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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/sdl/core/windows/SDL_xinput.c
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 Sam Lantinga <[email protected]>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#include "SDL_xinput.h"
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// Set up for C function definitions, even when using C++
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#ifdef __cplusplus
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extern "C" {
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#endif
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XInputGetState_t SDL_XInputGetState = NULL;
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XInputSetState_t SDL_XInputSetState = NULL;
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XInputGetCapabilities_t SDL_XInputGetCapabilities = NULL;
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XInputGetCapabilitiesEx_t SDL_XInputGetCapabilitiesEx = NULL;
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XInputGetBatteryInformation_t SDL_XInputGetBatteryInformation = NULL;
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DWORD SDL_XInputVersion = 0;
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static HMODULE s_pXInputDLL = NULL;
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static int s_XInputDLLRefCount = 0;
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#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
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bool WIN_LoadXInputDLL(void)
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{
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/* Getting handles to system dlls (via LoadLibrary and its variants) is not
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* supported on Xbox, thus, pointers to XInput's functions can't be
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* retrieved via GetProcAddress.
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*
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* When on Xbox, assume that XInput is already loaded, and directly map
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* its XInput.h-declared functions to the SDL_XInput* set of function
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* pointers.
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*/
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SDL_XInputGetState = (XInputGetState_t)XInputGetState;
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SDL_XInputSetState = (XInputSetState_t)XInputSetState;
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SDL_XInputGetCapabilities = (XInputGetCapabilities_t)XInputGetCapabilities;
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SDL_XInputGetBatteryInformation = (XInputGetBatteryInformation_t)XInputGetBatteryInformation;
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// XInput 1.4 ships with Windows 8 and 8.1:
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SDL_XInputVersion = (1 << 16) | 4;
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return true;
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}
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void WIN_UnloadXInputDLL(void)
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{
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}
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#else // !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
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bool WIN_LoadXInputDLL(void)
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{
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DWORD version = 0;
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if (s_pXInputDLL) {
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SDL_assert(s_XInputDLLRefCount > 0);
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s_XInputDLLRefCount++;
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return true; // already loaded
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}
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/* NOTE: Don't load XinputUap.dll
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* This is XInput emulation over Windows.Gaming.Input, and has all the
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* limitations of that API (no devices at startup, no background input, etc.)
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*/
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version = (1 << 16) | 4;
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s_pXInputDLL = LoadLibrary(TEXT("XInput1_4.dll")); // 1.4 Ships with Windows 8.
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if (!s_pXInputDLL) {
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version = (1 << 16) | 3;
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s_pXInputDLL = LoadLibrary(TEXT("XInput1_3.dll")); // 1.3 can be installed as a redistributable component.
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}
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if (!s_pXInputDLL) {
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s_pXInputDLL = LoadLibrary(TEXT("bin\\XInput1_3.dll"));
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}
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if (!s_pXInputDLL) {
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// "9.1.0" Ships with Vista and Win7, and is more limited than 1.3+ (e.g. XInputGetStateEx is not available.)
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s_pXInputDLL = LoadLibrary(TEXT("XInput9_1_0.dll"));
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}
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if (!s_pXInputDLL) {
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return false;
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}
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SDL_assert(s_XInputDLLRefCount == 0);
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SDL_XInputVersion = version;
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s_XInputDLLRefCount = 1;
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// 100 is the ordinal for _XInputGetStateEx, which returns the same struct as XinputGetState, but with extra data in wButtons for the guide button, we think...
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SDL_XInputGetState = (XInputGetState_t)GetProcAddress(s_pXInputDLL, (LPCSTR)100);
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if (!SDL_XInputGetState) {
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SDL_XInputGetState = (XInputGetState_t)GetProcAddress(s_pXInputDLL, "XInputGetState");
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}
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SDL_XInputSetState = (XInputSetState_t)GetProcAddress(s_pXInputDLL, "XInputSetState");
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SDL_XInputGetCapabilities = (XInputGetCapabilities_t)GetProcAddress(s_pXInputDLL, "XInputGetCapabilities");
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// 108 is the ordinal for _XInputGetCapabilitiesEx, which additionally returns VID/PID of the controller.
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SDL_XInputGetCapabilitiesEx = (XInputGetCapabilitiesEx_t)GetProcAddress(s_pXInputDLL, (LPCSTR)108);
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SDL_XInputGetBatteryInformation = (XInputGetBatteryInformation_t)GetProcAddress(s_pXInputDLL, "XInputGetBatteryInformation");
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if (!SDL_XInputGetState || !SDL_XInputSetState || !SDL_XInputGetCapabilities) {
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WIN_UnloadXInputDLL();
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return false;
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}
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return true;
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}
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void WIN_UnloadXInputDLL(void)
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{
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if (s_pXInputDLL) {
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SDL_assert(s_XInputDLLRefCount > 0);
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if (--s_XInputDLLRefCount == 0) {
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FreeLibrary(s_pXInputDLL);
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s_pXInputDLL = NULL;
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}
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} else {
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SDL_assert(s_XInputDLLRefCount == 0);
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}
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}
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#endif
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// Ends C function definitions when using C++
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#ifdef __cplusplus
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}
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#endif
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