// 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 !ebitencbackend // +build !ebitencbackend package gamepad import ( "fmt" "unsafe" "golang.org/x/sys/windows" ) var ( gameInput = windows.NewLazySystemDLL("GameInput.dll") procGameInputCreate = gameInput.NewProc("GameInputCreate") ) 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 }