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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-09-07 15:01:59 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-09-07 15:01:59 +0200 |
commit | 8de6405288a79c3109524a319bdd749ad1f902fe (patch) | |
tree | 72cbc4acedd4ed0403b7dbed6c8f4ec4b0a02498 /platform/uwp/joypad_uwp.cpp | |
parent | d6d8cb1a171b0aa74bc54e615e7c1e068af5a5d8 (diff) | |
download | redot-engine-8de6405288a79c3109524a319bdd749ad1f902fe.tar.gz |
UWP: Remove platform port, needs to be redone from scratch for 4.x
The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.
So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
Diffstat (limited to 'platform/uwp/joypad_uwp.cpp')
-rw-r--r-- | platform/uwp/joypad_uwp.cpp | 174 |
1 files changed, 0 insertions, 174 deletions
diff --git a/platform/uwp/joypad_uwp.cpp b/platform/uwp/joypad_uwp.cpp deleted file mode 100644 index e6a923c0c5..0000000000 --- a/platform/uwp/joypad_uwp.cpp +++ /dev/null @@ -1,174 +0,0 @@ -/**************************************************************************/ -/* joypad_uwp.cpp */ -/**************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/**************************************************************************/ -/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ -/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ -/* */ -/* 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. */ -/**************************************************************************/ - -#include "joypad_uwp.h" - -#include "core/os/os.h" - -using namespace Windows::Gaming::Input; -using namespace Windows::Foundation; - -void JoypadUWP::register_events() { - Gamepad::GamepadAdded += - ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadAdded); - Gamepad::GamepadRemoved += - ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadRemoved); -} - -void JoypadUWP::process_controllers() { - for (int i = 0; i < MAX_CONTROLLERS; i++) { - ControllerDevice &joy = controllers[i]; - - if (!joy.connected) { - break; - } - - switch (joy.type) { - case ControllerType::GAMEPAD_CONTROLLER: { - GamepadReading reading = ((Gamepad ^) joy.controller_reference)->GetCurrentReading(); - - int button_mask = (int)GamepadButtons::Menu; - for (int j = 0; j < 14; j++) { - input->joy_button(joy.id, j, (int)reading.Buttons & button_mask); - button_mask *= 2; - } - - input->joy_axis(joy.id, JoyAxis::LEFT_X, axis_correct(reading.LeftThumbstickX)); - input->joy_axis(joy.id, JoyAxis::LEFT_Y, axis_correct(reading.LeftThumbstickY, true)); - input->joy_axis(joy.id, JoyAxis::RIGHT_X, axis_correct(reading.RightThumbstickX)); - input->joy_axis(joy.id, JoyAxis::RIGHT_Y, axis_correct(reading.RightThumbstickY, true)); - input->joy_axis(joy.id, JoyAxis::TRIGGER_LEFT, axis_correct(reading.LeftTrigger, false, true)); - input->joy_axis(joy.id, JoyAxis::TRIGGER_RIGHT, axis_correct(reading.RightTrigger, false, true)); - - uint64_t timestamp = input->get_joy_vibration_timestamp(joy.id); - if (timestamp > joy.ff_timestamp) { - Vector2 strength = input->get_joy_vibration_strength(joy.id); - float duration = input->get_joy_vibration_duration(joy.id); - if (strength.x == 0 && strength.y == 0) { - joypad_vibration_stop(i, timestamp); - } else { - joypad_vibration_start(i, strength.x, strength.y, duration, timestamp); - } - } else if (joy.vibrating && joy.ff_end_timestamp != 0) { - uint64_t current_time = OS::get_singleton()->get_ticks_usec(); - if (current_time >= joy.ff_end_timestamp) { - joypad_vibration_stop(i, current_time); - } - } - - break; - } - } - } -} - -JoypadUWP::JoypadUWP() { - for (int i = 0; i < MAX_CONTROLLERS; i++) { - controllers[i].id = i; - } -} - -JoypadUWP::JoypadUWP(InputDefault *p_input) { - input = p_input; - - JoypadUWP(); -} - -void JoypadUWP::OnGamepadAdded(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value) { - short idx = -1; - - for (int i = 0; i < MAX_CONTROLLERS; i++) { - if (!controllers[i].connected) { - idx = i; - break; - } - } - - ERR_FAIL_COND(idx == -1); - - controllers[idx].connected = true; - controllers[idx].controller_reference = value; - controllers[idx].id = idx; - controllers[idx].type = ControllerType::GAMEPAD_CONTROLLER; - - input->joy_connection_changed(controllers[idx].id, true, "Xbox Controller", "__UWP_GAMEPAD__"); -} - -void JoypadUWP::OnGamepadRemoved(Platform::Object ^ sender, Windows::Gaming::Input::Gamepad ^ value) { - short idx = -1; - - for (int i = 0; i < MAX_CONTROLLERS; i++) { - if (controllers[i].controller_reference == value) { - idx = i; - break; - } - } - - ERR_FAIL_COND(idx == -1); - - controllers[idx] = ControllerDevice(); - - input->joy_connection_changed(idx, false, "Xbox Controller"); -} - -float JoypadUWP::axis_correct(double p_val, bool p_negate, bool p_trigger) const { - if (p_trigger) { - // Convert to a value between -1.0f and 1.0f. - return 2.0f * p_val - 1.0f; - } - return (float)(p_negate ? -p_val : p_val); -} - -void JoypadUWP::joypad_vibration_start(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp) { - ControllerDevice &joy = controllers[p_device]; - if (joy.connected) { - GamepadVibration vibration; - vibration.LeftMotor = p_strong_magnitude; - vibration.RightMotor = p_weak_magnitude; - ((Gamepad ^) joy.controller_reference)->Vibration = vibration; - - joy.ff_timestamp = p_timestamp; - joy.ff_end_timestamp = p_duration == 0 ? 0 : p_timestamp + (uint64_t)(p_duration * 1000000.0); - joy.vibrating = true; - } -} - -void JoypadUWP::joypad_vibration_stop(int p_device, uint64_t p_timestamp) { - ControllerDevice &joy = controllers[p_device]; - if (joy.connected) { - GamepadVibration vibration; - vibration.LeftMotor = 0.0; - vibration.RightMotor = 0.0; - ((Gamepad ^) joy.controller_reference)->Vibration = vibration; - - joy.ff_timestamp = p_timestamp; - joy.vibrating = false; - } -} |