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GamepadVibrationUWP.h
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GamepadVibrationUWP.h
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//--------------------------------------------------------------------------------------
// GamepadVibrationUWP.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include <Windows.Gaming.Input.h>
#include <collection.h>
// A basic sample implementation that creates a D3D11 device and
// provides a render loop.
class Sample final : public DX::IDeviceNotify
{
public:
static const int TRIGGEREFFECTS_MAX = 5;
enum class TRIGGEREFFECTS
{
TRIGGEREFFECTS_IMPULSETEST = 0,
TRIGGEREFFECTS_FLATTIRE,
TRIGGEREFFECTS_GUNWITHRECOIL,
TRIGGEREFFECTS_HEARTBEAT,
TRIGGEREFFECTS_FOOTSTEPS
};
Sample() noexcept(false);
~Sample() = default;
Sample(Sample&&) = default;
Sample& operator= (Sample&&) = default;
Sample(Sample const&) = delete;
Sample& operator= (Sample const&) = delete;
// Initialization and management
void Initialize(IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation);
// Basic render loop
void Tick();
// IDeviceNotify
virtual void OnDeviceLost() override;
virtual void OnDeviceRestored() override;
// Messages
void OnActivated();
void OnDeactivated();
void OnSuspending();
void OnResuming();
void OnWindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation);
void ValidateDevice();
// Properties
void GetDefaultSize( int& width, int& height ) const;
void InitializeCurrentGamepad();
void ShutdownCurrentGamepad();
void InitializeImpulseTriggerEffects();
private:
static const int MAX_PLAYER_COUNT = 8;
Windows::Gaming::Input::Gamepad^ GetLastGamepad();
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
void RefreshCachedGamepads();
// Render objects.
std::unique_ptr<DirectX::SpriteBatch> m_spriteBatch;
std::unique_ptr<DirectX::SpriteFont> m_font;
std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_background;
//Gamepad states
Windows::Gaming::Input::GamepadReading m_reading;
Windows::Gaming::Input::Gamepad^ m_currentGamepad;
Windows::Gaming::Input::GamepadVibration m_vibration;
Platform::Collections::Vector<Windows::Gaming::Input::Gamepad^>^ m_localCollection;
std::atomic<bool> m_currentGamepadNeedsRefresh;
bool m_connected;
double m_leftMotorSpeed;
double m_rightMotorSpeed;
double m_leftTriggerLevel;
double m_rightTriggerLevel;
bool m_dPadPressed;
// Variables used to control the Impulse Trigger Effects
TRIGGEREFFECTS m_selectedTriggerEffect; // Effect currently selected
DWORD m_triggerEffectCounter; // General purpose counter for use by trigger effects
size_t m_leftTriggerArraySize;
uint32_t* m_pLeftTriggerDurations;
float* m_pLeftTriggerLevels;
size_t m_rightTriggerArraySize;
uint32_t* m_pRightTriggerDurations;
float* m_pRightTriggerLevels;
uint32_t m_leftTriggerIndex;
uint32_t m_rightTriggerIndex;
uint64_t m_frequency;
uint64_t m_counter;
uint64_t m_leftTriggerIndexUpdateTime;
uint64_t m_rightTriggerIndexUpdateTime;
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
DX::StepTimer m_timer;
};