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3b19726788
Signed-off-by: Vijay Kiran Kamuju <infyquest@gmail.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
249 lines
8.2 KiB
C
249 lines
8.2 KiB
C
/*
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* The Wine project - Xinput Joystick Library
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* Copyright 2008 Andrew Fenn
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __WINE_XINPUT_H
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#define __WINE_XINPUT_H
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#include <windef.h>
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/*
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* Bitmasks for the joysticks buttons, determines what has
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* been pressed on the joystick, these need to be mapped
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* to whatever device you're using instead of an xbox 360
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* joystick
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*/
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#define XINPUT_GAMEPAD_DPAD_UP 0x0001
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#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
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#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
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#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
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#define XINPUT_GAMEPAD_START 0x0010
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#define XINPUT_GAMEPAD_BACK 0x0020
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#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
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#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
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#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
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#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
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#define XINPUT_GAMEPAD_A 0x1000
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#define XINPUT_GAMEPAD_B 0x2000
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#define XINPUT_GAMEPAD_X 0x4000
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#define XINPUT_GAMEPAD_Y 0x8000
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/*
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* Defines the flags used to determine if the user is pushing
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* down on a button, not holding a button, etc
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*/
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#define XINPUT_KEYSTROKE_KEYDOWN 0x0001
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#define XINPUT_KEYSTROKE_KEYUP 0x0002
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#define XINPUT_KEYSTROKE_REPEAT 0x0004
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/*
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* Defines the codes which are returned by XInputGetKeystroke
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*/
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#define VK_PAD_A 0x5800
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#define VK_PAD_B 0x5801
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#define VK_PAD_X 0x5802
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#define VK_PAD_Y 0x5803
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#define VK_PAD_RSHOULDER 0x5804
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#define VK_PAD_LSHOULDER 0x5805
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#define VK_PAD_LTRIGGER 0x5806
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#define VK_PAD_RTRIGGER 0x5807
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#define VK_PAD_DPAD_UP 0x5810
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#define VK_PAD_DPAD_DOWN 0x5811
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#define VK_PAD_DPAD_LEFT 0x5812
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#define VK_PAD_DPAD_RIGHT 0x5813
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#define VK_PAD_START 0x5814
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#define VK_PAD_BACK 0x5815
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#define VK_PAD_LTHUMB_PRESS 0x5816
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#define VK_PAD_RTHUMB_PRESS 0x5817
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#define VK_PAD_LTHUMB_UP 0x5820
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#define VK_PAD_LTHUMB_DOWN 0x5821
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#define VK_PAD_LTHUMB_RIGHT 0x5822
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#define VK_PAD_LTHUMB_LEFT 0x5823
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#define VK_PAD_LTHUMB_UPLEFT 0x5824
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#define VK_PAD_LTHUMB_UPRIGHT 0x5825
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#define VK_PAD_LTHUMB_DOWNRIGHT 0x5826
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#define VK_PAD_LTHUMB_DOWNLEFT 0x5827
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#define VK_PAD_RTHUMB_UP 0x5830
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#define VK_PAD_RTHUMB_DOWN 0x5831
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#define VK_PAD_RTHUMB_RIGHT 0x5832
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#define VK_PAD_RTHUMB_LEFT 0x5833
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#define VK_PAD_RTHUMB_UPLEFT 0x5834
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#define VK_PAD_RTHUMB_UPRIGHT 0x5835
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#define VK_PAD_RTHUMB_DOWNRIGHT 0x5836
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#define VK_PAD_RTHUMB_DOWNLEFT 0x5837
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/*
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* Deadzones are for analogue joystick controls on the joypad
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* which determine when input should be assumed to be in the
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* middle of the pad. This is a threshold to stop a joypad
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* controlling the game when the player isn't touching the
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* controls.
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*/
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#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849
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#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
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#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30
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/*
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* Defines what type of abilities the type of joystick has
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* DEVTYPE_GAMEPAD is available for all joysticks, however
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* there may be more specific identifiers for other joysticks
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* which are being used.
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*/
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#define XINPUT_DEVTYPE_GAMEPAD 0x01
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#define XINPUT_DEVSUBTYPE_GAMEPAD 0x01
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#define XINPUT_DEVSUBTYPE_WHEEL 0x02
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#define XINPUT_DEVSUBTYPE_ARCADE_STICK 0x03
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#define XINPUT_DEVSUBTYPE_FLIGHT_SICK 0x04
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#define XINPUT_DEVSUBTYPE_DANCE_PAD 0x05
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#define XINPUT_DEVSUBTYPE_GUITAR 0x06
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#define XINPUT_DEVSUBTYPE_GUITAR_ALTERNATE 0x07
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#define XINPUT_DEVSUBTYPE_DRUM_KIT 0x08
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#define XINPUT_DEVSUBTYPE_GUITAR_BASS 0x0b
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#define XINPUT_DEVSUBTYPE_ARCADE_PAD 0x13
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/*
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* These are used with the XInputGetCapabilities function to
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* determine the abilities to the joystick which has been
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* plugged in.
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*/
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#define XINPUT_CAPS_VOICE_SUPPORTED 0x0004
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#define XINPUT_FLAG_GAMEPAD 0x00000001
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/*
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* Defines the status of the battery if one is used in the
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* attached joystick. The first two define if the joystick
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* supports a battery. Disconnected means that the joystick
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* isn't connected. Wired shows that the joystick is a wired
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* joystick.
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*/
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#define BATTERY_DEVTYPE_GAMEPAD 0x00
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#define BATTERY_DEVTYPE_HEADSET 0x01
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#define BATTERY_TYPE_DISCONNECTED 0x00
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#define BATTERY_TYPE_WIRED 0x01
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#define BATTERY_TYPE_ALKALINE 0x02
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#define BATTERY_TYPE_NIMH 0x03
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#define BATTERY_TYPE_UNKNOWN 0xFF
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#define BATTERY_LEVEL_EMPTY 0x00
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#define BATTERY_LEVEL_LOW 0x01
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#define BATTERY_LEVEL_MEDIUM 0x02
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#define BATTERY_LEVEL_FULL 0x03
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/*
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* How many joysticks can be used with this library. Games that
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* use the xinput library will not go over this number.
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*/
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#define XUSER_MAX_COUNT 4
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#define XUSER_INDEX_ANY 0x000000FF
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#define XINPUT_CAPS_FFB_SUPPORTED 0x0001
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#define XINPUT_CAPS_WIRELESS 0x0002
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#define XINPUT_CAPS_PMD_SUPPORTED 0x0008
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#define XINPUT_CAPS_NO_NAVIGATION 0x0010
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/*
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* Defines the structure of an xbox 360 joystick.
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*/
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typedef struct _XINPUT_GAMEPAD {
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WORD wButtons;
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BYTE bLeftTrigger;
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BYTE bRightTrigger;
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SHORT sThumbLX;
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SHORT sThumbLY;
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SHORT sThumbRX;
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SHORT sThumbRY;
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} XINPUT_GAMEPAD, *PXINPUT_GAMEPAD;
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typedef struct _XINPUT_STATE {
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DWORD dwPacketNumber;
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XINPUT_GAMEPAD Gamepad;
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} XINPUT_STATE, *PXINPUT_STATE;
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/*
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* Defines the structure of how much vibration is set on both the
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* right and left motors in a joystick. If you're not using a 360
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* joystick you will have to map these to your device.
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*/
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typedef struct _XINPUT_VIBRATION {
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WORD wLeftMotorSpeed;
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WORD wRightMotorSpeed;
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} XINPUT_VIBRATION, *PXINPUT_VIBRATION;
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/*
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* Defines the structure for what kind of abilities the joystick has
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* such abilities are things such as if the joystick has the ability
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* to send and receive audio, if the joystick is in fact a driving
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* wheel or perhaps if the joystick is some kind of dance pad or
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* guitar.
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*/
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typedef struct _XINPUT_CAPABILITIES {
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BYTE Type;
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BYTE SubType;
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WORD Flags;
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XINPUT_GAMEPAD Gamepad;
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XINPUT_VIBRATION Vibration;
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} XINPUT_CAPABILITIES, *PXINPUT_CAPABILITIES;
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/*
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* Defines the structure for a joystick input event which is
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* retrieved using the function XInputGetKeystroke
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*/
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typedef struct _XINPUT_KEYSTROKE {
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WORD VirtualKey;
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WCHAR Unicode;
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WORD Flags;
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BYTE UserIndex;
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BYTE HidCode;
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} XINPUT_KEYSTROKE, *PXINPUT_KEYSTROKE;
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typedef struct _XINPUT_BATTERY_INFORMATION
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{
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BYTE BatteryType;
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BYTE BatteryLevel;
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} XINPUT_BATTERY_INFORMATION, *PXINPUT_BATTERY_INFORMATION;
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#ifdef __cplusplus
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extern "C" {
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#endif
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void WINAPI XInputEnable(BOOL);
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DWORD WINAPI XInputSetState(DWORD, XINPUT_VIBRATION*);
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DWORD WINAPI XInputGetState(DWORD, XINPUT_STATE*);
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DWORD WINAPI XInputGetKeystroke(DWORD, DWORD, PXINPUT_KEYSTROKE);
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DWORD WINAPI XInputGetCapabilities(DWORD, DWORD, XINPUT_CAPABILITIES*);
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DWORD WINAPI XInputGetDSoundAudioDeviceGuids(DWORD, GUID*, GUID*);
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DWORD WINAPI XInputGetBatteryInformation(DWORD, BYTE, XINPUT_BATTERY_INFORMATION*);
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DWORD WINAPI XInputGetStateEx(DWORD, XINPUT_STATE*);
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#ifdef __cplusplus
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}
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#endif
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#endif /* __WINE_XINPUT_H */
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