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1/* 2 * The Wine project - Xinput Joystick Library 3 * Copyright 2008 Andrew Fenn 4 * 5 * This library is free software; you can redistribute it and/or 6 * modify it under the terms of the GNU Lesser General Public 7 * License as published by the Free Software Foundation; either 8 * version 2.1 of the License, or (at your option) any later version. 9 * 10 * This library is distributed in the hope that it will be useful, 11 * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 13 * Lesser General Public License for more details. 14 * 15 * You should have received a copy of the GNU Lesser General Public 16 * License along with this library; if not, write to the Free Software 17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA 18 */ 19 20#ifndef __WINE_XINPUT_H 21#define __WINE_XINPUT_H 22 23#include <windef.h> 24 25/* 26 * Bitmasks for the joysticks buttons, determines what has 27 * been pressed on the joystick, these need to be mapped 28 * to whatever device you're using instead of an xbox 360 29 * joystick 30 */ 31 32#define XINPUT_GAMEPAD_DPAD_UP 0x0001 33#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002 34#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004 35#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008 36#define XINPUT_GAMEPAD_START 0x0010 37#define XINPUT_GAMEPAD_BACK 0x0020 38#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040 39#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080 40#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100 41#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200 42#define XINPUT_GAMEPAD_A 0x1000 43#define XINPUT_GAMEPAD_B 0x2000 44#define XINPUT_GAMEPAD_X 0x4000 45#define XINPUT_GAMEPAD_Y 0x8000 46 47/* 48 * Defines the flags used to determine if the user is pushing 49 * down on a button, not holding a button, etc 50 */ 51 52#define XINPUT_KEYSTROKE_KEYDOWN 0x0001 53#define XINPUT_KEYSTROKE_KEYUP 0x0002 54#define XINPUT_KEYSTROKE_REPEAT 0x0004 55 56/* 57 * Defines the codes which are returned by XInputGetKeystroke 58 */ 59 60#define VK_PAD_A 0x5800 61#define VK_PAD_B 0x5801 62#define VK_PAD_X 0x5802 63#define VK_PAD_Y 0x5803 64#define VK_PAD_RSHOULDER 0x5804 65#define VK_PAD_LSHOULDER 0x5805 66#define VK_PAD_LTRIGGER 0x5806 67#define VK_PAD_RTRIGGER 0x5807 68#define VK_PAD_DPAD_UP 0x5810 69#define VK_PAD_DPAD_DOWN 0x5811 70#define VK_PAD_DPAD_LEFT 0x5812 71#define VK_PAD_DPAD_RIGHT 0x5813 72#define VK_PAD_START 0x5814 73#define VK_PAD_BACK 0x5815 74#define VK_PAD_LTHUMB_PRESS 0x5816 75#define VK_PAD_RTHUMB_PRESS 0x5817 76#define VK_PAD_LTHUMB_UP 0x5820 77#define VK_PAD_LTHUMB_DOWN 0x5821 78#define VK_PAD_LTHUMB_RIGHT 0x5822 79#define VK_PAD_LTHUMB_LEFT 0x5823 80#define VK_PAD_LTHUMB_UPLEFT 0x5824 81#define VK_PAD_LTHUMB_UPRIGHT 0x5825 82#define VK_PAD_LTHUMB_DOWNRIGHT 0x5826 83#define VK_PAD_LTHUMB_DOWNLEFT 0x5827 84#define VK_PAD_RTHUMB_UP 0x5830 85#define VK_PAD_RTHUMB_DOWN 0x5831 86#define VK_PAD_RTHUMB_RIGHT 0x5832 87#define VK_PAD_RTHUMB_LEFT 0x5833 88#define VK_PAD_RTHUMB_UPLEFT 0x5834 89#define VK_PAD_RTHUMB_UPRIGHT 0x5835 90#define VK_PAD_RTHUMB_DOWNRIGHT 0x5836 91#define VK_PAD_RTHUMB_DOWNLEFT 0x5837 92 93/* 94 * Deadzones are for analogue joystick controls on the joypad 95 * which determine when input should be assumed to be in the 96 * middle of the pad. This is a threshold to stop a joypad 97 * controlling the game when the player isn't touching the 98 * controls. 99 */ 100 101#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849 102#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689 103#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30 104 105 106/* 107 * Defines what type of abilities the type of joystick has 108 * DEVTYPE_GAMEPAD is available for all joysticks, however 109 * there may be more specific identifiers for other joysticks 110 * which are being used. 111 */ 112 113#define XINPUT_DEVTYPE_GAMEPAD 0x01 114#define XINPUT_DEVSUBTYPE_GAMEPAD 0x01 115#define XINPUT_DEVSUBTYPE_WHEEL 0x02 116#define XINPUT_DEVSUBTYPE_ARCADE_STICK 0x03 117#define XINPUT_DEVSUBTYPE_FLIGHT_SICK 0x04 118#define XINPUT_DEVSUBTYPE_DANCE_PAD 0x05 119#define XINPUT_DEVSUBTYPE_GUITAR 0x06 120#define XINPUT_DEVSUBTYPE_DRUM_KIT 0x08 121 122/* 123 * These are used with the XInputGetCapabilities function to 124 * determine the abilities to the joystick which has been 125 * plugged in. 126 */ 127 128#define XINPUT_CAPS_VOICE_SUPPORTED 0x0004 129#define XINPUT_FLAG_GAMEPAD 0x00000001 130 131/* 132 * Defines the status of the battery if one is used in the 133 * attached joystick. The first two define if the joystick 134 * supports a battery. Disconnected means that the joystick 135 * isn't connected. Wired shows that the joystick is a wired 136 * joystick. 137 */ 138 139#define BATTERY_DEVTYPE_GAMEPAD 0x00 140#define BATTERY_DEVTYPE_HEADSET 0x01 141#define BATTERY_TYPE_DISCONNECTED 0x00 142#define BATTERY_TYPE_WIRED 0x01 143#define BATTERY_TYPE_ALKALINE 0x02 144#define BATTERY_TYPE_NIMH 0x03 145#define BATTERY_TYPE_UNKNOWN 0xFF 146#define BATTERY_LEVEL_EMPTY 0x00 147#define BATTERY_LEVEL_LOW 0x01 148#define BATTERY_LEVEL_MEDIUM 0x02 149#define BATTERY_LEVEL_FULL 0x03 150 151/* 152 * How many joysticks can be used with this library. Games that 153 * use the xinput library will not go over this number. 154 */ 155 156#define XUSER_MAX_COUNT 4 157#define XUSER_INDEX_ANY 0x000000FF 158 159/* 160 * Defines the structure of an xbox 360 joystick. 161 */ 162 163typedef struct _XINPUT_GAMEPAD { 164 WORD wButtons; 165 BYTE bLeftTrigger; 166 BYTE bRightTrigger; 167 SHORT sThumbLX; 168 SHORT sThumbLY; 169 SHORT sThumbRX; 170 SHORT sThumbRY; 171} XINPUT_GAMEPAD, *PXINPUT_GAMEPAD; 172 173typedef struct _XINPUT_GAMEPAD_EX { 174 WORD wButtons; 175 BYTE bLeftTrigger; 176 BYTE bRightTrigger; 177 SHORT sThumbLX; 178 SHORT sThumbLY; 179 SHORT sThumbRX; 180 SHORT sThumbRY; 181 DWORD dwPaddingReserved; 182} XINPUT_GAMEPAD_EX, *PXINPUT_GAMEPAD_EX; 183 184typedef struct _XINPUT_STATE { 185 DWORD dwPacketNumber; 186 XINPUT_GAMEPAD Gamepad; 187} XINPUT_STATE, *PXINPUT_STATE; 188 189typedef struct _XINPUT_STATE_EX { 190 DWORD dwPacketNumber; 191 XINPUT_GAMEPAD_EX Gamepad; 192} XINPUT_STATE_EX, *PXINPUT_STATE_EX; 193 194/* 195 * Defines the structure of how much vibration is set on both the 196 * right and left motors in a joystick. If you're not using a 360 197 * joystick you will have to map these to your device. 198 */ 199 200typedef struct _XINPUT_VIBRATION { 201 WORD wLeftMotorSpeed; 202 WORD wRightMotorSpeed; 203} XINPUT_VIBRATION, *PXINPUT_VIBRATION; 204 205/* 206 * Defines the structure for what kind of abilities the joystick has 207 * such abilities are things such as if the joystick has the ability 208 * to send and receive audio, if the joystick is in fact a driving 209 * wheel or perhaps if the joystick is some kind of dance pad or 210 * guitar. 211 */ 212 213typedef struct _XINPUT_CAPABILITIES { 214 BYTE Type; 215 BYTE SubType; 216 WORD Flags; 217 XINPUT_GAMEPAD Gamepad; 218 XINPUT_VIBRATION Vibration; 219} XINPUT_CAPABILITIES, *PXINPUT_CAPABILITIES; 220 221/* 222 * Defines the structure for a joystick input event which is 223 * retrieved using the function XInputGetKeystroke 224 */ 225typedef struct _XINPUT_KEYSTROKE { 226 WORD VirtualKey; 227 WCHAR Unicode; 228 WORD Flags; 229 BYTE UserIndex; 230 BYTE HidCode; 231} XINPUT_KEYSTROKE, *PXINPUT_KEYSTROKE; 232 233typedef struct _XINPUT_BATTERY_INFORMATION 234{ 235 BYTE BatteryType; 236 BYTE BatteryLevel; 237} XINPUT_BATTERY_INFORMATION, *PXINPUT_BATTERY_INFORMATION; 238 239#ifdef __cplusplus 240extern "C" { 241#endif 242 243void WINAPI XInputEnable(BOOL); 244DWORD WINAPI XInputSetState(DWORD, XINPUT_VIBRATION*); 245DWORD WINAPI XInputGetState(DWORD, XINPUT_STATE*); 246DWORD WINAPI XInputGetKeystroke(DWORD, DWORD, PXINPUT_KEYSTROKE); 247DWORD WINAPI XInputGetCapabilities(DWORD, DWORD, XINPUT_CAPABILITIES*); 248DWORD WINAPI XInputGetDSoundAudioDeviceGuids(DWORD, GUID*, GUID*); 249DWORD WINAPI XInputGetBatteryInformation(DWORD, BYTE, XINPUT_BATTERY_INFORMATION*); 250 251DWORD WINAPI XInputGetStateEx(DWORD, XINPUT_STATE_EX*); 252 253#ifdef __cplusplus 254} 255#endif 256 257#endif /* __WINE_XINPUT_H */