Files
SDL/src/core/windows/SDL_gameinput.cpp
Sam Lantinga 8a57c83ff9 Updated to GameInput v1.1
The biggest change is that the C API is no longer available.

Here are more details:
https://www.nuget.org/packages/Microsoft.GameInput

Fixes https://github.com/libsdl-org/SDL/issues/12802
2025-04-11 13:42:58 -07:00

98 lines
2.9 KiB
C++

/*
Simple DirectMedia Layer
Copyright (C) 1997-2025 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"
#ifdef HAVE_GAMEINPUT_H
#include "SDL_windows.h"
#include "SDL_gameinput.h"
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
#if GAMEINPUT_API_VERSION >= 1
hr = pGameInput->QueryInterface(IID_IGameInput, (void **)&g_pGameInput);
#else
// We require GameInput v1.1 or newer
hr = E_NOINTERFACE;
#endif
pGameInput->Release();
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
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) {
g_pGameInput->Release();
g_pGameInput = NULL;
}
if (g_hGameInputDLL) {
SDL_UnloadObject(g_hGameInputDLL);
g_hGameInputDLL = NULL;
}
}
}
#endif // HAVE_GAMEINPUT_H