cOMS/platform/win32/input/RawInput.h
2024-07-12 15:26:57 +02:00

188 lines
6.3 KiB
C

/**
* Jingga
*
* @copyright Jingga
* @license OMS License 2.0
* @version 1.0.0
* @link https://jingga.app
*/
#ifndef TOS_INPUT_RAW_H
#define TOS_INPUT_RAW_H
#include <windows.h>
#include "../../../stdlib/Types.h"
#include "../../../input/Input.h"
#include "../../../utils/TestUtils.h"
#include "../../../utils/MathUtils.h"
InputState* init_input(HWND hwnd)
{
uint32 nDevices;
GetRawInputDeviceList(NULL, &nDevices, sizeof(RAWINPUTDEVICELIST));
PRAWINPUTDEVICELIST pRawInputDeviceList = (PRAWINPUTDEVICELIST) malloc(sizeof(RAWINPUTDEVICELIST) * nDevices);
nDevices = GetRawInputDeviceList(pRawInputDeviceList, &nDevices, sizeof(RAWINPUTDEVICELIST));
// We always want at least one empty input device slot
// @todo Change so that we store the actual number of devices
InputState *inputs = (InputState *) calloc((nDevices + 1), sizeof(InputState));
if (nDevices == 0) {
free(pRawInputDeviceList);
return inputs;
}
uint32 cb_size = 256;
for (uint32 i = 0; i < nDevices; ++i) {
GetRawInputDeviceInfoA(pRawInputDeviceList[i].hDevice, RIDI_DEVICENAME, inputs[i].name, &cb_size);
cb_size = sizeof(RID_DEVICE_INFO);
RID_DEVICE_INFO rdi;
GetRawInputDeviceInfoA(pRawInputDeviceList[i].hDevice, RIDI_DEVICEINFO, &rdi, &cb_size);
switch (rdi.dwType) {
case RIM_TYPEMOUSE: {
inputs[i].handle_mouse = pRawInputDeviceList[i].hDevice;
inputs[i].is_connected = true;
inputs[i].type = INPUT_TYPE_MOUSE;
} break;
case RIM_TYPEKEYBOARD: {
inputs[i].handle_keyboard = pRawInputDeviceList[i].hDevice;
inputs[i].is_connected = true;
inputs[i].type = INPUT_TYPE_KEYBOARD;
} break;
case RIM_TYPEHID: {
inputs[i].type = INPUT_TYPE_OTHER;
} break;
default: {
}
}
}
RAWINPUTDEVICE rid[4];
// Mouse
rid[0].usUsagePage = 0x01; // @todo doesn't work with 0x05 for games?
rid[0].usUsage = 0x02;
rid[0].dwFlags = RIDEV_DEVNOTIFY;
rid[0].hwndTarget = hwnd;
// Joystick
rid[1].usUsagePage = 0x01; // @todo doesn't work with 0x05 for games?
rid[1].usUsage = 0x04;
rid[1].dwFlags = RIDEV_DEVNOTIFY;
rid[1].hwndTarget = hwnd;
// Gamepad
rid[2].usUsagePage = 0x01; // @todo doesn't work with 0x05 for games?
rid[2].usUsage = 0x05;
rid[2].dwFlags = RIDEV_DEVNOTIFY;
rid[2].hwndTarget = hwnd;
// Keyboard
rid[3].usUsagePage = 0x01; // @todo doesn't work with 0x05 for games?
rid[3].usUsage = 0x06;
rid[3].dwFlags = RIDEV_DEVNOTIFY;
rid[3].hwndTarget = hwnd;
if (!RegisterRawInputDevices((PCRAWINPUTDEVICE) rid, 4, sizeof(RAWINPUTDEVICE))) {
// @todo Log
}
// free(rid);
free(pRawInputDeviceList);
return inputs;
}
void handle_input(LPARAM lParam, InputState* states)
{
uint32 db_size;
GetRawInputData((HRAWINPUT)lParam, RID_INPUT, NULL, &db_size, sizeof(RAWINPUTHEADER));
// @todo pull out, we only need to register this memory once
// Maybe even put it into the general memory pool
LPBYTE lpb = (BYTE *) malloc(db_size * sizeof(BYTE));
GetRawInputData((HRAWINPUT)lParam, RID_INPUT, lpb, &db_size, sizeof(RAWINPUTHEADER));
RAWINPUT* raw = (RAWINPUT*) lpb;
uint32 i = 0;
if (raw->header.dwType == RIM_TYPEMOUSE) {
// @todo Change so we can directly access the correct state (maybe map handle address to index?)
while (states[i].is_connected && states[i].handle_mouse != raw->header.hDevice) {++i;}
if (!states[i].is_connected) {
return;
}
// https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rawmouse
if (raw->data.mouse.usFlags & MOUSE_MOVE_ABSOLUTE) {
RECT rect;
if (raw->data.mouse.usFlags & MOUSE_VIRTUAL_DESKTOP) {
rect.left = GetSystemMetrics(SM_XVIRTUALSCREEN);
rect.top = GetSystemMetrics(SM_YVIRTUALSCREEN);
rect.right = GetSystemMetrics(SM_CXVIRTUALSCREEN);
rect.bottom = GetSystemMetrics(SM_CYVIRTUALSCREEN);
} else {
rect.left = 0;
rect.top = 0;
rect.right = GetSystemMetrics(SM_CXSCREEN);
rect.bottom = GetSystemMetrics(SM_CYSCREEN);
}
states[i].x_last = states[i].x;
states[i].y_last = states[i].y;
states[i].x = MulDiv(raw->data.mouse.lLastX, rect.right, 65535) + rect.left;
states[i].y = MulDiv(raw->data.mouse.lLastY, rect.bottom, 65535) + rect.top;
states[i].state_change_mouse = true;
} else if (raw->data.mouse.lLastX != 0 || raw->data.mouse.lLastY != 0) {
states[i].x_last = states[i].x;
states[i].y_last = states[i].y;
states[i].x = states[i].x + raw->data.mouse.lLastX;
states[i].y = states[i].y + raw->data.mouse.lLastY;
states[i].state_change_mouse = true;
}
} else if (raw->header.dwType == RIM_TYPEKEYBOARD) {
// @todo Change so we can directly access the correct state (maybe map handle address to index?)
while (states[i].is_connected && states[i].handle_keyboard != raw->header.hDevice) {++i;}
if (!states[i].is_connected) {
return;
}
// https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rawkeyboard
RAWKEYBOARD rawKB = raw->data.keyboard;
states[i].key = raw->data.keyboard.MakeCode;
states[i].key_up = raw->data.keyboard.Flags & RI_KEY_BREAK;
states[i].key_down = raw->data.keyboard.Flags & RI_KEY_MAKE;
if (states[i].key_down) {
for (int j = 0; j < MAX_KEY_PRESSES; ++j) {
if (states[i].keys_down[j] == NULL) {
states[i].keys_down[j] = states[i].key;
}
}
} else if (states[i].key_up) {
for (int j = 0; j < MAX_KEY_PRESSES; ++j) {
if (states[i].keys_down[j] == states[i].key) {
states[i].keys_down[j] = NULL;
}
}
}
states[i].state_change_keyboard = true;
}
}
#endif