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/***************************************************************************
* *
* XInput.h -- This module defines Xbox 360 Common Controller APIs *
* and constants for the Windows platform. *
* *
* Copyright (c) Microsoft Corp. All rights reserved. *
* *
***************************************************************************/
#ifdef _MSC_VER
#pragma once
#endif
#include <windef.h>
#include <winapifamily.h>
#pragma region Application Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
// Current name of the DLL shipped in the same SDK as this header.
// The name reflects the current version
#if(_WIN32_WINNT >= _WIN32_WINNT_WIN8)
#define XINPUT_DLL_A "xinput1_4.dll"
#define XINPUT_DLL_W L"xinput1_4.dll"
#else
#define XINPUT_DLL_A "xinput9_1_0.dll"
#define XINPUT_DLL_W L"xinput9_1_0.dll"
#endif
#ifdef UNICODE
#define XINPUT_DLL XINPUT_DLL_W
#else
#define XINPUT_DLL XINPUT_DLL_A
#endif
//
// Device types available in XINPUT_CAPABILITIES
//
#define XINPUT_DEVTYPE_GAMEPAD 0x01
//
// Device subtypes available in XINPUT_CAPABILITIES
//
#define XINPUT_DEVSUBTYPE_GAMEPAD 0x01
#if(_WIN32_WINNT >= _WIN32_WINNT_WIN8)
#define XINPUT_DEVSUBTYPE_UNKNOWN 0x00
#define XINPUT_DEVSUBTYPE_WHEEL 0x02
#define XINPUT_DEVSUBTYPE_ARCADE_STICK 0x03
#define XINPUT_DEVSUBTYPE_FLIGHT_STICK 0x04
#define XINPUT_DEVSUBTYPE_DANCE_PAD 0x05
#define XINPUT_DEVSUBTYPE_GUITAR 0x06
#define XINPUT_DEVSUBTYPE_GUITAR_ALTERNATE 0x07
#define XINPUT_DEVSUBTYPE_DRUM_KIT 0x08
#define XINPUT_DEVSUBTYPE_GUITAR_BASS 0x0B
#define XINPUT_DEVSUBTYPE_ARCADE_PAD 0x13
#endif //(_WIN32_WINNT >= _WIN32_WINNT_WIN8)
//
// Flags for XINPUT_CAPABILITIES
//
#define XINPUT_CAPS_VOICE_SUPPORTED 0x0004
#if(_WIN32_WINNT >= _WIN32_WINNT_WIN8)
#define XINPUT_CAPS_FFB_SUPPORTED 0x0001
#define XINPUT_CAPS_WIRELESS 0x0002
#define XINPUT_CAPS_PMD_SUPPORTED 0x0008
#define XINPUT_CAPS_NO_NAVIGATION 0x0010
#endif //(_WIN32_WINNT >= _WIN32_WINNT_WIN8)
//
// Constants for gamepad buttons
//
#define XINPUT_GAMEPAD_DPAD_UP 0x0001
#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
#define XINPUT_GAMEPAD_START 0x0010
#define XINPUT_GAMEPAD_BACK 0x0020
#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
#define XINPUT_GAMEPAD_A 0x1000
#define XINPUT_GAMEPAD_B 0x2000
#define XINPUT_GAMEPAD_X 0x4000
#define XINPUT_GAMEPAD_Y 0x8000
//
// Gamepad thresholds
//
#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849
#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30
//
// Flags to pass to XInputGetCapabilities
//
#define XINPUT_FLAG_GAMEPAD 0x00000001
#if(_WIN32_WINNT >= _WIN32_WINNT_WIN8)
//
// Devices that support batteries
//
#define BATTERY_DEVTYPE_GAMEPAD 0x00
#define BATTERY_DEVTYPE_HEADSET 0x01
//
// Flags for battery status level
//
#define BATTERY_TYPE_DISCONNECTED 0x00 // This device is not connected
#define BATTERY_TYPE_WIRED 0x01 // Wired device, no battery
#define BATTERY_TYPE_ALKALINE 0x02 // Alkaline battery source
#define BATTERY_TYPE_NIMH 0x03 // Nickel Metal Hydride battery source
#define BATTERY_TYPE_UNKNOWN 0xFF // Cannot determine the battery type
// These are only valid for wireless, connected devices, with known battery types
// The amount of use time remaining depends on the type of device.
#define BATTERY_LEVEL_EMPTY 0x00
#define BATTERY_LEVEL_LOW 0x01
#define BATTERY_LEVEL_MEDIUM 0x02
#define BATTERY_LEVEL_FULL 0x03
#endif //(_WIN32_WINNT >= _WIN32_WINNT_WIN8)
// User index definitions
#define XUSER_MAX_COUNT 4
#define XUSER_INDEX_ANY 0x000000FF
#if(_WIN32_WINNT >= _WIN32_WINNT_WIN8)
//
// Codes returned for the gamepad keystroke
//
#define VK_PAD_A 0x5800
#define VK_PAD_B 0x5801
#define VK_PAD_X 0x5802
#define VK_PAD_Y 0x5803
#define VK_PAD_RSHOULDER 0x5804
#define VK_PAD_LSHOULDER 0x5805
#define VK_PAD_LTRIGGER 0x5806
#define VK_PAD_RTRIGGER 0x5807
#define VK_PAD_DPAD_UP 0x5810
#define VK_PAD_DPAD_DOWN 0x5811
#define VK_PAD_DPAD_LEFT 0x5812
#define VK_PAD_DPAD_RIGHT 0x5813
#define VK_PAD_START 0x5814
#define VK_PAD_BACK 0x5815
#define VK_PAD_LTHUMB_PRESS 0x5816
#define VK_PAD_RTHUMB_PRESS 0x5817
#define VK_PAD_LTHUMB_UP 0x5820
#define VK_PAD_LTHUMB_DOWN 0x5821
#define VK_PAD_LTHUMB_RIGHT 0x5822
#define VK_PAD_LTHUMB_LEFT 0x5823
#define VK_PAD_LTHUMB_UPLEFT 0x5824
#define VK_PAD_LTHUMB_UPRIGHT 0x5825
#define VK_PAD_LTHUMB_DOWNRIGHT 0x5826
#define VK_PAD_LTHUMB_DOWNLEFT 0x5827
#define VK_PAD_RTHUMB_UP 0x5830
#define VK_PAD_RTHUMB_DOWN 0x5831
#define VK_PAD_RTHUMB_RIGHT 0x5832
#define VK_PAD_RTHUMB_LEFT 0x5833
#define VK_PAD_RTHUMB_UPLEFT 0x5834
#define VK_PAD_RTHUMB_UPRIGHT 0x5835
#define VK_PAD_RTHUMB_DOWNRIGHT 0x5836
#define VK_PAD_RTHUMB_DOWNLEFT 0x5837
//
// Flags used in XINPUT_KEYSTROKE
//
#define XINPUT_KEYSTROKE_KEYDOWN 0x0001
#define XINPUT_KEYSTROKE_KEYUP 0x0002
#define XINPUT_KEYSTROKE_REPEAT 0x0004
#endif //(_WIN32_WINNT >= _WIN32_WINNT_WIN8)
//
// Structures used by XInput APIs
//
typedef struct _XINPUT_GAMEPAD
{
WORD wButtons;
BYTE bLeftTrigger;
BYTE bRightTrigger;
SHORT sThumbLX;
SHORT sThumbLY;
SHORT sThumbRX;
SHORT sThumbRY;
} XINPUT_GAMEPAD, *PXINPUT_GAMEPAD;
typedef struct _XINPUT_STATE
{
DWORD dwPacketNumber;
XINPUT_GAMEPAD Gamepad;
} XINPUT_STATE, *PXINPUT_STATE;
typedef struct _XINPUT_VIBRATION
{
WORD wLeftMotorSpeed;
WORD wRightMotorSpeed;
} XINPUT_VIBRATION, *PXINPUT_VIBRATION;
typedef struct _XINPUT_CAPABILITIES
{
BYTE Type;
BYTE SubType;
WORD Flags;
XINPUT_GAMEPAD Gamepad;
XINPUT_VIBRATION Vibration;
} XINPUT_CAPABILITIES, *PXINPUT_CAPABILITIES;
#if(_WIN32_WINNT >= _WIN32_WINNT_WIN8)
typedef struct _XINPUT_BATTERY_INFORMATION
{
BYTE BatteryType;
BYTE BatteryLevel;
} XINPUT_BATTERY_INFORMATION, *PXINPUT_BATTERY_INFORMATION;
typedef struct _XINPUT_KEYSTROKE
{
WORD VirtualKey;
WCHAR Unicode;
WORD Flags;
BYTE UserIndex;
BYTE HidCode;
} XINPUT_KEYSTROKE, *PXINPUT_KEYSTROKE;
#endif //(_WIN32_WINNT >= _WIN32_WINNT_WIN8)
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) */
#pragma endregion
//
// XInput APIs
//
#ifdef __cplusplus
extern "C" {
#endif
#pragma region Application Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
DWORD WINAPI XInputGetState
(
_In_ DWORD dwUserIndex, // Index of the gamer associated with the device
_Out_ XINPUT_STATE* pState // Receives the current state
);
DWORD WINAPI XInputSetState
(
_In_ DWORD dwUserIndex, // Index of the gamer associated with the device
_In_ XINPUT_VIBRATION* pVibration // The vibration information to send to the controller
);
DWORD WINAPI XInputGetCapabilities
(
_In_ DWORD dwUserIndex, // Index of the gamer associated with the device
_In_ DWORD dwFlags, // Input flags that identify the device type
_Out_ XINPUT_CAPABILITIES* pCapabilities // Receives the capabilities
);
#if(_WIN32_WINNT >= _WIN32_WINNT_WIN8)
void WINAPI XInputEnable
(
_In_ BOOL enable // [in] Indicates whether xinput is enabled or disabled.
);
#if(_WIN32_WINNT >= _WIN32_WINNT_WIN10)
#pragma deprecated(XInputEnable)
#endif
DWORD WINAPI XInputGetAudioDeviceIds
(
_In_ DWORD dwUserIndex, // Index of the gamer associated with the device
_Out_writes_opt_(*pRenderCount) LPWSTR pRenderDeviceId, // Windows Core Audio device ID string for render (speakers)
_Inout_opt_ UINT* pRenderCount, // Size of render device ID string buffer (in wide-chars)
_Out_writes_opt_(*pCaptureCount) LPWSTR pCaptureDeviceId, // Windows Core Audio device ID string for capture (microphone)
_Inout_opt_ UINT* pCaptureCount // Size of capture device ID string buffer (in wide-chars)
);
DWORD WINAPI XInputGetBatteryInformation
(
_In_ DWORD dwUserIndex, // Index of the gamer associated with the device
_In_ BYTE devType, // Which device on this user index
_Out_ XINPUT_BATTERY_INFORMATION* pBatteryInformation // Contains the level and types of batteries
);
DWORD WINAPI XInputGetKeystroke
(
_In_ DWORD dwUserIndex, // Index of the gamer associated with the device
_Reserved_ DWORD dwReserved, // Reserved for future use
_Out_ PXINPUT_KEYSTROKE pKeystroke // Pointer to an XINPUT_KEYSTROKE structure that receives an input event.
);
#endif //(_WIN32_WINNT >= _WIN32_WINNT_WIN8)
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP) */
#pragma endregion
#pragma region Desktop Family
#if WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
#if(_WIN32_WINNT < _WIN32_WINNT_WIN8)
DWORD WINAPI XInputGetDSoundAudioDeviceGuids
(
_In_ DWORD dwUserIndex, // Index of the gamer associated with the device
_Out_ GUID* pDSoundRenderGuid, // DSound device ID for render (speakers)
_Out_ GUID* pDSoundCaptureGuid // DSound device ID for capture (microphone)
);
#endif //(_WIN32_WINNT < _WIN32_WINNT_WIN8)
#endif /* WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) */
#pragma endregion
#ifdef __cplusplus
}
#endif