ebiten/internal/gamepad/api_xbox_windows.go

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// Copyright 2022 The Ebitengine Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//go:build !ebitenginecbackend && !ebitencbackend
// +build !ebitenginecbackend,!ebitencbackend
package gamepad
import (
"fmt"
"runtime"
"syscall"
"unsafe"
"golang.org/x/sys/windows"
)
var (
gameInput = windows.NewLazySystemDLL("GameInput.dll")
procGameInputCreate = gameInput.NewProc("GameInputCreate")
)
const _APP_LOCAL_DEVICE_ID_SIZE = 32
type _GameInputCallbackToken uint64
type _GameInputDeviceCapabilities int32
const (
_GameInputDeviceCapabilityNone _GameInputDeviceCapabilities = 0x00000000
_GameInputDeviceCapabilityAudio _GameInputDeviceCapabilities = 0x00000001
_GameInputDeviceCapabilityPluginModule _GameInputDeviceCapabilities = 0x00000002
_GameInputDeviceCapabilityPowerOff _GameInputDeviceCapabilities = 0x00000004
_GameInputDeviceCapabilitySynchronization _GameInputDeviceCapabilities = 0x00000008
_GameInputDeviceCapabilityWireless _GameInputDeviceCapabilities = 0x00000010
)
type _GameInputDeviceFamily int32
const (
_GameInputFamilyVirtual _GameInputDeviceFamily = -1
_GameInputFamilyAggregate _GameInputDeviceFamily = 0
_GameInputFamilyXboxOne _GameInputDeviceFamily = 1
_GameInputFamilyXbox360 _GameInputDeviceFamily = 2
_GameInputFamilyHid _GameInputDeviceFamily = 3
_GameInputFamilyI8042 _GameInputDeviceFamily = 4
)
type _GameInputDeviceStatus int32
const (
_GameInputDeviceNoStatus _GameInputDeviceStatus = 0x00000000
_GameInputDeviceConnected _GameInputDeviceStatus = 0x00000001
_GameInputDeviceInputEnabled _GameInputDeviceStatus = 0x00000002
_GameInputDeviceOutputEnabled _GameInputDeviceStatus = 0x00000004
_GameInputDeviceRawIoEnabled _GameInputDeviceStatus = 0x00000008
_GameInputDeviceAudioCapture _GameInputDeviceStatus = 0x00000010
_GameInputDeviceAudioRender _GameInputDeviceStatus = 0x00000020
_GameInputDeviceSynchronized _GameInputDeviceStatus = 0x00000040
_GameInputDeviceWireless _GameInputDeviceStatus = 0x00000080
_GameInputDeviceUserIdle _GameInputDeviceStatus = 0x00100000
_GameInputDeviceAnyStatus _GameInputDeviceStatus = 0x00FFFFFF
)
type _GameInputEnumerationKind int32
const (
_GameInputNoEnumeration _GameInputEnumerationKind = 0
_GameInputAsyncEnumeration _GameInputEnumerationKind = 1
_GameInputBlockingEnumeration _GameInputEnumerationKind = 2
)
type _GameInputFeedbackAxes int32
const (
_GameInputFeedbackAxisNone _GameInputFeedbackAxes = 0x00000000
_GameInputFeedbackAxisLinearX _GameInputFeedbackAxes = 0x00000001
_GameInputFeedbackAxisLinearY _GameInputFeedbackAxes = 0x00000002
_GameInputFeedbackAxisLinearZ _GameInputFeedbackAxes = 0x00000004
_GameInputFeedbackAxisAngularX _GameInputFeedbackAxes = 0x00000008
_GameInputFeedbackAxisAngularY _GameInputFeedbackAxes = 0x00000010
_GameInputFeedbackAxisAngularZ _GameInputFeedbackAxes = 0x00000020
_GameInputFeedbackAxisNormal _GameInputFeedbackAxes = 0x00000040
)
type _GameInputGamepadButtons int32
const (
_GameInputGamepadNone _GameInputGamepadButtons = 0x00000000
_GameInputGamepadMenu _GameInputGamepadButtons = 0x00000001
_GameInputGamepadView _GameInputGamepadButtons = 0x00000002
_GameInputGamepadA _GameInputGamepadButtons = 0x00000004
_GameInputGamepadB _GameInputGamepadButtons = 0x00000008
_GameInputGamepadX _GameInputGamepadButtons = 0x00000010
_GameInputGamepadY _GameInputGamepadButtons = 0x00000020
_GameInputGamepadDPadUp _GameInputGamepadButtons = 0x00000040
_GameInputGamepadDPadDown _GameInputGamepadButtons = 0x00000080
_GameInputGamepadDPadLeft _GameInputGamepadButtons = 0x00000100
_GameInputGamepadDPadRight _GameInputGamepadButtons = 0x00000200
_GameInputGamepadLeftShoulder _GameInputGamepadButtons = 0x00000400
_GameInputGamepadRightShoulder _GameInputGamepadButtons = 0x00000800
_GameInputGamepadLeftThumbstick _GameInputGamepadButtons = 0x00001000
_GameInputGamepadRightThumbstick _GameInputGamepadButtons = 0x00002000
)
type _GameInputKind int32
const (
_GameInputKindUnknown _GameInputKind = 0x00000000
_GameInputKindRawDeviceReport _GameInputKind = 0x00000001
_GameInputKindControllerAxis _GameInputKind = 0x00000002
_GameInputKindControllerButton _GameInputKind = 0x00000004
_GameInputKindControllerSwitch _GameInputKind = 0x00000008
_GameInputKindController _GameInputKind = 0x0000000E
_GameInputKindKeyboard _GameInputKind = 0x00000010
_GameInputKindMouse _GameInputKind = 0x00000020
_GameInputKindTouch _GameInputKind = 0x00000100
_GameInputKindMotion _GameInputKind = 0x00001000
_GameInputKindArcadeStick _GameInputKind = 0x00010000
_GameInputKindFlightStick _GameInputKind = 0x00020000
_GameInputKindGamepad _GameInputKind = 0x00040000
_GameInputKindRacingWheel _GameInputKind = 0x00080000
_GameInputKindUiNavigation _GameInputKind = 0x01000000
_GameInputKindAny _GameInputKind = 0x0FFFFFFF
)
type _GameInputLabel int32
const (
_GameInputLabelUnknown _GameInputLabel = -1
_GameInputLabelNone _GameInputLabel = 0
_GameInputLabelXboxGuide _GameInputLabel = 1
_GameInputLabelXboxBack _GameInputLabel = 2
_GameInputLabelXboxStart _GameInputLabel = 3
_GameInputLabelXboxMenu _GameInputLabel = 4
_GameInputLabelXboxView _GameInputLabel = 5
_GameInputLabelXboxA _GameInputLabel = 7
_GameInputLabelXboxB _GameInputLabel = 8
_GameInputLabelXboxX _GameInputLabel = 9
_GameInputLabelXboxY _GameInputLabel = 10
_GameInputLabelXboxDPadUp _GameInputLabel = 11
_GameInputLabelXboxDPadDown _GameInputLabel = 12
_GameInputLabelXboxDPadLeft _GameInputLabel = 13
_GameInputLabelXboxDPadRight _GameInputLabel = 14
_GameInputLabelXboxLeftShoulder _GameInputLabel = 15
_GameInputLabelXboxLeftTrigger _GameInputLabel = 16
_GameInputLabelXboxLeftStickButton _GameInputLabel = 17
_GameInputLabelXboxRightShoulder _GameInputLabel = 18
_GameInputLabelXboxRightTrigger _GameInputLabel = 19
_GameInputLabelXboxRightStickButton _GameInputLabel = 20
_GameInputLabelXboxPaddle1 _GameInputLabel = 21
_GameInputLabelXboxPaddle2 _GameInputLabel = 22
_GameInputLabelXboxPaddle3 _GameInputLabel = 23
_GameInputLabelXboxPaddle4 _GameInputLabel = 24
_GameInputLabelLetterA _GameInputLabel = 25
_GameInputLabelLetterB _GameInputLabel = 26
_GameInputLabelLetterC _GameInputLabel = 27
_GameInputLabelLetterD _GameInputLabel = 28
_GameInputLabelLetterE _GameInputLabel = 29
_GameInputLabelLetterF _GameInputLabel = 30
_GameInputLabelLetterG _GameInputLabel = 31
_GameInputLabelLetterH _GameInputLabel = 32
_GameInputLabelLetterI _GameInputLabel = 33
_GameInputLabelLetterJ _GameInputLabel = 34
_GameInputLabelLetterK _GameInputLabel = 35
_GameInputLabelLetterL _GameInputLabel = 36
_GameInputLabelLetterM _GameInputLabel = 37
_GameInputLabelLetterN _GameInputLabel = 38
_GameInputLabelLetterO _GameInputLabel = 39
_GameInputLabelLetterP _GameInputLabel = 40
_GameInputLabelLetterQ _GameInputLabel = 41
_GameInputLabelLetterR _GameInputLabel = 42
_GameInputLabelLetterS _GameInputLabel = 43
_GameInputLabelLetterT _GameInputLabel = 44
_GameInputLabelLetterU _GameInputLabel = 45
_GameInputLabelLetterV _GameInputLabel = 46
_GameInputLabelLetterW _GameInputLabel = 47
_GameInputLabelLetterX _GameInputLabel = 48
_GameInputLabelLetterY _GameInputLabel = 49
_GameInputLabelLetterZ _GameInputLabel = 50
_GameInputLabelNumber0 _GameInputLabel = 51
_GameInputLabelNumber1 _GameInputLabel = 52
_GameInputLabelNumber2 _GameInputLabel = 53
_GameInputLabelNumber3 _GameInputLabel = 54
_GameInputLabelNumber4 _GameInputLabel = 55
_GameInputLabelNumber5 _GameInputLabel = 56
_GameInputLabelNumber6 _GameInputLabel = 57
_GameInputLabelNumber7 _GameInputLabel = 58
_GameInputLabelNumber8 _GameInputLabel = 59
_GameInputLabelNumber9 _GameInputLabel = 60
_GameInputLabelArrowUp _GameInputLabel = 61
_GameInputLabelArrowUpRight _GameInputLabel = 62
_GameInputLabelArrowRight _GameInputLabel = 63
_GameInputLabelArrowDownRight _GameInputLabel = 64
_GameInputLabelArrowDown _GameInputLabel = 65
_GameInputLabelArrowDownLLeft _GameInputLabel = 66
_GameInputLabelArrowLeft _GameInputLabel = 67
_GameInputLabelArrowUpLeft _GameInputLabel = 68
_GameInputLabelArrowUpDown _GameInputLabel = 69
_GameInputLabelArrowLeftRight _GameInputLabel = 70
_GameInputLabelArrowUpDownLeftRight _GameInputLabel = 71
_GameInputLabelArrowClockwise _GameInputLabel = 72
_GameInputLabelArrowCounterClockwise _GameInputLabel = 73
_GameInputLabelArrowReturn _GameInputLabel = 74
_GameInputLabelIconBranding _GameInputLabel = 75
_GameInputLabelIconHome _GameInputLabel = 76
_GameInputLabelIconMenu _GameInputLabel = 77
_GameInputLabelIconCross _GameInputLabel = 78
_GameInputLabelIconCircle _GameInputLabel = 79
_GameInputLabelIconSquare _GameInputLabel = 80
_GameInputLabelIconTriangle _GameInputLabel = 81
_GameInputLabelIconStar _GameInputLabel = 82
_GameInputLabelIconDPadUp _GameInputLabel = 83
_GameInputLabelIconDPadDown _GameInputLabel = 84
_GameInputLabelIconDPadLeft _GameInputLabel = 85
_GameInputLabelIconDPadRight _GameInputLabel = 86
_GameInputLabelIconDialClockwise _GameInputLabel = 87
_GameInputLabelIconDialCounterClockwise _GameInputLabel = 88
_GameInputLabelIconSliderLeftRight _GameInputLabel = 89
_GameInputLabelIconSliderUpDown _GameInputLabel = 90
_GameInputLabelIconWheelUpDown _GameInputLabel = 91
_GameInputLabelIconPlus _GameInputLabel = 92
_GameInputLabelIconMinus _GameInputLabel = 93
_GameInputLabelIconSuspension _GameInputLabel = 94
_GameInputLabelHome _GameInputLabel = 95
_GameInputLabelGuide _GameInputLabel = 96
_GameInputLabelMode _GameInputLabel = 97
_GameInputLabelSelect _GameInputLabel = 98
_GameInputLabelMenu _GameInputLabel = 99
_GameInputLabelView _GameInputLabel = 100
_GameInputLabelBack _GameInputLabel = 101
_GameInputLabelStart _GameInputLabel = 102
_GameInputLabelOptions _GameInputLabel = 103
_GameInputLabelShare _GameInputLabel = 104
_GameInputLabelUp _GameInputLabel = 105
_GameInputLabelDown _GameInputLabel = 106
_GameInputLabelLeft _GameInputLabel = 107
_GameInputLabelRight _GameInputLabel = 108
_GameInputLabelLB _GameInputLabel = 109
_GameInputLabelLT _GameInputLabel = 110
_GameInputLabelLSB _GameInputLabel = 111
_GameInputLabelL1 _GameInputLabel = 112
_GameInputLabelL2 _GameInputLabel = 113
_GameInputLabelL3 _GameInputLabel = 114
_GameInputLabelRB _GameInputLabel = 115
_GameInputLabelRT _GameInputLabel = 116
_GameInputLabelRSB _GameInputLabel = 117
_GameInputLabelR1 _GameInputLabel = 118
_GameInputLabelR2 _GameInputLabel = 119
_GameInputLabelR3 _GameInputLabel = 120
_GameInputLabelP1 _GameInputLabel = 121
_GameInputLabelP2 _GameInputLabel = 122
_GameInputLabelP3 _GameInputLabel = 123
_GameInputLabelP4 _GameInputLabel = 124
)
type _GameInputLocation int32
const (
_GameInputLocationUnknown _GameInputLocation = -1
_GameInputLocationChassis _GameInputLocation = 0
_GameInputLocationDisplay _GameInputLocation = 1
_GameInputLocationAxis _GameInputLocation = 2
_GameInputLocationButton _GameInputLocation = 3
_GameInputLocationSwitch _GameInputLocation = 4
_GameInputLocationKey _GameInputLocation = 5
_GameInputLocationTouchPad _GameInputLocation = 6
)
type _GameInputRumbleMotors int32
const (
_GameInputRumbleNone _GameInputRumbleMotors = 0x00000000
_GameInputRumbleLowFrequency _GameInputRumbleMotors = 0x00000001
_GameInputRumbleHighFrequency _GameInputRumbleMotors = 0x00000002
_GameInputRumbleLeftTrigger _GameInputRumbleMotors = 0x00000004
_GameInputRumbleRightTrigger _GameInputRumbleMotors = 0x00000008
)
type _GameInputSwitchKind int32
const (
_GameInputUnknownSwitchKind _GameInputSwitchKind = -1
_GameInput2WaySwitch _GameInputSwitchKind = 0
_GameInput4WaySwitch _GameInputSwitchKind = 1
_GameInput8WaySwitch _GameInputSwitchKind = 2
)
type _APP_LOCAL_DEVICE_ID struct {
value [_APP_LOCAL_DEVICE_ID_SIZE]byte
}
type _GameInputArcadeStickInfo struct {
// TODO: Implement this
}
type _GameInputControllerAxisInfo struct {
mappedInputKinds _GameInputKind
label _GameInputLabel
isContinuous bool // Assume that the byte size of C++'s bool is 1.
isNonlinear bool
isQuantized bool
hasRestValue bool
restValue float32
resolution uint64
legacyDInputIndex uint16
legacyHidIndex uint16
rawReportIndex uint32
inputReport *_GameInputRawDeviceReportInfo
inputReportItem *_GameInputRawDeviceReportItemInfo
}
type _GameInputControllerButtonInfo struct {
mappedInputKinds _GameInputKind
label _GameInputLabel
legacyDInputIndex uint16
legacyHidIndex uint16
rawReportIndex uint32
inputReport *_GameInputRawDeviceReportInfo
inputReportItem *_GameInputRawDeviceReportItemInfo
}
type _GameInputControllerSwitchInfo struct {
mappedInputKinds _GameInputKind
label _GameInputLabel
positionLabels [9]_GameInputLabel
kind _GameInputSwitchKind
legacyDInputIndex uint16
legacyHidIndex uint16
rawReportIndex uint32
inputReport *_GameInputRawDeviceReportInfo
inputReportItem *_GameInputRawDeviceReportItemInfo
}
type _GameInputDeviceInfo struct {
infoSize uint32
vendorId uint16
productId uint16
revisionNumber uint16
interfaceNumber uint8
collectionNumber uint8
usage _GameInputUsage
hardwareVersion _GameInputVersion
firmwareVersion _GameInputVersion
deviceId _APP_LOCAL_DEVICE_ID
deviceRootId _APP_LOCAL_DEVICE_ID
deviceFamily _GameInputDeviceFamily
capabilities _GameInputDeviceCapabilities
supportedInput _GameInputKind
supportedRumbleMotors _GameInputRumbleMotors
inputReportCount uint32
outputReportCount uint32
featureReportCount uint32
controllerAxisCount uint32
controllerButtonCount uint32
controllerSwitchCount uint32
touchPointCount uint32
touchSensorCount uint32
forceFeedbackMotorCount uint32
hapticFeedbackMotorCount uint32
deviceStringCount uint32
deviceDescriptorSize uint32
inputReportInfo *_GameInputRawDeviceReportInfo
outputReportInfo *_GameInputRawDeviceReportInfo
featureReportInfo *_GameInputRawDeviceReportInfo
controllerAxisInfo *_GameInputControllerAxisInfo
controllerButtonInfo *_GameInputControllerButtonInfo
controllerSwitchInfo *_GameInputControllerSwitchInfo
keyboardInfo *_GameInputKeyboardInfo
mouseInfo *_GameInputMouseInfo
touchSensorInfo *_GameInputTouchSensorInfo
motionInfo *_GameInputMotionInfo
arcadeStickInfo *_GameInputArcadeStickInfo
flightStickInfo *_GameInputFlightStickInfo
gamepadInfo *_GameInputGamepadInfo
racingWheelInfo *_GameInputRacingWheelInfo
uiNavigationInfo *_GameInputUiNavigationInfo
forceFeedbackMotorInfo *_GameInputForceFeedbackMotorInfo
hapticFeedbackMotorInfo *_GameInputHapticFeedbackMotorInfo
displayName *_GameInputString
deviceStrings *_GameInputString
deviceDescriptorData unsafe.Pointer
}
type _GameInputFlightStickInfo struct {
// TODO: Implement this
}
type _GameInputForceFeedbackMotorInfo struct {
supportedAxes _GameInputFeedbackAxes
location _GameInputLocation
locationId uint32
maxSimultaneousEffects uint32
isConstantEffectSupported bool
isRampEffectSupported bool
isSineWaveEffectSupported bool
isSquareWaveEffectSupported bool
isTriangleWaveEffectSupported bool
isSawtoothUpWaveEffectSupported bool
isSawtoothDownWaveEffectSupported bool
isSpringEffectSupported bool
isFrictionEffectSupported bool
isDamperEffectSupported bool
isInertiaEffectSupported bool
}
type _GameInputHapticFeedbackMotorInfo struct {
mappedRumbleMotors _GameInputRumbleMotors
location _GameInputLocation
locationId uint32
waveformCount uint32
waveformInfo *_GameInputHapticWaveformInfo
}
type _GameInputHapticWaveformInfo struct {
usage _GameInputUsage
isDurationSupported bool
isIntensitySupported bool
isRepeatSupported bool
isRepeatDelaySupported bool
defaultDuration uint64
}
type _GameInputGamepadInfo struct {
menuButtonLabel _GameInputLabel
viewButtonLabel _GameInputLabel
aButtonLabel _GameInputLabel
bButtonLabel _GameInputLabel
xButtonLabel _GameInputLabel
yButtonLabel _GameInputLabel
dpadUpLabel _GameInputLabel
dpadDownLabel _GameInputLabel
dpadLeftLabel _GameInputLabel
dpadRightLabel _GameInputLabel
leftShoulderButtonLabel _GameInputLabel
rightShoulderButtonLabel _GameInputLabel
leftThumbstickButtonLabel _GameInputLabel
rightThumbstickButtonLabel _GameInputLabel
}
type _GameInputGamepadState struct {
buttons _GameInputGamepadButtons
leftTrigger float32
rightTrigger float32
leftThumbstickX float32
leftThumbstickY float32
rightThumbstickX float32
rightThumbstickY float32
}
type _GameInputKeyboardInfo struct {
// TODO: Implement this
}
type _GameInputMotionInfo struct {
// TODO: Implement this
}
type _GameInputMouseInfo struct {
// TODO: Implement this
}
type _GameInputRacingWheelInfo struct {
// TODO: Implement this
}
type _GameInputRawDeviceItemCollectionInfo struct {
// TODO: Implement this
}
type _GameInputRawDeviceReportInfo struct {
// TODO: Implement this
}
type _GameInputRawDeviceReportItemInfo struct {
// TODO: Implement this
}
type _GameInputRumbleParams struct {
lowFrequency float32
highFrequency float32
leftTrigger float32
rightTrigger float32
}
type _GameInputString struct {
sizeInBytes uint32
codePointCount uint32
data *byte
}
type _GameInputTouchSensorInfo struct {
// TODO: Implement this
}
type _GameInputUiNavigationInfo struct {
// TODO: Implement this
}
type _GameInputUsage struct {
page uint16
id uint16
}
type _GameInputVersion struct {
major uint16
minor uint16
build uint16
revision uint16
}
func _GameInputCreate() (*_IGameInput, error) {
var gameInput *_IGameInput
r, _, _ := procGameInputCreate.Call(uintptr(unsafe.Pointer(&gameInput)))
if uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("gamepad: GameInputCreate failed: HRESULT(%d)", uint32(r))
}
return gameInput, nil
}
type _IGameInput struct {
vtbl *_IGameInput_Vtbl
}
type _IGameInput_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
GetCurrentTimestamp uintptr
GetCurrentReading uintptr
GetNextReading uintptr
GetPreviousReading uintptr
GetTemporalReading uintptr
RegisterReadingCallback uintptr
RegisterDeviceCallback uintptr
RegisterGuideButtonCallback uintptr
RegisterKeyboardLayoutCallback uintptr
StopCallback uintptr
UnregisterCallback uintptr
CreateDispatcher uintptr
CreateAggregateDevice uintptr
FindDeviceFromId uintptr
FindDeviceFromObject uintptr
FindDeviceFromPlatformHandle uintptr
FindDeviceFromPlatformString uintptr
EnableOemDeviceSupport uintptr
SetFocusPolicy uintptr
}
func (i *_IGameInput) GetCurrentReading(inputKind _GameInputKind, device *_IGameInputDevice) (*_IGameInputReading, error) {
var reading *_IGameInputReading
r, _, _ := syscall.Syscall6(i.vtbl.GetCurrentReading, 4, uintptr(unsafe.Pointer(i)),
uintptr(inputKind), uintptr(unsafe.Pointer(device)), uintptr(unsafe.Pointer(&reading)),
0, 0)
runtime.KeepAlive(device)
if uint32(r) != uint32(windows.S_OK) {
return nil, fmt.Errorf("gamepad: IGameInput::GetCurrentReading failed: HRESULT(%d)", uint32(r))
}
return reading, nil
}
func (i *_IGameInput) RegisterDeviceCallback(device *_IGameInputDevice,
inputKind _GameInputKind,
statusFilter _GameInputDeviceStatus,
enumerationKind _GameInputEnumerationKind,
context unsafe.Pointer,
callbackFunc uintptr,
callbackToken *_GameInputCallbackToken) error {
r, _, _ := syscall.Syscall9(i.vtbl.RegisterDeviceCallback, 8, uintptr(unsafe.Pointer(i)),
uintptr(unsafe.Pointer(device)), uintptr(inputKind), uintptr(statusFilter),
uintptr(enumerationKind), uintptr(context), callbackFunc,
uintptr(unsafe.Pointer(callbackToken)), 0)
runtime.KeepAlive(device)
runtime.KeepAlive(callbackToken)
if uint32(r) != uint32(windows.S_OK) {
return fmt.Errorf("gamepad: IGameInput::RegisterDeviceCallback failed: HRESULT(%d)", uint32(r))
}
return nil
}
type _IGameInputDevice struct {
vtbl *_IGameInputDevice_Vtbl
}
type _IGameInputDevice_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
GetDeviceInfo uintptr
GetDeviceStatus uintptr
GetBatteryState uintptr
CreateForceFeedbackEffect uintptr
IsForceFeedbackMotorPoweredOn uintptr
SetForceFeedbackMotorGain uintptr
SetHapticMotorState uintptr
SetRumbleState uintptr
SetInputSynchronizationState uintptr
SendInputSynchronizationHint uintptr
PowerOff uintptr
CreateRawDeviceReport uintptr
GetRawDeviceFeature uintptr
SetRawDeviceFeature uintptr
SendRawDeviceOutput uintptr
ExecuteRawDeviceIoControl uintptr
AcquireExclusiveRawDeviceAccess uintptr
ReleaseExclusiveRawDeviceAccess uintptr
}
func (i *_IGameInputDevice) GetDeviceInfo() *_GameInputDeviceInfo {
r, _, _ := syscall.Syscall(i.vtbl.GetDeviceInfo, 1, uintptr(unsafe.Pointer(i)), 0, 0)
// The lifetime of the returned value is the same as i.
return (*_GameInputDeviceInfo)(unsafe.Pointer(r))
}
func (i *_IGameInputDevice) SetRumbleState(params *_GameInputRumbleParams, timestamp uint64) {
syscall.Syscall(i.vtbl.SetRumbleState, 3, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(params)), uintptr(timestamp))
runtime.KeepAlive(params)
}
type _IGameInputReading struct {
vtbl *_IGameInputReading_Vtbl
}
type _IGameInputReading_Vtbl struct {
QueryInterface uintptr
AddRef uintptr
Release uintptr
GetInputKind uintptr
GetSequenceNumber uintptr
GetTimestamp uintptr
GetDevice uintptr
GetRawReport uintptr
GetControllerAxisCount uintptr
GetControllerAxisState uintptr
GetControllerButtonCount uintptr
GetControllerButtonState uintptr
GetControllerSwitchCount uintptr
GetControllerSwitchState uintptr
GetKeyCount uintptr
GetKeyState uintptr
GetMouseState uintptr
GetTouchCount uintptr
GetTouchState uintptr
GetMotionState uintptr
GetArcadeStickState uintptr
GetFlightStickState uintptr
GetGamepadState uintptr
GetRacingWheelState uintptr
GetUiNavigationState uintptr
}
func (i *_IGameInputReading) GetGamepadState() (_GameInputGamepadState, bool) {
var state _GameInputGamepadState
r, _, _ := syscall.Syscall(i.vtbl.GetGamepadState, 2, uintptr(unsafe.Pointer(i)), uintptr(unsafe.Pointer(&state)), 0)
return state, int32(r) != 0
}
func (i *_IGameInputReading) Release() {
syscall.Syscall(i.vtbl.Release, 1, uintptr(unsafe.Pointer(i)), 0, 0)
}