// 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 ( "unsafe" "golang.org/x/sys/windows" ) type nativeGamepadsXbox struct { gameInput *_IGameInput deviceCallbackPtr uintptr token _GameInputCallbackToken } func xboxDeviceCallback( callbackToken _GameInputCallbackToken, context unsafe.Pointer, device *_IGameInputDevice, timestamp uint64, currentStatus _GameInputDeviceStatus, previousStatus _GameInputDeviceStatus) uintptr { // TODO: Implement this. return 0 } func (n *nativeGamepadsXbox) init(gamepads *gamepads) error { g, err := _GameInputCreate() if err != nil { return err } n.gameInput = g n.deviceCallbackPtr = windows.NewCallbackCDecl(xboxDeviceCallback) if err := n.gameInput.RegisterDeviceCallback( nil, _GameInputKindGamepad, _GameInputDeviceConnected, _GameInputBlockingEnumeration, nil, n.deviceCallbackPtr, &n.token, ); err != nil { return err } return nil } func (n *nativeGamepadsXbox) update(gamepads *gamepads) error { return nil }