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src/core/windows/SDL_gameinput.cpp
96 строк
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Anonymous Maarten
windows: vendor GameInput headers
30 июл 2026, 21:19
30 июл 2026, 21:19
b048e8e
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/* Simple DirectMedia Layer Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org> 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" #include "SDL_windows.h" #include "SDL_gameinput.h" #ifdef HAVE_GAMEINPUT_H #define USE_GAMEINPUTCREATE #if defined(SDL_PLATFORM_GDK) #ifdef _MSC_VER #pragma comment(lib, "gameinput.lib") #endif #endif static SDL_SharedObject *g_hGameInputDLL; static IGameInput *g_pGameInput; static int g_nGameInputRefCount; bool SDL_InitGameInput(IGameInput **ppGameInput) { if (g_nGameInputRefCount == 0) { // This is recommended, as Microsoft's GameInputCreate() is robust // and better handles various GameInput installations HRESULT hr = GameInputCreate(&g_pGameInput); if (FAILED(hr)) { return WIN_SetErrorFromHRESULT("GameInputCreate failed", hr); } } ++g_nGameInputRefCount; if (ppGameInput) { *ppGameInput = g_pGameInput; } return true; } bool SDL_GameInputReady(void) { return (g_pGameInput != NULL); } void SDL_QuitGameInput(void) { SDL_assert(g_nGameInputRefCount > 0); --g_nGameInputRefCount; if (g_nGameInputRefCount == 0) { if (g_pGameInput) { g_pGameInput->Release(); g_pGameInput = NULL; } if (g_hGameInputDLL) { SDL_UnloadObject(g_hGameInputDLL); g_hGameInputDLL = NULL; } } } bool SDL_UsingGameInputForXInputControllers(void) { if (SDL_GetHintBoolean(SDL_HINT_JOYSTICK_GAMEINPUT, SDL_GAMEINPUT_DEFAULT) && SDL_GameInputReady()) { return true; } return false; } #else bool SDL_UsingGameInputForXInputControllers(void) { return false; } #endif // HAVE_GAMEINPUT_H