From f5c89b3bd5d74849757fd5b4d1a300068522a3ca Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:26:57 -0800 Subject: Initial commit --- SDL-3.2.8/src/core/windows/SDL_gameinput.c | 98 ++++++++++++++++++++++++++++++ 1 file changed, 98 insertions(+) create mode 100644 SDL-3.2.8/src/core/windows/SDL_gameinput.c (limited to 'SDL-3.2.8/src/core/windows/SDL_gameinput.c') 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 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ +#include "SDL_internal.h" + +#ifdef HAVE_GAMEINPUT_H + +#include "SDL_windows.h" +#include "SDL_gameinput.h" + +#ifdef SDL_PLATFORM_WIN32 +#include +// {11BE2A7E-4254-445A-9C09-FFC40F006918} +DEFINE_GUID(SDL_IID_GameInput, 0x11BE2A7E, 0x4254, 0x445A, 0x9C, 0x09, 0xFF, 0xC4, 0x0F, 0x00, 0x69, 0x18); +#endif + +static SDL_SharedObject *g_hGameInputDLL; +static IGameInput *g_pGameInput; +static int g_nGameInputRefCount; + +bool SDL_InitGameInput(IGameInput **ppGameInput) +{ + if (g_nGameInputRefCount == 0) { + g_hGameInputDLL = SDL_LoadObject("gameinput.dll"); + if (!g_hGameInputDLL) { + return false; + } + + typedef HRESULT (WINAPI *GameInputCreate_t)(IGameInput * *gameInput); + GameInputCreate_t GameInputCreateFunc = (GameInputCreate_t)SDL_LoadFunction(g_hGameInputDLL, "GameInputCreate"); + if (!GameInputCreateFunc) { + SDL_UnloadObject(g_hGameInputDLL); + return false; + } + + IGameInput *pGameInput = NULL; + HRESULT hr = GameInputCreateFunc(&pGameInput); + if (FAILED(hr)) { + SDL_UnloadObject(g_hGameInputDLL); + return WIN_SetErrorFromHRESULT("GameInputCreate failed", hr); + } + +#ifdef SDL_PLATFORM_WIN32 + hr = IGameInput_QueryInterface(pGameInput, &SDL_IID_GameInput, (void **)&g_pGameInput); + IGameInput_Release(pGameInput); + if (FAILED(hr)) { + SDL_UnloadObject(g_hGameInputDLL); + return WIN_SetErrorFromHRESULT("GameInput QueryInterface failed", hr); + } +#else + // Assume that the version we get is compatible with the current SDK + // If that isn't the case, define the correct GUID for SDL_IID_GameInput above + g_pGameInput = pGameInput; +#endif + } + ++g_nGameInputRefCount; + + if (ppGameInput) { + *ppGameInput = g_pGameInput; + } + return true; +} + +void SDL_QuitGameInput(void) +{ + SDL_assert(g_nGameInputRefCount > 0); + + --g_nGameInputRefCount; + if (g_nGameInputRefCount == 0) { + if (g_pGameInput) { + IGameInput_Release(g_pGameInput); + g_pGameInput = NULL; + } + if (g_hGameInputDLL) { + SDL_UnloadObject(g_hGameInputDLL); + g_hGameInputDLL = NULL; + } + } +} + +#endif // HAVE_GAMEINPUT_H -- cgit v1.2.3