diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml index 6fe5b7a80229..18e07bef4d1f 100644 --- a/doc/classes/Input.xml +++ b/doc/classes/Input.xml @@ -118,7 +118,7 @@ - Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns [code]"Default Gamepad"[/code] otherwise. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID. + Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns an empty String otherwise. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID. Although Godot overwrites [url=https://github.com/godotengine/godot/blob/master/core/input/godotcontrollerdb.txt]some of the GUIDs[/url]. DirectX joypads on Windows, for example, all return the GUID [code]__XINPUT_DEVICE__[/code]. @@ -127,7 +127,10 @@ Returns a dictionary with extra platform-specific information about the device, e.g. the raw gamepad name from the OS or the Steam Input index. On Windows the dictionary contains the following fields: - [code]xinput_index[/code]: The index of the controller in the XInput system. + [code]xinput_index[/code]: The index of the controller in the XInput system. Is undefined for DirectInput devices. + [code]xinput_name[/code]: The USB product name of the device. Is undefined for DirectInput devices. + [code]vendor_id[/code]: The USB vendor ID of the device. + [code]product_id[/code]: The USB product ID of the device. On Linux: [code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the godot controller database. [code]vendor_id[/code]: The USB vendor ID of the device. @@ -140,7 +143,8 @@ - Returns the name of the joypad at the specified device index, e.g. [code]PS4 Controller[/code]. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names. + Returns the name of the joypad at the specified device index, e.g. [code]PS4 Controller[/code]. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names. Although Godot overwrites [url=https://github.com/godotengine/godot/blob/master/core/input/godotcontrollerdb.txt]some of the names[/url], especially on Windows for XInput devices. + On Windows, for XInput devices, use [method get_joy_info] to retrieve the joy name. diff --git a/platform/windows/joypad_windows.cpp b/platform/windows/joypad_windows.cpp index 0f55cda5d744..472951a05bae 100644 --- a/platform/windows/joypad_windows.cpp +++ b/platform/windows/joypad_windows.cpp @@ -46,13 +46,17 @@ DWORD WINAPI _xinput_set_state(DWORD dwUserIndex, XINPUT_VIBRATION *pVibration) return ERROR_DEVICE_NOT_CONNECTED; } +MMRESULT WINAPI _winmm_get_joycaps(UINT uJoyID, LPJOYCAPS pjc, UINT cbjc) { + return MMSYSERR_NODRIVER; +} + JoypadWindows::JoypadWindows() { } JoypadWindows::JoypadWindows(HWND *hwnd) { input = Input::get_singleton(); hWnd = hwnd; - joypad_count = 0; + d_joypad_count = 0; dinput = nullptr; xinput_dll = nullptr; xinput_get_state = nullptr; @@ -79,14 +83,15 @@ JoypadWindows::JoypadWindows(HWND *hwnd) { } JoypadWindows::~JoypadWindows() { - close_joypad(); + close_d_joypad(); if (dinput) { dinput->Release(); } + unload_winmm(); unload_xinput(); } -bool JoypadWindows::have_device(const GUID &p_guid) { +bool JoypadWindows::have_d_device(const GUID &p_guid) { for (int i = 0; i < JOYPADS_MAX; i++) { if (d_joypads[i].guid == p_guid) { d_joypads[i].confirmed = true; @@ -164,7 +169,7 @@ bool JoypadWindows::setup_dinput_joypad(const DIDEVICEINSTANCE *instance) { HRESULT hr; int num = input->get_unused_joy_id(); - if (have_device(instance->guidInstance) || num == -1) { + if (have_d_device(instance->guidInstance) || num == -1) { return false; } @@ -193,6 +198,10 @@ bool JoypadWindows::setup_dinput_joypad(const DIDEVICEINSTANCE *instance) { WORD version = 0; sprintf_s(uid, "%04x%04x%04x%04x%04x%04x%04x%04x", type, 0, vendor, 0, product, 0, version, 0); + Dictionary joypad_info; + joypad_info["vendor_id"] = itos(vendor); + joypad_info["product_id"] = itos(product); + id_to_change = num; slider_count = 0; @@ -202,12 +211,12 @@ bool JoypadWindows::setup_dinput_joypad(const DIDEVICEINSTANCE *instance) { joy->joy_axis.sort(); joy->guid = instance->guidInstance; - input->joy_connection_changed(num, true, instance->tszProductName, uid); + input->joy_connection_changed(num, true, instance->tszProductName, uid, joypad_info); joy->attached = true; joy->id = num; attached_joypads[num] = true; joy->confirmed = true; - joypad_count++; + d_joypad_count++; return true; } @@ -284,10 +293,10 @@ BOOL CALLBACK JoypadWindows::objectsCallback(const DIDEVICEOBJECTINSTANCE *p_ins return DIENUM_CONTINUE; } -void JoypadWindows::close_joypad(int id) { +void JoypadWindows::close_d_joypad(int id) { if (id == -1) { for (int i = 0; i < JOYPADS_MAX; i++) { - close_joypad(i); + close_d_joypad(i); } return; } @@ -302,12 +311,25 @@ void JoypadWindows::close_joypad(int id) { attached_joypads[d_joypads[id].id] = false; d_joypads[id].guid.Data1 = d_joypads[id].guid.Data2 = d_joypads[id].guid.Data3 = 0; input->joy_connection_changed(d_joypads[id].id, false, ""); - joypad_count--; + d_joypad_count--; +} + +// FIXME: copied from godot_windows.cpp +char *wc_to_utf8(const wchar_t *wc) { + int ulen = WideCharToMultiByte(CP_UTF8, 0, wc, -1, nullptr, 0, nullptr, nullptr); + char *ubuf = new char[ulen + 1]; + WideCharToMultiByte(CP_UTF8, 0, wc, -1, ubuf, ulen, nullptr, nullptr); + ubuf[ulen] = 0; + return ubuf; } void JoypadWindows::probe_joypads() { ERR_FAIL_NULL_MSG(dinput, "DirectInput not initialized. Rebooting your PC may solve this issue."); + + // Handle connect, disconnect & re-connect for DirectX joypads. DWORD dwResult; + JOYCAPS jc; + MMRESULT jcResult; for (DWORD i = 0; i < XUSER_MAX_COUNT; i++) { ZeroMemory(&x_joypads[i].state, sizeof(XINPUT_STATE)); @@ -322,7 +344,17 @@ void JoypadWindows::probe_joypads() { x_joypads[i].vibrating = false; attached_joypads[id] = true; Dictionary joypad_info; + joypad_info["xinput_index"] = (int)i; + + memset(&jc, 0, sizeof(jc)); + jcResult = winmm_get_joycaps((unsigned int)id, &jc, sizeof(JOYCAPS)); + if (jcResult == JOYERR_NOERROR) { + joypad_info["vendor_id"] = itos(jc.wMid); + joypad_info["product_id"] = itos(jc.wPid); + joypad_info["xinput_name"] = wc_to_utf8(jc.szPname); + } + input->joy_connection_changed(id, true, "XInput Gamepad", "__XINPUT_DEVICE__", joypad_info); } } else if (x_joypads[i].attached) { @@ -332,15 +364,16 @@ void JoypadWindows::probe_joypads() { } } - for (int i = 0; i < joypad_count; i++) { + // Handle connect, disconnect & re-connect for DirectInput joypads. + for (int i = 0; i < d_joypad_count; i++) { d_joypads[i].confirmed = false; } dinput->EnumDevices(DI8DEVCLASS_GAMECTRL, enumCallback, this, DIEDFL_ATTACHEDONLY); - for (int i = 0; i < joypad_count; i++) { + for (int i = 0; i < d_joypad_count; i++) { if (!d_joypads[i].confirmed) { - close_joypad(i); + close_d_joypad(i); } } } @@ -348,6 +381,7 @@ void JoypadWindows::probe_joypads() { void JoypadWindows::process_joypads() { HRESULT hr; + // Handle DirectX joypads. for (int i = 0; i < XUSER_MAX_COUNT; i++) { xinput_gamepad &joy = x_joypads[i]; if (!joy.attached) { @@ -388,6 +422,7 @@ void JoypadWindows::process_joypads() { } } + // Handle DirectIndput joypads. for (int i = 0; i < JOYPADS_MAX; i++) { dinput_gamepad *joy = &d_joypads[i]; @@ -535,7 +570,9 @@ void JoypadWindows::joypad_vibration_stop_xinput(int p_device, uint64_t p_timest void JoypadWindows::load_xinput() { xinput_get_state = &_xinput_get_state; xinput_set_state = &_xinput_set_state; + winmm_get_joycaps = &_winmm_get_joycaps; bool legacy_xinput = false; + xinput_dll = LoadLibrary("XInput1_4.dll"); if (!xinput_dll) { xinput_dll = LoadLibrary("XInput1_3.dll"); @@ -560,6 +597,15 @@ void JoypadWindows::load_xinput() { } xinput_get_state = func; xinput_set_state = set_func; + + winmm_dll = LoadLibrary("Winmm.dll"); + if (winmm_dll) { + winmm_get_joycaps = (joyGetDevCaps_t)GetProcAddress((HMODULE)winmm_dll, "joyGetDevCaps"); + if (!winmm_get_joycaps) { + unload_winmm(); + return; + } + } } void JoypadWindows::unload_xinput() { @@ -567,3 +613,9 @@ void JoypadWindows::unload_xinput() { FreeLibrary((HMODULE)xinput_dll); } } + +void JoypadWindows::unload_winmm() { + if (winmm_dll) { + FreeLibrary((HMODULE)winmm_dll); + } +} diff --git a/platform/windows/joypad_windows.h b/platform/windows/joypad_windows.h index 87c7af76577d..288778014d26 100644 --- a/platform/windows/joypad_windows.h +++ b/platform/windows/joypad_windows.h @@ -107,14 +107,17 @@ class JoypadWindows { typedef DWORD(WINAPI *XInputGetState_t)(DWORD dwUserIndex, XINPUT_STATE *pState); typedef DWORD(WINAPI *XInputSetState_t)(DWORD dwUserIndex, XINPUT_VIBRATION *pVibration); + typedef MMRESULT(WINAPI *joyGetDevCaps_t)(UINT uJoyID, LPJOYCAPS pjc, UINT cbjc); + HWND *hWnd = nullptr; HANDLE xinput_dll; + HANDLE winmm_dll; LPDIRECTINPUT8 dinput; Input *input = nullptr; int id_to_change; int slider_count; - int joypad_count; + int d_joypad_count; bool attached_joypads[JOYPADS_MAX]; dinput_gamepad d_joypads[JOYPADS_MAX]; xinput_gamepad x_joypads[XUSER_MAX_COUNT]; @@ -123,13 +126,14 @@ class JoypadWindows { static BOOL CALLBACK objectsCallback(const DIDEVICEOBJECTINSTANCE *instance, void *context); void setup_joypad_object(const DIDEVICEOBJECTINSTANCE *ob, int p_joy_id); - void close_joypad(int id = -1); + void close_d_joypad(int id = -1); void load_xinput(); void unload_xinput(); + void unload_winmm(); void post_hat(int p_device, DWORD p_dpad); - bool have_device(const GUID &p_guid); + bool have_d_device(const GUID &p_guid); bool is_xinput_device(const GUID *p_guid); bool setup_dinput_joypad(const DIDEVICEINSTANCE *instance); void joypad_vibration_start_xinput(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp); @@ -138,6 +142,7 @@ class JoypadWindows { float axis_correct(int p_val, bool p_xinput = false, bool p_trigger = false, bool p_negate = false) const; XInputGetState_t xinput_get_state; XInputSetState_t xinput_set_state; + joyGetDevCaps_t winmm_get_joycaps; // Only for reading joypad info on XInput joypads. }; #endif // JOYPAD_WINDOWS_H