Files
winit/src/platform_impl/windows/xinput.rs
Osspial 0729074ce3 Overhaul device events API and add gamepad support on Windows (#804)
* Initial implementation

* Corrected RAWINPUT buffer sizing

* Mostly complete XInput implementation

* XInput triggers

* Add preliminary CHANGELOG entry.

* match unix common API to evl 2.0

* wayland: eventloop2.0

* make EventLoopProxy require T: 'static

* Revamp device event API, as well as several misc. fixes on Windows:

* When you have multiple windows, you no longer receive duplicate device
  events
* Mouse Device Events now send X-button input
* Mouse Device Events now send horizontal scroll wheel input

* Add MouseEvent documentation and Device ID debug passthrough

* Improve type safety on get_raw_input_data

* Remove button_id field from MouseEvent::Button in favor of utton

* Remove regex dependency on Windows

* Remove axis filtering in XInput

* Make gamepads not use lazy_static

* Publicly expose gamepad rumble

* Unstack DeviceEvent and fix examples/tests

* Add HANDLE retrieval method to DeviceExtWindows

* Add distinction between non-joystick axes and joystick axes.

This helps with properly calculating the deadzone for controller
joysticks. One potential issue is that the `Stick` variant isn't used
for *all* joysticks, which could be potentially confusing - for example,
raw input joysticks will never use the `Stick` variant because we don't
understand the semantic meaning of raw input joystick axes.

* Add ability to get gamepad port

* Fix xinput controller hot swapping

* Add functions for enumerating attached devices

* Clamp input to [0.0, 1.0] on gamepad rumble

* Expose gamepad rumble errors

* Add method to check if device is still connected

* Add docs

* Rename AxisHint and ButtonHint to GamepadAxis and GamepadButton

* Add CHANGELOG entry

* Update CHANGELOG.md

* Add HidId and MovedAbsolute

* Fix xinput deprecation warnings

* Add ability to retrieve gamepad battery level

* Fix weird imports in gamepad example

* Update CHANGELOG.md

* Resolve francesca64 comments
2019-11-29 16:50:50 -05:00

335 lines
11 KiB
Rust

use std::{
io, mem,
sync::{Arc, Weak},
};
use rusty_xinput::*;
use winapi::{
shared::minwindef::{DWORD, WORD},
um::xinput::*,
};
use crate::{
event::{
device::{BatteryLevel, GamepadAxis, GamepadButton, GamepadEvent, RumbleError, Side},
ElementState,
},
platform_impl::platform::util,
};
lazy_static! {
static ref XINPUT_HANDLE: Option<XInputHandle> = XInputHandle::load_default().ok();
}
static BUTTONS: &[(WORD, u32, GamepadButton)] = &[
(XINPUT_GAMEPAD_DPAD_UP, 12, GamepadButton::DPadUp),
(XINPUT_GAMEPAD_DPAD_DOWN, 13, GamepadButton::DPadDown),
(XINPUT_GAMEPAD_DPAD_LEFT, 14, GamepadButton::DPadLeft),
(XINPUT_GAMEPAD_DPAD_RIGHT, 15, GamepadButton::DPadRight),
(XINPUT_GAMEPAD_START, 9, GamepadButton::Start),
(XINPUT_GAMEPAD_BACK, 8, GamepadButton::Select),
(XINPUT_GAMEPAD_LEFT_THUMB, 10, GamepadButton::LeftStick),
(XINPUT_GAMEPAD_RIGHT_THUMB, 11, GamepadButton::RightStick),
(XINPUT_GAMEPAD_LEFT_SHOULDER, 4, GamepadButton::LeftShoulder),
(
XINPUT_GAMEPAD_RIGHT_SHOULDER,
5,
GamepadButton::RightShoulder,
),
(XINPUT_GAMEPAD_A, 0, GamepadButton::South),
(XINPUT_GAMEPAD_B, 1, GamepadButton::East),
(XINPUT_GAMEPAD_X, 2, GamepadButton::West),
(XINPUT_GAMEPAD_Y, 3, GamepadButton::North),
];
pub fn id_from_name(name: &str) -> Option<DWORD> {
// A device name looks like \\?\HID#VID_046D&PID_C21D&IG_00#8&6daf3b6&0&0000#{4d1e55b2-f16f-11cf-88cb-001111000030}
// The IG_00 substring indicates that this is an XInput gamepad, and that the ID is 00
let pat = "IG_0";
name.find(pat)
.and_then(|i| name[i + pat.len()..].chars().next())
.and_then(|c| match c {
'0' => Some(0),
'1' => Some(1),
'2' => Some(2),
'3' => Some(3),
_ => None,
})
}
#[derive(Debug)]
pub struct XInputGamepad {
shared: Arc<XInputGamepadShared>,
prev_state: Option<XInputState>,
state: Option<XInputState>,
}
#[derive(Debug, Clone, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct XInputGamepadShared {
port: DWORD,
}
impl XInputGamepad {
pub fn new(port: DWORD) -> Option<Self> {
XINPUT_HANDLE.as_ref().map(|_| XInputGamepad {
shared: Arc::new(XInputGamepadShared { port }),
prev_state: None,
state: None,
})
}
pub fn update_state(&mut self) -> Option<()> {
let state = XINPUT_HANDLE
.as_ref()
.and_then(|h| h.get_state(self.shared.port).ok());
if state.is_some() {
self.prev_state = mem::replace(&mut self.state, state);
Some(())
} else {
None
}
}
fn check_trigger_digital(
events: &mut Vec<GamepadEvent>,
value: bool,
prev_value: Option<bool>,
side: Side,
) {
const LEFT_TRIGGER_ID: u32 = /*BUTTONS.len() as _*/ 16;
const RIGHT_TRIGGER_ID: u32 = LEFT_TRIGGER_ID + 1;
if Some(value) != prev_value {
let state = if value {
ElementState::Pressed
} else {
ElementState::Released
};
let (button_id, button) = match side {
Side::Left => (LEFT_TRIGGER_ID, Some(GamepadButton::LeftTrigger)),
Side::Right => (RIGHT_TRIGGER_ID, Some(GamepadButton::RightTrigger)),
};
events.push(GamepadEvent::Button {
button_id,
button,
state,
});
}
}
pub fn get_changed_buttons(&self, events: &mut Vec<GamepadEvent>) {
let (buttons, left_trigger, right_trigger) = match self.state.as_ref() {
Some(state) => (
state.raw.Gamepad.wButtons,
state.left_trigger_bool(),
state.right_trigger_bool(),
),
None => return,
};
let (prev_buttons, prev_left, prev_right) = self
.prev_state
.as_ref()
.map(|state| {
(
state.raw.Gamepad.wButtons,
Some(state.left_trigger_bool()),
Some(state.right_trigger_bool()),
)
})
.unwrap_or_else(|| (0, None, None));
/*
A = buttons
B = prev_buttons
C = changed
P = pressed
R = released
A B C C A P C B R
(0 0) 0 (0 0) 0 (0 0) 0
(0 1) 1 (1 1) 1 (1 0) 0
(1 0) 1 (1 0) 0 (1 1) 1
(1 1) 0 (0 1) 0 (0 1) 0
*/
let changed = buttons ^ prev_buttons;
let pressed = changed & buttons;
let released = changed & prev_buttons;
for &(flag, button_id, button) in BUTTONS {
let button = Some(button);
if util::has_flag(pressed, flag) {
events.push(GamepadEvent::Button {
button_id,
button,
state: ElementState::Pressed,
});
} else if util::has_flag(released, flag) {
events.push(GamepadEvent::Button {
button_id,
button,
state: ElementState::Released,
});
}
}
Self::check_trigger_digital(events, left_trigger, prev_left, Side::Left);
Self::check_trigger_digital(events, right_trigger, prev_right, Side::Right);
}
fn check_trigger(
events: &mut Vec<GamepadEvent>,
value: u8,
prev_value: Option<u8>,
side: Side,
) {
const LEFT_TRIGGER_ID: u32 = 4;
const RIGHT_TRIGGER_ID: u32 = LEFT_TRIGGER_ID + 1;
if Some(value) != prev_value {
let (axis_id, axis) = match side {
Side::Left => (LEFT_TRIGGER_ID, Some(GamepadAxis::LeftTrigger)),
Side::Right => (RIGHT_TRIGGER_ID, Some(GamepadAxis::RightTrigger)),
};
events.push(GamepadEvent::Axis {
axis_id,
axis,
value: value as f64 / u8::max_value() as f64,
stick: false,
});
}
}
fn check_stick(
events: &mut Vec<GamepadEvent>,
value: (i16, i16),
prev_value: Option<(i16, i16)>,
stick: Side,
) {
let (id, axis) = match stick {
Side::Left => ((0, 1), (GamepadAxis::LeftStickX, GamepadAxis::LeftStickY)),
Side::Right => ((2, 3), (GamepadAxis::RightStickX, GamepadAxis::RightStickY)),
};
let prev_x = prev_value.map(|prev| prev.0);
let prev_y = prev_value.map(|prev| prev.1);
let value_f64 = |value_int: i16| match value_int.signum() {
0 => 0.0,
1 => value_int as f64 / i16::max_value() as f64,
-1 => value_int as f64 / (i16::min_value() as f64).abs(),
_ => unreachable!(),
};
let value_f64 = (value_f64(value.0), value_f64(value.1));
if prev_x != Some(value.0) {
events.push(GamepadEvent::Axis {
axis_id: id.0,
axis: Some(axis.0),
value: value_f64.0,
stick: true,
});
}
if prev_y != Some(value.1) {
events.push(GamepadEvent::Axis {
axis_id: id.1,
axis: Some(axis.1),
value: value_f64.1,
stick: true,
});
}
if prev_x != Some(value.0) || prev_y != Some(value.1) {
events.push(GamepadEvent::Stick {
x_id: id.0,
y_id: id.1,
x_value: value_f64.0,
y_value: value_f64.1,
side: stick,
})
}
}
pub fn get_changed_axes(&self, events: &mut Vec<GamepadEvent>) {
let state = match self.state {
Some(ref state) => state,
None => return,
};
let left_stick = state.left_stick_raw();
let right_stick = state.right_stick_raw();
let left_trigger = state.left_trigger();
let right_trigger = state.right_trigger();
let prev_state = self.prev_state.as_ref();
let prev_left_stick = prev_state.map(|state| state.left_stick_raw());
let prev_right_stick = prev_state.map(|state| state.right_stick_raw());
let prev_left_trigger = prev_state.map(|state| state.left_trigger());
let prev_right_trigger = prev_state.map(|state| state.right_trigger());
Self::check_stick(events, left_stick, prev_left_stick, Side::Left);
Self::check_stick(events, right_stick, prev_right_stick, Side::Right);
Self::check_trigger(events, left_trigger, prev_left_trigger, Side::Left);
Self::check_trigger(events, right_trigger, prev_right_trigger, Side::Right);
}
pub fn get_gamepad_events(&self) -> Vec<GamepadEvent> {
let mut events = Vec::new();
self.get_changed_axes(&mut events);
self.get_changed_buttons(&mut events);
events
}
pub fn shared_data(&self) -> Weak<XInputGamepadShared> {
Arc::downgrade(&self.shared)
}
}
impl Drop for XInputGamepad {
fn drop(&mut self) {
// For some reason, if you don't attempt to retrieve the xinput gamepad state at least once
// after the gamepad was disconnected, all future attempts to read from a given port (even
// if a controller was plugged back into said port) will fail! I don't know why that happens,
// but this fixes it, so 🤷.
XINPUT_HANDLE
.as_ref()
.and_then(|h| h.get_state(self.shared.port).ok());
}
}
impl XInputGamepadShared {
pub fn rumble(&self, left_speed: f64, right_speed: f64) -> Result<(), RumbleError> {
let left_speed = (left_speed.max(0.0).min(1.0) * u16::max_value() as f64) as u16;
let right_speed = (right_speed.max(0.0).min(1.0) * u16::max_value() as f64) as u16;
let result = XINPUT_HANDLE
.as_ref()
.unwrap()
.set_state(self.port, left_speed, right_speed);
result.map_err(|e| match e {
XInputUsageError::XInputNotLoaded | XInputUsageError::InvalidControllerID => panic!(
"unexpected xinput error {:?}; this is a bug and should be reported",
e
),
XInputUsageError::DeviceNotConnected => RumbleError::DeviceNotConnected,
XInputUsageError::UnknownError(code) => {
RumbleError::OsError(io::Error::from_raw_os_error(code as i32))
}
})
}
pub fn port(&self) -> u8 {
self.port as _
}
pub fn battery_level(&self) -> Option<BatteryLevel> {
use rusty_xinput::BatteryLevel as XBatteryLevel;
let battery_info = XINPUT_HANDLE
.as_ref()
.unwrap()
.get_gamepad_battery_information(self.port)
.ok()?;
match battery_info.battery_type {
BatteryType::ALKALINE | BatteryType::NIMH => match battery_info.battery_level {
XBatteryLevel::EMPTY => Some(BatteryLevel::Empty),
XBatteryLevel::LOW => Some(BatteryLevel::Low),
XBatteryLevel::MEDIUM => Some(BatteryLevel::Medium),
XBatteryLevel::FULL => Some(BatteryLevel::Full),
_ => None,
},
_ => None,
}
}
}