diff options
| author | 3gg <3gg@shellblade.net> | 2026-03-06 13:26:57 -0800 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2026-03-06 13:26:57 -0800 |
| commit | f5c89b3bd5d74849757fd5b4d1a300068522a3ca (patch) | |
| tree | d6f6e4c81745b393d7594b334710f30c0b2df3bd /SDL-3.2.8/src/core/windows/SDL_gameinput.c | |
Diffstat (limited to 'SDL-3.2.8/src/core/windows/SDL_gameinput.c')
| -rw-r--r-- | SDL-3.2.8/src/core/windows/SDL_gameinput.c | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/SDL-3.2.8/src/core/windows/SDL_gameinput.c b/SDL-3.2.8/src/core/windows/SDL_gameinput.c new file mode 100644 index 0000000..9ac5912 --- /dev/null +++ b/SDL-3.2.8/src/core/windows/SDL_gameinput.c | |||
| @@ -0,0 +1,98 @@ | |||
| 1 | /* | ||
| 2 | Simple DirectMedia Layer | ||
| 3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> | ||
| 4 | |||
| 5 | This software is provided 'as-is', without any express or implied | ||
| 6 | warranty. In no event will the authors be held liable for any damages | ||
| 7 | arising from the use of this software. | ||
| 8 | |||
| 9 | Permission is granted to anyone to use this software for any purpose, | ||
| 10 | including commercial applications, and to alter it and redistribute it | ||
| 11 | freely, subject to the following restrictions: | ||
| 12 | |||
| 13 | 1. The origin of this software must not be misrepresented; you must not | ||
| 14 | claim that you wrote the original software. If you use this software | ||
| 15 | in a product, an acknowledgment in the product documentation would be | ||
| 16 | appreciated but is not required. | ||
| 17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
| 18 | misrepresented as being the original software. | ||
| 19 | 3. This notice may not be removed or altered from any source distribution. | ||
| 20 | */ | ||
| 21 | #include "SDL_internal.h" | ||
| 22 | |||
| 23 | #ifdef HAVE_GAMEINPUT_H | ||
| 24 | |||
| 25 | #include "SDL_windows.h" | ||
| 26 | #include "SDL_gameinput.h" | ||
| 27 | |||
| 28 | #ifdef SDL_PLATFORM_WIN32 | ||
| 29 | #include <initguid.h> | ||
| 30 | // {11BE2A7E-4254-445A-9C09-FFC40F006918} | ||
| 31 | DEFINE_GUID(SDL_IID_GameInput, 0x11BE2A7E, 0x4254, 0x445A, 0x9C, 0x09, 0xFF, 0xC4, 0x0F, 0x00, 0x69, 0x18); | ||
| 32 | #endif | ||
| 33 | |||
| 34 | static SDL_SharedObject *g_hGameInputDLL; | ||
| 35 | static IGameInput *g_pGameInput; | ||
| 36 | static int g_nGameInputRefCount; | ||
| 37 | |||
| 38 | bool SDL_InitGameInput(IGameInput **ppGameInput) | ||
| 39 | { | ||
| 40 | if (g_nGameInputRefCount == 0) { | ||
| 41 | g_hGameInputDLL = SDL_LoadObject("gameinput.dll"); | ||
| 42 | if (!g_hGameInputDLL) { | ||
| 43 | return false; | ||
| 44 | } | ||
| 45 | |||
| 46 | typedef HRESULT (WINAPI *GameInputCreate_t)(IGameInput * *gameInput); | ||
| 47 | GameInputCreate_t GameInputCreateFunc = (GameInputCreate_t)SDL_LoadFunction(g_hGameInputDLL, "GameInputCreate"); | ||
| 48 | if (!GameInputCreateFunc) { | ||
| 49 | SDL_UnloadObject(g_hGameInputDLL); | ||
| 50 | return false; | ||
| 51 | } | ||
| 52 | |||
| 53 | IGameInput *pGameInput = NULL; | ||
| 54 | HRESULT hr = GameInputCreateFunc(&pGameInput); | ||
| 55 | if (FAILED(hr)) { | ||
| 56 | SDL_UnloadObject(g_hGameInputDLL); | ||
| 57 | return WIN_SetErrorFromHRESULT("GameInputCreate failed", hr); | ||
| 58 | } | ||
| 59 | |||
| 60 | #ifdef SDL_PLATFORM_WIN32 | ||
| 61 | hr = IGameInput_QueryInterface(pGameInput, &SDL_IID_GameInput, (void **)&g_pGameInput); | ||
| 62 | IGameInput_Release(pGameInput); | ||
| 63 | if (FAILED(hr)) { | ||
| 64 | SDL_UnloadObject(g_hGameInputDLL); | ||
| 65 | return WIN_SetErrorFromHRESULT("GameInput QueryInterface failed", hr); | ||
| 66 | } | ||
| 67 | #else | ||
| 68 | // Assume that the version we get is compatible with the current SDK | ||
| 69 | // If that isn't the case, define the correct GUID for SDL_IID_GameInput above | ||
| 70 | g_pGameInput = pGameInput; | ||
| 71 | #endif | ||
| 72 | } | ||
| 73 | ++g_nGameInputRefCount; | ||
| 74 | |||
| 75 | if (ppGameInput) { | ||
| 76 | *ppGameInput = g_pGameInput; | ||
| 77 | } | ||
| 78 | return true; | ||
| 79 | } | ||
| 80 | |||
| 81 | void SDL_QuitGameInput(void) | ||
| 82 | { | ||
| 83 | SDL_assert(g_nGameInputRefCount > 0); | ||
| 84 | |||
| 85 | --g_nGameInputRefCount; | ||
| 86 | if (g_nGameInputRefCount == 0) { | ||
| 87 | if (g_pGameInput) { | ||
| 88 | IGameInput_Release(g_pGameInput); | ||
| 89 | g_pGameInput = NULL; | ||
| 90 | } | ||
| 91 | if (g_hGameInputDLL) { | ||
| 92 | SDL_UnloadObject(g_hGameInputDLL); | ||
| 93 | g_hGameInputDLL = NULL; | ||
| 94 | } | ||
| 95 | } | ||
| 96 | } | ||
| 97 | |||
| 98 | #endif // HAVE_GAMEINPUT_H | ||
