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https://github.com/glfw/glfw.git
synced 2026-09-18 22:55:46 +00:00
Implement glfwGetJoystickHats
This moves the buttons-as-hats logic to shared code and adds the GLFW_JOYSTICK_HAT_BUTTONS input mode as a way to disable this legacy behavior. Fixes #889.
This commit is contained in:
+33
-18
@@ -427,7 +427,8 @@ static BOOL CALLBACK deviceCallback(const DIDEVICEINSTANCE* di, void* user)
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js = _glfwAllocJoystick(name,
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data.axisCount + data.sliderCount,
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data.buttonCount + data.povCount * 4);
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data.buttonCount,
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data.povCount);
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if (!js)
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{
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IDirectInputDevice8_Release(device);
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@@ -512,7 +513,7 @@ void _glfwDetectJoystickConnectionWin32(void)
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if (XInputGetCapabilities(index, 0, &xic) != ERROR_SUCCESS)
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continue;
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js = _glfwAllocJoystick(getDeviceDescription(&xic), 6, 14);
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js = _glfwAllocJoystick(getDeviceDescription(&xic), 6, 10, 1);
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if (!js)
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continue;
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@@ -561,7 +562,7 @@ int _glfwPlatformPollJoystick(int jid, int mode)
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if (js->win32.device)
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{
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int i, j, ai = 0, bi = 0;
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int i, ai = 0, bi = 0, pi = 0;
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HRESULT result;
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DIJOYSTATE state;
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@@ -612,19 +613,26 @@ int _glfwPlatformPollJoystick(int jid, int mode)
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case _GLFW_TYPE_POV:
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{
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const int directions[9] = { 1, 3, 2, 6, 4, 12, 8, 9, 0 };
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const int states[9] =
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{
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GLFW_HAT_UP,
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GLFW_HAT_RIGHT_UP,
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GLFW_HAT_RIGHT,
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GLFW_HAT_RIGHT_DOWN,
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GLFW_HAT_DOWN,
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GLFW_HAT_LEFT_DOWN,
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GLFW_HAT_LEFT,
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GLFW_HAT_LEFT_UP,
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GLFW_HAT_CENTERED
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};
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// Screams of horror are appropriate at this point
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int state = LOWORD(*(DWORD*) data) / (45 * DI_DEGREES);
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if (state < 0 || state > 8)
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state = 8;
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for (j = 0; j < 4; j++)
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{
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const char value = (directions[state] & (1 << j)) != 0;
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_glfwInputJoystickButton(jid, bi, value);
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bi++;
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}
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_glfwInputJoystickHat(jid, pi, states[state]);
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pi++;
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break;
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}
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}
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@@ -632,7 +640,7 @@ int _glfwPlatformPollJoystick(int jid, int mode)
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}
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else
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{
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int i;
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int i, dpad = 0;
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DWORD result;
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XINPUT_STATE xis;
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float axes[6] = { 0.f, 0.f, 0.f, 0.f, -1.f, -1.f };
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@@ -647,11 +655,7 @@ int _glfwPlatformPollJoystick(int jid, int mode)
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XINPUT_GAMEPAD_BACK,
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XINPUT_GAMEPAD_START,
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XINPUT_GAMEPAD_LEFT_THUMB,
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XINPUT_GAMEPAD_RIGHT_THUMB,
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XINPUT_GAMEPAD_DPAD_UP,
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XINPUT_GAMEPAD_DPAD_RIGHT,
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XINPUT_GAMEPAD_DPAD_DOWN,
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XINPUT_GAMEPAD_DPAD_LEFT
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XINPUT_GAMEPAD_RIGHT_THUMB
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};
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result = XInputGetState(js->win32.index, &xis);
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@@ -693,11 +697,22 @@ int _glfwPlatformPollJoystick(int jid, int mode)
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for (i = 0; i < 6; i++)
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_glfwInputJoystickAxis(jid, i, axes[i]);
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for (i = 0; i < 14; i++)
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for (i = 0; i < 10; i++)
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{
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const char value = (xis.Gamepad.wButtons & buttons[i]) ? 1 : 0;
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_glfwInputJoystickButton(jid, i, value);
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}
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if (xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP)
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dpad |= GLFW_HAT_UP;
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if (xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT)
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dpad |= GLFW_HAT_RIGHT;
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if (xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN)
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dpad |= GLFW_HAT_DOWN;
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if (xis.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT)
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dpad |= GLFW_HAT_LEFT;
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_glfwInputJoystickHat(jid, 0, dpad);
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}
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return GLFW_TRUE;
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