Something went wrong. Try again.
Reactos
Something went wrong. Try again.
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258/* * 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 available for all joysticks, however * there may be more specific 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_GAMEPAD_EX { WORD wButtons; BYTE bLeftTrigger; BYTE bRightTrigger; SHORT sThumbLX; SHORT sThumbLY; SHORT sThumbRX; SHORT sThumbRY; DWORD dwPaddingReserved;} XINPUT_GAMEPAD_EX, *PXINPUT_GAMEPAD_EX;
typedef struct _XINPUT_STATE { DWORD dwPacketNumber; XINPUT_GAMEPAD Gamepad;} XINPUT_STATE, *PXINPUT_STATE;
typedef struct _XINPUT_STATE_EX { DWORD dwPacketNumber; XINPUT_GAMEPAD_EX Gamepad;} XINPUT_STATE_EX, *PXINPUT_STATE_EX;
/* * 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 abilities are things such as if the joystick has the ability * to send and receive audio, if the joystick is in fact 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;
/* * Defines the structure for a joystick input event which is * retrieved using the function XInputGetKeystroke */typedef struct _XINPUT_KEYSTROKE { WORD VirtualKey; WCHAR Unicode; WORD Flags; BYTE UserIndex; BYTE HidCode;} XINPUT_KEYSTROKE, *PXINPUT_KEYSTROKE;
typedef struct _XINPUT_BATTERY_INFORMATION{ BYTE BatteryType; BYTE BatteryLevel;} XINPUT_BATTERY_INFORMATION, *PXINPUT_BATTERY_INFORMATION;
#ifdef __cplusplusextern "C" {#endif
void WINAPI XInputEnable(BOOL);DWORD WINAPI XInputSetState(DWORD, XINPUT_VIBRATION*);DWORD WINAPI XInputGetState(DWORD, XINPUT_STATE*);DWORD WINAPI XInputGetKeystroke(DWORD, DWORD, PXINPUT_KEYSTROKE);DWORD WINAPI XInputGetCapabilities(DWORD, DWORD, XINPUT_CAPABILITIES*);DWORD WINAPI XInputGetDSoundAudioDeviceGuids(DWORD, GUID*, GUID*);DWORD WINAPI XInputGetBatteryInformation(DWORD, BYTE, XINPUT_BATTERY_INFORMATION*);
DWORD WINAPI XInputGetStateEx(DWORD, XINPUT_STATE_EX*);
#ifdef __cplusplus}#endif
#endif /* __WINE_XINPUT_H */