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Get joypad's vendor ID, product ID and name on Windows for XInput dev…
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…ices.
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MJacred committed Nov 13, 2024
1 parent b00e1cb commit 91b4f5f
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12 changes: 8 additions & 4 deletions doc/classes/Input.xml
Original file line number Diff line number Diff line change
Expand Up @@ -118,16 +118,19 @@
<return type="String" />
<param index="0" name="device" type="int" />
<description>
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].
</description>
</method>
<method name="get_joy_info" qualifiers="const">
<return type="Dictionary" />
<param index="0" name="device" type="int" />
<description>
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.
On Windows, the dictionary contains the following fields:
[code]xinput_index[/code]: The index of the controller in the XInput system. Undefined for DirectInput devices.
[code]xinput_name[/code]: The USB product name of the device. 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.
Expand All @@ -140,7 +143,8 @@
<return type="String" />
<param index="0" name="device" type="int" />
<description>
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.
</description>
</method>
<method name="get_joy_vibration_duration">
Expand Down
142 changes: 101 additions & 41 deletions platform/windows/joypad_windows.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -46,17 +46,23 @@ DWORD WINAPI _xinput_set_state(DWORD dwUserIndex, XINPUT_VIBRATION *pVibration)
return ERROR_DEVICE_NOT_CONNECTED;
}

MMRESULT WINAPI _winmm_get_joycaps(UINT uJoyID, LPJOYCAPSW pjc, UINT cbjc) {
return MMSYSERR_NODRIVER;
}

JoypadWindows::JoypadWindows() {
}

JoypadWindows::JoypadWindows(HWND *hwnd) {
input = Input::get_singleton();
hWnd = hwnd;
joypad_count = 0;
x_joypad_probe_count = 0;
d_joypad_count = 0;
dinput = nullptr;
xinput_dll = nullptr;
xinput_get_state = nullptr;
xinput_set_state = nullptr;
winmm_get_joycaps = nullptr;

load_xinput();

Expand All @@ -79,14 +85,15 @@ 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::is_d_joypad_known(const GUID &p_guid) {
for (int i = 0; i < JOYPADS_MAX; i++) {
if (d_joypads[i].guid == p_guid) {
d_joypads[i].confirmed = true;
Expand All @@ -97,7 +104,7 @@ bool JoypadWindows::have_device(const GUID &p_guid) {
}

// adapted from SDL2, works a lot better than the MSDN version
bool JoypadWindows::is_xinput_device(const GUID *p_guid) {
bool JoypadWindows::is_xinput_joypad(const GUID *p_guid) {
static GUID IID_ValveStreamingGamepad = { MAKELONG(0x28DE, 0x11FF), 0x28DE, 0x0000, { 0x00, 0x00, 0x50, 0x49, 0x44, 0x56, 0x49, 0x44 } };
static GUID IID_X360WiredGamepad = { MAKELONG(0x045E, 0x02A1), 0x0000, 0x0000, { 0x00, 0x00, 0x50, 0x49, 0x44, 0x56, 0x49, 0x44 } };
static GUID IID_X360WirelessGamepad = { MAKELONG(0x045E, 0x028E), 0x0000, 0x0000, { 0x00, 0x00, 0x50, 0x49, 0x44, 0x56, 0x49, 0x44 } };
Expand Down Expand Up @@ -159,12 +166,55 @@ bool JoypadWindows::is_xinput_device(const GUID *p_guid) {
return false;
}

void JoypadWindows::probe_xinput_joypad(const String &name) {
if (x_joypad_probe_count >= XUSER_MAX_COUNT) {
return;
}
int i = x_joypad_probe_count;
x_joypad_probe_count++;

ZeroMemory(&x_joypads[i].state, sizeof(XINPUT_STATE));

DWORD dwResult = xinput_get_state(i, &x_joypads[i].state);
if (dwResult == ERROR_SUCCESS) {
int id = input->get_unused_joy_id();
if (id != -1 && !x_joypads[i].attached) {
x_joypads[i].attached = true;
x_joypads[i].id = id;
x_joypads[i].ff_timestamp = 0;
x_joypads[i].ff_end_timestamp = 0;
x_joypads[i].vibrating = false;
attached_joypads[id] = true;
Dictionary joypad_info;

joypad_info["xinput_index"] = (int)i;

JOYCAPSW jc;
memset(&jc, 0, sizeof(JOYCAPSW));
MMRESULT jcResult = winmm_get_joycaps((UINT)id, &jc, sizeof(JOYCAPSW));
if (jcResult == JOYERR_NOERROR) {
joypad_info["vendor_id"] = itos(jc.wMid);
joypad_info["product_id"] = itos(jc.wPid);
if (!name.is_empty()) {
joypad_info["xinput_name"] = name.trim_prefix("Controller (").trim_suffix(")");
}
}

input->joy_connection_changed(id, true, "XInput Gamepad", "__XINPUT_DEVICE__", joypad_info);
}
} else if (x_joypads[i].attached) {
x_joypads[i].attached = false;
attached_joypads[x_joypads[i].id] = false;
input->joy_connection_changed(x_joypads[i].id, false, "");
}
}

bool JoypadWindows::setup_dinput_joypad(const DIDEVICEINSTANCE *instance) {
ERR_FAIL_NULL_V_MSG(dinput, false, "DirectInput not initialized. Rebooting your PC may solve this issue.");
HRESULT hr;
int num = input->get_unused_joy_id();

if (have_device(instance->guidInstance) || num == -1) {
if (is_d_joypad_known(instance->guidInstance) || num == -1) {
return false;
}

Expand Down Expand Up @@ -193,6 +243,10 @@ 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;

Expand All @@ -202,16 +256,17 @@ 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);
const String &name = String(instance->tszProductName).trim_prefix("Controller (").trim_suffix(")");
input->joy_connection_changed(num, true, name, uid, joypad_info);
joy->attached = true;
joy->id = num;
attached_joypads[num] = true;
joy->confirmed = true;
joypad_count++;
d_joypad_count++;
return true;
}

void JoypadWindows::setup_joypad_object(const DIDEVICEOBJECTINSTANCE *ob, int p_joy_id) {
void JoypadWindows::setup_d_joypad_object(const DIDEVICEOBJECTINSTANCE *ob, int p_joy_id) {
if (ob->dwType & DIDFT_AXIS) {
HRESULT res;
DIPROPRANGE prop_range;
Expand Down Expand Up @@ -270,7 +325,8 @@ void JoypadWindows::setup_joypad_object(const DIDEVICEOBJECTINSTANCE *ob, int p_

BOOL CALLBACK JoypadWindows::enumCallback(const DIDEVICEINSTANCE *p_instance, void *p_context) {
JoypadWindows *self = static_cast<JoypadWindows *>(p_context);
if (self->is_xinput_device(&p_instance->guidProduct)) {
if (self->is_xinput_joypad(&p_instance->guidProduct)) {
self->probe_xinput_joypad(p_instance->tszProductName);
return DIENUM_CONTINUE;
}
self->setup_dinput_joypad(p_instance);
Expand All @@ -279,15 +335,15 @@ BOOL CALLBACK JoypadWindows::enumCallback(const DIDEVICEINSTANCE *p_instance, vo

BOOL CALLBACK JoypadWindows::objectsCallback(const DIDEVICEOBJECTINSTANCE *p_instance, void *p_context) {
JoypadWindows *self = static_cast<JoypadWindows *>(p_context);
self->setup_joypad_object(p_instance, self->id_to_change);
self->setup_d_joypad_object(p_instance, self->id_to_change);

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;
}
Expand All @@ -302,52 +358,37 @@ 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--;
}

void JoypadWindows::probe_joypads() {
ERR_FAIL_NULL_MSG(dinput, "DirectInput not initialized. Rebooting your PC may solve this issue.");
DWORD dwResult;
for (DWORD i = 0; i < XUSER_MAX_COUNT; i++) {
ZeroMemory(&x_joypads[i].state, sizeof(XINPUT_STATE));

dwResult = xinput_get_state(i, &x_joypads[i].state);
if (dwResult == ERROR_SUCCESS) {
int id = input->get_unused_joy_id();
if (id != -1 && !x_joypads[i].attached) {
x_joypads[i].attached = true;
x_joypads[i].id = id;
x_joypads[i].ff_timestamp = 0;
x_joypads[i].ff_end_timestamp = 0;
x_joypads[i].vibrating = false;
attached_joypads[id] = true;
Dictionary joypad_info;
joypad_info["xinput_index"] = (int)i;
input->joy_connection_changed(id, true, "XInput Gamepad", "__XINPUT_DEVICE__", joypad_info);
}
} else if (x_joypads[i].attached) {
x_joypads[i].attached = false;
attached_joypads[x_joypads[i].id] = false;
input->joy_connection_changed(x_joypads[i].id, false, "");
}
}

for (int i = 0; i < joypad_count; i++) {
d_joypads[i].confirmed = false;
for (int i = 0; i < d_joypad_count; i++) {
d_joypads[i].confirmed = false; // Flag DirectInput devices for re-checking their availability.
}

x_joypad_probe_count = 0;
// Probe _all attached_ joypad devices.
dinput->EnumDevices(DI8DEVCLASS_GAMECTRL, enumCallback, this, DIEDFL_ATTACHEDONLY);

for (int i = 0; i < joypad_count; i++) {
for (int i = x_joypad_probe_count; i < XUSER_MAX_COUNT; i++) {
// Handle disconnect of XInput devices.
// And act as a fallback, just in case DirectInput could not find the device.
probe_xinput_joypad();
}

for (int i = 0; i < d_joypad_count; i++) {
if (!d_joypads[i].confirmed) {
close_joypad(i);
close_d_joypad(i); // Any DirectInput device not found during probing is considered as disconnected.
}
}
}

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) {
Expand Down Expand Up @@ -388,6 +429,7 @@ void JoypadWindows::process_joypads() {
}
}

// Handle DirectIndput joypads.
for (int i = 0; i < JOYPADS_MAX; i++) {
dinput_gamepad *joy = &d_joypads[i];

Expand Down Expand Up @@ -535,7 +577,9 @@ 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");
Expand All @@ -560,10 +604,26 @@ void JoypadWindows::load_xinput() {
}
xinput_get_state = func;
xinput_set_state = set_func;

winmm_dll = LoadLibrary("Winmm.dll");
if (winmm_dll) {
joyGetDevCaps_t caps_func = (joyGetDevCaps_t)GetProcAddress((HMODULE)winmm_dll, "joyGetDevCapsW");
if (caps_func) {
winmm_get_joycaps = caps_func;
} else {
unload_winmm();
}
}
}

void JoypadWindows::unload_xinput() {
if (xinput_dll) {
FreeLibrary((HMODULE)xinput_dll);
}
}

void JoypadWindows::unload_winmm() {
if (winmm_dll) {
FreeLibrary((HMODULE)winmm_dll);
}
}
19 changes: 14 additions & 5 deletions platform/windows/joypad_windows.h
Original file line number Diff line number Diff line change
Expand Up @@ -37,6 +37,8 @@
#include <dinput.h>
#include <xinput.h>

#include <mmsystem.h>

#ifndef SAFE_RELEASE // when Windows Media Device M? is not present
#define SAFE_RELEASE(x) \
if (x != nullptr) { \
Expand Down Expand Up @@ -107,37 +109,44 @@ 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, LPJOYCAPSW 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 x_joypad_probe_count; // XInput equivalent to dinput_gamepad.confirmed.
int d_joypad_count;
bool attached_joypads[JOYPADS_MAX];
dinput_gamepad d_joypads[JOYPADS_MAX];
xinput_gamepad x_joypads[XUSER_MAX_COUNT];

static BOOL CALLBACK enumCallback(const DIDEVICEINSTANCE *p_instance, void *p_context);
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 setup_d_joypad_object(const DIDEVICEOBJECTINSTANCE *ob, int p_joy_id);
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 is_xinput_device(const GUID *p_guid);
bool is_d_joypad_known(const GUID &p_guid);
bool is_xinput_joypad(const GUID *p_guid);
bool setup_dinput_joypad(const DIDEVICEINSTANCE *instance);
void probe_xinput_joypad(const String &name = ""); // Handles connect, disconnect & re-connect for DirectX joypads.
void joypad_vibration_start_xinput(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
void joypad_vibration_stop_xinput(int p_device, uint64_t p_timestamp);

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 info on XInput joypads.
};

#endif // JOYPAD_WINDOWS_H

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