState RightShoulder() const = 0;
virtual ButtonState RightStick() const = 0;
virtual ButtonState BigButton() const = 0;
struct GamePadButtons {
constexpr GamePadButtons() = default;
constexpr GamePadButtons(
ButtonState a,
ButtonState b,
ButtonState x,
ButtonState y,
ButtonState leftStick,
ButtonState rightStick,
ButtonState leftShoulder,
ButtonState rightShoulder,
ButtonState back,
ButtonState start,
ButtonState bigButton) {
A = a;
B = b;
X = x;
Y = y;
LeftStick = leftStick;
RightStick = rightStick;
LeftShoulder = leftShoulder;
RightShoulder = rightShoulder;
Back = back;
Start = start;
BigButton = bigButton;
}
constexpr GamePadButtons(Buttons buttons) {
A = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::A))) == Buttons::A ? ButtonState::Pressed : ButtonState::Released;
B = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::B))) == Buttons::B ? ButtonState::Pressed : ButtonState::Released;
X = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::X))) == Buttons::X ? ButtonState::Pressed : ButtonState::Released;
Y = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Y))) == Buttons::Y ? ButtonState::Pressed : ButtonState::Released;
Start = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Start))) == Buttons::Start ? ButtonState::Pressed : ButtonState::Released;
Back = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Back))) == Buttons::Back ? ButtonState::Pressed : ButtonState::Released;
LeftStick = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::LeftStick))) == Buttons::LeftStick ? ButtonState::Pressed : ButtonState::Released;
RightStick = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::RightStick))) == Buttons::RightStick ? ButtonState::Pressed : ButtonState::Released;
LeftShoulder = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::LeftShoulder))) == Buttons::LeftShoulder ? ButtonState::Pressed : ButtonState::Released;
RightShoulder = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::RightShoulder))) == Buttons::RightShoulder ? ButtonState::Pressed : ButtonState::Released;
BigButton = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::BigButton))) == Buttons::BigButton ? ButtonState::Pressed : ButtonState::Released;
}
ButtonState A{};
ButtonState B{};
ButtonState X{};
ButtonState Y{};
ButtonState LeftStick{};
ButtonState RightStick{};
ButtonState LeftShoulder{};
ButtonState RightShoulder{};
ButtonState Back{};
ButtonState Start{};
ButtonState BigButton{};
};
struct GamePadId;
#ifdef USING_GAMEINPUT
using GamePadId = APP_LOCAL_DEVICE_ID;
#elif defined(USING_WINDOWS_GAMING_INPUT)
using GamePadId = std::wstring;
#else
using GamePadId = uint64_t;
#endif
struct IGamePadCapabilities {
virtual GamePadCapabilitiesType GamePadType() const = 0;
virtual bool IsConnected() const = 0;
virtual GamePadId Id() const = 0;
virtual Ushort Vid() const = 0;
virtual Ushort Pid() const = 0;
struct GamePadCapabilities {
constexpr GamePadCapabilities() = default;
GamePadCapabilitiesType Type{};
bool Connected{ false };
Ushort Vid{ 0 };
Ushort Pid{ 0 };
GamePadId Id;
};
struct IGamePadState {
virtual GamePadButtons Buttons() const = 0;
virtual GamePadDPad DPad() const = 0;
virtual bool IsConnected() const = 0;
virtual Ulong PacketNumber() const = 0;
virtual GamePadThumbSticks ThumbSticks() = 0;
virtual GamePadTriggers Triggers() = 0;
virtual bool IsButtonDown(xna::Buttons button) = 0;
virtual bool IsButtonUp(xna::Buttons button) = 0;
struct GamePadState {
GamePadState() = default;
constexpr bool IsButtonDown(xna::Buttons button) const {
switch (button)
{
case xna::Buttons::A:
return this->Buttons.A == ButtonState::Pressed;
case xna::Buttons::B:
return this->Buttons.B == ButtonState::Pressed;
case xna::Buttons::X:
return this->Buttons.X == ButtonState::Pressed;
case xna::Buttons::Y:
return this->Buttons.Y == ButtonState::Pressed;
case xna::Buttons::Back:
return this->Buttons.Back == ButtonState::Pressed;
case xna::Buttons::Start:
return this->Buttons.Start == ButtonState::Pressed;
case xna::Buttons::DPadUp:
return this->Dpad.Up == ButtonState::Pressed;
case xna::Buttons::DPadDown:
return this->Dpad.Down == ButtonState::Pressed;
case xna::Buttons::DPadLeft:
return this->Dpad.Left == ButtonState::Pressed;
case xna::Buttons::DPadRight:
return this->Dpad.Right == ButtonState::Pressed;
case xna::Buttons::LeftShoulder:
return this->Buttons.LeftShoulder == ButtonState::Pressed;
case xna::Buttons::RightShoulder:
return this->Buttons.RightShoulder == ButtonState::Pressed;
case xna::Buttons::LeftStick:
return this->Buttons.LeftStick == ButtonState::Pressed;
case xna::Buttons::RightStick:
return this->Buttons.RightStick == ButtonState::Pressed;
case xna::Buttons::BigButton:
return this->Buttons.BigButton == ButtonState::Pressed;
case xna::Buttons::LeftThumbstickLeft:
return this->Sticks.Left().X < 0.5F;
case xna::Buttons::LeftThumbstickRight:
return this->Sticks.Left().X > 0.5F;
case xna::Buttons::LeftThumbstickDown:
return this->Sticks.Left().Y > 0.5F;
case xna::Buttons::LeftThumbstickUp:
return this->Sticks.Left().Y < 0.5F;
case xna::Buttons::RightThumbstickLeft:
return this->Sticks.Right().X < 0.5F;
case xna::Buttons::RightThumbstickRight:
return this->Sticks.Right().X > 0.5F;
case xna::Buttons::RightThumbstickDown:
return this->Sticks.Right().Y > 0.5F;
case xna::Buttons::RightThumbstickUp:
return this->Sticks.Right().Y < 0.5F;
case xna::Buttons::LeftTrigger:
return this->Triggers.Left() > 0.5F;
case xna::Buttons::RightTrigger:
return this->Triggers.Right() > 0.5F;
default:
return false;
}
}
constexpr bool IsButtonUp(xna::Buttons button) const {
return !IsButtonDown(button);
}
GamePadButtons Buttons;
GamePadDPad Dpad;
bool IsConnected;
Ulong PackedNumber;
GamePadThumbSticks Sticks;
GamePadTriggers Triggers;
};
class IGamePad {
class GamePad {
public:
static GamePadState GetState(PlayerIndex index);
static GamePadState GetState(PlayerIndex index, GamePadDeadZone deadZone);
static GamePadCapabilities GetCapabilities(PlayerIndex index);
static bool SetVibration(PlayerIndex index, float leftMotor, float rightMotor, float leftTrigger = 0, float rightTrigger = 0);
static void Initialize();
public:
virtual ~IGamePad(){}
struct PlatformImplementation;
inline static uptr<PlatformImplementation> impl = nullptr;
virtual GamePadState GetState(PlayerIndex index) = 0;
virtual GamePadState GetState(PlayerIndex index, GamePadDeadZone deadZone) = 0;
virtual GamePadCapabilities GetCapabilities(PlayerIndex index) = 0;
virtual bool SetVibration(PlayerIndex index, float leftMotor, float rightMotor, float leftTrigger = 0, float rightTrigger = 0) = 0;
private:
GamePad();
GamePad(GamePad&&);
GamePad(GamePad&);
};
}

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@ -1,390 +0,0 @@
#ifndef XNA_PLATFORM_GAMEPAD_DX_HPP
#define XNA_PLATFORM_GAMEPAD_DX_HPP
#include "../input/gamepad.hpp"
#include <GamePad.h>
namespace xna {
struct GamePadTriggers: public IGamePadTriggers {
constexpr GamePadTriggers() = default;
constexpr GamePadTriggers(float left, float right) : _left(left), _right(right) {
clamp();
}
constexpr GamePadTriggers(DirectX::GamePad::Triggers const& trigger) {
_left = trigger.left;
_right = trigger.right;
clamp();
}
virtual constexpr float Left() const override {
return _left;
}
virtual constexpr float Right() const override {
return _right;
}
constexpr bool operator==(const GamePadTriggers& other) const {
return _left == other._left && _right == other._right;
}
public:
float _left{ 0 };
float _right{ 0 };
private:
void constexpr clamp() {
_left = _left < 1.0F ? _left : 1.0F;
_left = _left > 0.0F ? _left : 0.0F;
_right = _right < 1.0F ? _right : 1.0F;
_right = _right > 0.0F ? _right : 0.0F;
}
};
struct GamePadThumbSticks : public IGamePadThumbSticks {
constexpr GamePadThumbSticks() = default;
constexpr GamePadThumbSticks(Vector2 left, Vector2 right) : _left(left), _right(right) {
clamp();
}
constexpr GamePadThumbSticks(DirectX::GamePad::ThumbSticks const& sticks) {
_left = Vector2(sticks.leftX, sticks.leftY);
_right = Vector2(sticks.rightX, sticks.rightY);
clamp();
}
virtual constexpr Vector2 Left() const override {
return _left;
}
virtual constexpr Vector2 Right() const override {
return _right;
}
constexpr bool operator==(const GamePadThumbSticks& other) const {
return _left == other._left && _right == other._right;
}
private:
Vector2 _left{};
Vector2 _right{};
private:
constexpr void clamp() {
_left = Vector2::Min(_left, Vector2::One());
_left = Vector2::Max(_left, -Vector2::One());
_right = Vector2::Min(_right, Vector2::One());
_right = Vector2::Max(_right, -Vector2::One());
}
};
struct GamePadDPad : public IGamePadDPad {
constexpr GamePadDPad() = default;
constexpr GamePadDPad(const ButtonState& up, const ButtonState& down,
const ButtonState& left, const ButtonState& right)
: _up(up), _right(right), _down(down), _left(left) {
}
constexpr GamePadDPad(DirectX::GamePad::DPad dpad) {
_up = static_cast<ButtonState>(dpad.up);
_right = static_cast<ButtonState>(dpad.right);
_down = static_cast<ButtonState>(dpad.down);
_left = static_cast<ButtonState>(dpad.left);
}
virtual constexpr ButtonState Up() const override {
return _up;
}
virtual constexpr ButtonState Down() const override {
return _down;
}
virtual constexpr ButtonState Right() const override {
return _right;
}
virtual constexpr ButtonState Left() const override {
return _left;
}
private:
ButtonState _up{};
ButtonState _right{};
ButtonState _down{};
ButtonState _left{};
};
struct GamePadButtons : public IGamePadButtons {
constexpr GamePadButtons() = default;
constexpr GamePadButtons(Buttons buttons) {
_a = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::A))) == Buttons::A ? ButtonState::Pressed : ButtonState::Released;
_b = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::B))) == Buttons::B ? ButtonState::Pressed : ButtonState::Released;
_x = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::X))) == Buttons::X ? ButtonState::Pressed : ButtonState::Released;
_y = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Y))) == Buttons::Y ? ButtonState::Pressed : ButtonState::Released;
_start = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Start))) == Buttons::Start ? ButtonState::Pressed : ButtonState::Released;
_back = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Back))) == Buttons::Back ? ButtonState::Pressed : ButtonState::Released;
_leftStick = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::LeftStick))) == Buttons::LeftStick ? ButtonState::Pressed : ButtonState::Released;
_rightStick = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::RightStick))) == Buttons::RightStick ? ButtonState::Pressed : ButtonState::Released;
_leftShoulder = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::LeftShoulder))) == Buttons::LeftShoulder ? ButtonState::Pressed : ButtonState::Released;
_rightShoulder = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::RightShoulder))) == Buttons::RightShoulder ? ButtonState::Pressed : ButtonState::Released;
_bigButton = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::BigButton))) == Buttons::BigButton ? ButtonState::Pressed : ButtonState::Released;
}
constexpr GamePadButtons(DirectX::GamePad::Buttons const& buttons) {
_a = static_cast<ButtonState>(buttons.a);
_b = static_cast<ButtonState>(buttons.b);
_x = static_cast<ButtonState>(buttons.x);
_y = static_cast<ButtonState>(buttons.y);
_leftStick = static_cast<ButtonState>(buttons.leftStick);
_rightStick = static_cast<ButtonState>(buttons.rightStick);
_leftShoulder = static_cast<ButtonState>(buttons.leftShoulder);
_rightShoulder = static_cast<ButtonState>(buttons.rightShoulder);
_back = static_cast<ButtonState>(buttons.back);
_start = static_cast<ButtonState>(buttons.start);
_bigButton = static_cast<ButtonState>(buttons.view);
}
virtual constexpr ButtonState A() const override {
return _a;
}
virtual constexpr ButtonState B() const override {
return _b;
}
virtual constexpr ButtonState Back() const override{
return _back;
}
virtual constexpr ButtonState X() const override {
return _x;
}
virtual constexpr ButtonState Y() const override {
return _y;
}
virtual constexpr ButtonState Start() const override {
return _start;
}
virtual constexpr ButtonState LeftShoulder() const override {
return _leftShoulder;
}
virtual constexpr ButtonState LeftStick() const override {
return _leftStick;
}
virtual constexpr ButtonState RightShoulder() const override {
return _rightShoulder;
}
virtual constexpr ButtonState RightStick() const override {
return _rightStick;
}
virtual constexpr ButtonState BigButton() const override {
return _bigButton;
}
private:
ButtonState _a{};
ButtonState _b{};
ButtonState _x{};
ButtonState _y{};
ButtonState _leftStick{};
ButtonState _rightStick{};
ButtonState _leftShoulder{};
ButtonState _rightShoulder{};
ButtonState _back{};
ButtonState _start{};
ButtonState _bigButton{};
};
struct GamePadId {
#ifdef USING_GAMEINPUT
APP_LOCAL_DEVICE_ID id;
#elif defined(USING_WINDOWS_GAMING_INPUT)
std::wstring id;
#else
uint64_t id;
#endif
};
struct GamePadCapabilities : public IGamePadCapabilities {
constexpr GamePadCapabilities() = default;
constexpr GamePadCapabilities(DirectX::GamePad::Capabilities const& capabilities) {
_type = static_cast<GamePadCapabilitiesType>(capabilities.gamepadType);
_connected = capabilities.connected;
_id.id = capabilities.id;
_vid = capabilities.vid;
_pid = capabilities.pid;
}
virtual constexpr GamePadCapabilitiesType GamePadType() const override {
return _type;
}
virtual constexpr bool IsConnected() const override {
return _connected;
}
virtual GamePadId Id() const override {
return _id;
}
virtual constexpr Ushort Vid() const override {
return _vid;
}
virtual constexpr Ushort Pid() const override {
return _pid;
}
private:
GamePadCapabilitiesType _type{};
bool _connected{ false };
GamePadId _id{};
Ushort _vid{ 0 };
Ushort _pid{ 0 };
};
struct GamePadState : public IGamePadState {
constexpr GamePadState() = default;
constexpr GamePadState(DirectX::GamePad::State const& state) : _dxState(state){
}
virtual constexpr GamePadButtons Buttons() const override {
const auto buttons = _dxState.buttons;
return GamePadButtons(buttons);
};
virtual constexpr GamePadDPad DPad() const override {
const auto dpad = _dxState.dpad;
return GamePadDPad(dpad);
};
inline virtual bool IsConnected() const override{
return _dxState.IsConnected();
};
virtual constexpr Ulong PacketNumber() const override {
return _dxState.packet;
};
virtual constexpr GamePadThumbSticks ThumbSticks() override{
const auto thumbs = _dxState.thumbSticks;
return GamePadThumbSticks(thumbs);
};
virtual GamePadTriggers Triggers() override {
const auto triggers = _dxState.triggers;
return GamePadTriggers(triggers);
};
virtual bool IsButtonDown(xna::Buttons button) override {
switch (button)
{
case xna::Buttons::A:
return _dxState.IsAPressed();
case xna::Buttons::B:
return _dxState.IsBPressed();
case xna::Buttons::X:
return _dxState.IsXPressed();
case xna::Buttons::Y:
return _dxState.IsYPressed();
case xna::Buttons::Back:
return _dxState.IsBackPressed();
case xna::Buttons::Start:
return _dxState.IsStartPressed();
case xna::Buttons::DPadUp:
return _dxState.IsDPadUpPressed();
case xna::Buttons::DPadDown:
return _dxState.IsDPadDownPressed();
case xna::Buttons::DPadLeft:
return _dxState.IsDPadLeftPressed();
case xna::Buttons::DPadRight:
return _dxState.IsDPadRightPressed();
case xna::Buttons::LeftShoulder:
return _dxState.IsLeftShoulderPressed();
case xna::Buttons::RightShoulder:
return _dxState.IsRightShoulderPressed();
case xna::Buttons::LeftStick:
return _dxState.IsLeftStickPressed();
case xna::Buttons::RightStick:
return _dxState.IsRightStickPressed();
case xna::Buttons::BigButton:
return _dxState.IsViewPressed();
case xna::Buttons::LeftThumbstickLeft:
return _dxState.IsLeftThumbStickLeft();
case xna::Buttons::LeftThumbstickRight:
return _dxState.IsLeftThumbStickRight();
case xna::Buttons::LeftThumbstickDown:
return _dxState.IsLeftThumbStickDown();
case xna::Buttons::LeftThumbstickUp:
return _dxState.IsLeftThumbStickUp();
case xna::Buttons::RightThumbstickLeft:
return _dxState.IsRightThumbStickLeft();
case xna::Buttons::RightThumbstickRight:
return _dxState.IsLeftThumbStickRight();
case xna::Buttons::RightThumbstickDown:
return _dxState.IsRightThumbStickDown();
case xna::Buttons::RightThumbstickUp:
return _dxState.IsRightThumbStickUp();
case xna::Buttons::LeftTrigger:
return _dxState.IsLeftTriggerPressed();
case xna::Buttons::RightTrigger:
return _dxState.IsRightTriggerPressed();
default:
return false;
}
};
virtual bool IsButtonUp(xna::Buttons button) override {
return !IsButtonDown(button);
};
public:
DirectX::GamePad::State _dxState{};
};
class _GamePad : public IGamePad {
public:
constexpr _GamePad() = default;
virtual ~_GamePad() override {
if (_dxGamePad) {
_dxGamePad->Suspend();
_dxGamePad = nullptr;
}
}
void Initialize() {
_dxGamePad = uNew<DirectX::GamePad>();
}
virtual GamePadState GetState(PlayerIndex index) override;
virtual GamePadState GetState(PlayerIndex index, GamePadDeadZone deadZone) override;
virtual GamePadCapabilities GetCapabilities(PlayerIndex index) override;
virtual bool SetVibration(PlayerIndex index, float leftMotor, float rightMotor, float leftTrigger, float rightTrigger) override;
public:
uptr<DirectX::GamePad> _dxGamePad = nullptr;
private:
constexpr _GamePad(_GamePad&&) = default;
};
inline static _GamePad GamePad = _GamePad();
}
#endif

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@ -1,14 +1,15 @@
#include "graphics/sprite.hpp"
#include "graphics/device.hpp"
#include "graphics/adapter.hpp"
#include "graphics/buffer.hpp"
#include "platform-dx/presentparameters-dx.hpp"
#include "dxheaders.hpp"
#include "platform-dx/swapchain-dx.hpp"
#include "platform-dx/rendertarget-dx.hpp"
#include "graphics/adapter.hpp"
#include "graphics/blendstate.hpp"
#include "graphics/buffer.hpp"
#include "graphics/depthstencilstate.hpp"
#include "graphics/device.hpp"
#include "graphics/displaymode.hpp"
#include "graphics/sprite.hpp"
#include "input/gamepad.hpp"
#include "platform-dx/presentparameters-dx.hpp"
#include "platform-dx/rendertarget-dx.hpp"
#include "platform-dx/swapchain-dx.hpp"
namespace xna {
struct SpriteFont::PlatformImplementation {
@ -138,4 +139,15 @@ namespace xna {
struct DisplayMode::PlatformImplementation {
std::vector<DisplayModeDescription> Descriptions;
};
struct GamePad::PlatformImplementation {
~PlatformImplementation() {
if (_dxGamePad) {
_dxGamePad->Suspend();
_dxGamePad = nullptr;
}
}
inline static uptr<DirectX::GamePad> _dxGamePad = uNew<DirectX::GamePad>();
};
}

View File

@ -1,8 +1,9 @@
#include "audioengine-dx.hpp"
#include "content-readers/texture2Dreader-dx.hpp"
#include "device-dx.hpp"
#include "dx/StepTimer.hpp"
#include "dxheaders.hpp"
#include "game-dx.hpp"
#include "gamepad-dx.hpp"
#include "gdeviceinfo-dx.hpp"
#include "gdevicemanager-dx.hpp"
#include "indexbuffer-dx.hpp"
@ -20,5 +21,4 @@
#include "vertexbuffer-dx.hpp"
#include "vertexinput-dx.hpp"
#include "window-dx.hpp"
#include "content-readers/texture2Dreader-dx.hpp"
#include "dx/StepTimer.hpp"
#include "implementations.hpp"

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@ -20,28 +20,28 @@ namespace xna {
using Ulong = uint64_t;
using Char = char16_t;
constexpr Sbyte SbyteMaxValue = std::numeric_limits<Sbyte>::max();
constexpr Sbyte SbyteMinValue = std::numeric_limits<Sbyte>::min();
constexpr Byte ByteMaxValue = std::numeric_limits<Byte>::max();
constexpr Byte ByteMinValue = std::numeric_limits<Byte>::min();
constexpr Short ShortMaxValue = std::numeric_limits<Short>::max();
constexpr Short ShortMinValue = std::numeric_limits<Short>::min();
constexpr Ushort UshortMaxValue = std::numeric_limits<Ushort>::max();
constexpr Ushort UshortMinValue = std::numeric_limits<Ushort>::min();
constexpr Int IntMaxValue = std::numeric_limits<Int>::max();
constexpr Int IntMinValue = std::numeric_limits<Int>::min();
constexpr Uint UintMaxValue = std::numeric_limits<Uint>::max();
constexpr Uint UintMinValue = std::numeric_limits<Uint>::min();
constexpr Long LongMaxValue = std::numeric_limits<Long>::max();
constexpr Long LongMinValue = std::numeric_limits<Long>::min();
constexpr Ulong UlongMaxValue = std::numeric_limits<Ulong>::max();
constexpr Ulong UlongMinValue = std::numeric_limits<Ulong>::min();
constexpr Char CharMaxValue = std::numeric_limits<Char>::max();
constexpr Char CharMinValue = std::numeric_limits<Char>::min();
constexpr float FloatMaxValue = std::numeric_limits<float>::max();
constexpr float FloatMinValue = std::numeric_limits<float>::min();
constexpr double DoubleMaxValue = std::numeric_limits<double>::max();
constexpr double DoubleMinValue = std::numeric_limits<double>::min();
constexpr Sbyte SbyteMaxValue = (std::numeric_limits<Sbyte>::max)();
constexpr Sbyte SbyteMinValue = (std::numeric_limits<Sbyte>::min)();
constexpr Byte ByteMaxValue = (std::numeric_limits<Byte>::max)();
constexpr Byte ByteMinValue = (std::numeric_limits<Byte>::min)();
constexpr Short ShortMaxValue = (std::numeric_limits<Short>::max)();
constexpr Short ShortMinValue = (std::numeric_limits<Short>::min)();
constexpr Ushort UshortMaxValue = (std::numeric_limits<Ushort>::max)();
constexpr Ushort UshortMinValue = (std::numeric_limits<Ushort>::min)();
constexpr Int IntMaxValue = (std::numeric_limits<Int>::max)();
constexpr Int IntMinValue = (std::numeric_limits<Int>::min)();
constexpr Uint UintMaxValue = (std::numeric_limits<Uint>::max)();
constexpr Uint UintMinValue = (std::numeric_limits<Uint>::min)();
constexpr Long LongMaxValue = (std::numeric_limits<Long>::max)();
constexpr Long LongMinValue = (std::numeric_limits<Long>::min)();
constexpr Ulong UlongMaxValue = (std::numeric_limits<Ulong>::max)();
constexpr Ulong UlongMinValue = (std::numeric_limits<Ulong>::min)();
constexpr Char CharMaxValue = (std::numeric_limits<Char>::max)();
constexpr Char CharMinValue = (std::numeric_limits<Char>::min)();
constexpr float FloatMaxValue = (std::numeric_limits<float>::max)();
constexpr float FloatMinValue = (std::numeric_limits<float>::min)();
constexpr double DoubleMaxValue = (std::numeric_limits<double>::max)();
constexpr double DoubleMinValue = (std::numeric_limits<double>::min)();
using String = std::string;
using WString = std::wstring;