Andrew Fenn : xinput: Added header file that defines a lot of the functionality of the library.

Alexandre Julliard julliard at winehq.org
Mon Nov 3 09:06:59 CST 2008


Module: wine
Branch: master
Commit: cefa1e883fd3da4bdd10b3dcbf34d0ad1cd2eee1
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=cefa1e883fd3da4bdd10b3dcbf34d0ad1cd2eee1

Author: Andrew Fenn <andrewfenn at gmail.com>
Date:   Fri Oct 31 17:49:47 2008 +0000

xinput: Added header file that defines a lot of the functionality of the library.

---

 include/Makefile.in |    1 +
 include/xinput.h    |  205 +++++++++++++++++++++++++++++++++++++++++++++++++++
 2 files changed, 206 insertions(+), 0 deletions(-)

diff --git a/include/Makefile.in b/include/Makefile.in
index c70e6db..8d229bb 100644
--- a/include/Makefile.in
+++ b/include/Makefile.in
@@ -461,6 +461,7 @@ SRCDIR_INCLUDES = \
 	wsnwlink.h \
 	wtsapi32.h \
 	xcmc.h \
+	xinput.h \
 	xmldomdid.h \
 	xmldsodid.h \
 	zmouse.h
diff --git a/include/xinput.h b/include/xinput.h
new file mode 100644
index 0000000..7ec5e69
--- /dev/null
+++ b/include/xinput.h
@@ -0,0 +1,205 @@
+/*
+ * The Wine project - Xinput Joystick Library
+ * Copyright 2008 Andrew Fenn
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
+ */
+
+#ifndef __WINE_XINPUT_H
+#define __WINE_XINPUT_H
+
+#include <windef.h>
+
+/*
+ * Bitmasks for the joysticks buttons, determines what has
+ * been pressed on the joystick, these need to be mapped
+ * to whatever device you're using instead of an xbox 360
+ * joystick
+ */
+
+#define XINPUT_GAMEPAD_DPAD_UP          0x0001
+#define XINPUT_GAMEPAD_DPAD_DOWN        0x0002
+#define XINPUT_GAMEPAD_DPAD_LEFT        0x0004
+#define XINPUT_GAMEPAD_DPAD_RIGHT       0x0008
+#define XINPUT_GAMEPAD_START            0x0010
+#define XINPUT_GAMEPAD_BACK             0x0020
+#define XINPUT_GAMEPAD_LEFT_THUMB       0x0040
+#define XINPUT_GAMEPAD_RIGHT_THUMB      0x0080
+#define XINPUT_GAMEPAD_LEFT_SHOULDER    0x0100
+#define XINPUT_GAMEPAD_RIGHT_SHOULDER   0x0200
+#define XINPUT_GAMEPAD_A                0x1000
+#define XINPUT_GAMEPAD_B                0x2000
+#define XINPUT_GAMEPAD_X                0x4000
+#define XINPUT_GAMEPAD_Y                0x8000
+
+/*
+ * Defines the flags used to determine if the user is pushing
+ * down on a button, not holding a button, etc
+ */
+
+#define XINPUT_KEYSTROKE_KEYDOWN        0x0001
+#define XINPUT_KEYSTROKE_KEYUP          0x0002
+#define XINPUT_KEYSTROKE_REPEAT         0x0004
+
+/*
+ * Defines the codes which are returned by XInputGetKeystroke
+ */
+
+#define VK_PAD_A                        0x5800
+#define VK_PAD_B                        0x5801
+#define VK_PAD_X                        0x5802
+#define VK_PAD_Y                        0x5803
+#define VK_PAD_RSHOULDER                0x5804
+#define VK_PAD_LSHOULDER                0x5805
+#define VK_PAD_LTRIGGER                 0x5806
+#define VK_PAD_RTRIGGER                 0x5807
+#define VK_PAD_DPAD_UP                  0x5810
+#define VK_PAD_DPAD_DOWN                0x5811
+#define VK_PAD_DPAD_LEFT                0x5812
+#define VK_PAD_DPAD_RIGHT               0x5813
+#define VK_PAD_START                    0x5814
+#define VK_PAD_BACK                     0x5815
+#define VK_PAD_LTHUMB_PRESS             0x5816
+#define VK_PAD_RTHUMB_PRESS             0x5817
+#define VK_PAD_LTHUMB_UP                0x5820
+#define VK_PAD_LTHUMB_DOWN              0x5821
+#define VK_PAD_LTHUMB_RIGHT             0x5822
+#define VK_PAD_LTHUMB_LEFT              0x5823
+#define VK_PAD_LTHUMB_UPLEFT            0x5824
+#define VK_PAD_LTHUMB_UPRIGHT           0x5825
+#define VK_PAD_LTHUMB_DOWNRIGHT         0x5826
+#define VK_PAD_LTHUMB_DOWNLEFT          0x5827
+#define VK_PAD_RTHUMB_UP                0x5830
+#define VK_PAD_RTHUMB_DOWN              0x5831
+#define VK_PAD_RTHUMB_RIGHT             0x5832
+#define VK_PAD_RTHUMB_LEFT              0x5833
+#define VK_PAD_RTHUMB_UPLEFT            0x5834
+#define VK_PAD_RTHUMB_UPRIGHT           0x5835
+#define VK_PAD_RTHUMB_DOWNRIGHT         0x5836
+#define VK_PAD_RTHUMB_DOWNLEFT          0x5837
+
+/*
+ * Deadzones are for analogue joystick controls on the joypad
+ * which determine when input should be assumed to be in the
+ * middle of the pad. This is a threshold to stop a joypad
+ * controlling the game when the player isn't touching the
+ * controls.
+ */
+
+#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE  7849
+#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
+#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD    30
+
+
+/*
+ * Defines what type of abilities the type of joystick has
+ * DEVTYPE_GAMEPAD is avaliable for all joysticks, however
+ * there may be more specfic identifiers for other joysticks
+ * which are being used.
+ */
+
+#define XINPUT_DEVTYPE_GAMEPAD          0x01
+#define XINPUT_DEVSUBTYPE_GAMEPAD       0x01
+#define XINPUT_DEVSUBTYPE_WHEEL         0x02
+#define XINPUT_DEVSUBTYPE_ARCADE_STICK  0x03
+#define XINPUT_DEVSUBTYPE_FLIGHT_SICK   0x04
+#define XINPUT_DEVSUBTYPE_DANCE_PAD     0x05
+#define XINPUT_DEVSUBTYPE_GUITAR        0x06
+#define XINPUT_DEVSUBTYPE_DRUM_KIT      0x08
+
+/*
+ * These are used with the XInputGetCapabilities function to
+ * determine the abilities to the joystick which has been
+ * plugged in.
+ */
+
+#define XINPUT_CAPS_VOICE_SUPPORTED     0x0004
+#define XINPUT_FLAG_GAMEPAD             0x00000001
+
+/*
+ * Defines the status of the battery if one is used in the
+ * attached joystick. The first two define if the joystick
+ * supports a battery. Disconnected means that the joystick
+ * isn't connected. Wired shows that the joystick is a wired
+ * joystick.
+ */
+
+#define BATTERY_DEVTYPE_GAMEPAD         0x00
+#define BATTERY_DEVTYPE_HEADSET         0x01
+#define BATTERY_TYPE_DISCONNECTED       0x00
+#define BATTERY_TYPE_WIRED              0x01
+#define BATTERY_TYPE_ALKALINE           0x02
+#define BATTERY_TYPE_NIMH               0x03
+#define BATTERY_TYPE_UNKNOWN            0xFF
+#define BATTERY_LEVEL_EMPTY             0x00
+#define BATTERY_LEVEL_LOW               0x01
+#define BATTERY_LEVEL_MEDIUM            0x02
+#define BATTERY_LEVEL_FULL              0x03
+
+/*
+ * How many joysticks can be used with this library. Games that
+ * use the xinput library will not go over this number.
+ */
+
+#define XUSER_MAX_COUNT                 4
+#define XUSER_INDEX_ANY                 0x000000FF
+
+/*
+ * Defines the structure of an xbox 360 joystick.
+ */
+
+typedef struct _XINPUT_GAMEPAD {
+    WORD wButtons;
+    BYTE bLeftTrigger;
+    BYTE bRightTrigger;
+    SHORT sThumbLX;
+    SHORT sThumbLY;
+    SHORT sThumbRX;
+    SHORT sThumbRY;
+} XINPUT_GAMEPAD, *PXINPUT_GAMEPAD;
+
+typedef struct _XINPUT_STATE {
+    DWORD dwPacketNumber;
+    XINPUT_GAMEPAD Gamepad;
+} XINPUT_STATE, *PXINPUT_STATE;
+
+/*
+ * Defines the structure of how much vibration is set on both the
+ * right and left motors in a joystick. If you're not using a 360
+ * joystick you will have to map these to your device.
+ */
+
+typedef struct _XINPUT_VIBRATION {
+    WORD wLeftMotorSpeed;
+    WORD wRightMotorSpeed;
+} XINPUT_VIBRATION, *PXINPUT_VIBRATION;
+
+/*
+ * Defines the structure for what kind of abilities the joystick has
+ * such abilites are things such as if the joystick has the ability
+ * to send and recieve audio, if the joystick is infact a driving
+ * wheel or perhaps if the joystick is some kind of dance pad or
+ * guitar.
+ */
+
+typedef struct _XINPUT_CAPABILITIES {
+    BYTE Type;
+    BYTE SubType;
+    WORD Flags;
+    XINPUT_GAMEPAD Gamepad;
+    XINPUT_VIBRATION Vibration;
+} XINPUT_CAPABILITIES, *PXINPUT_CAPABILITIES;
+
+#endif /* __WINE_XINPUT_H */




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