mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-09-13 23:08:13 +00:00

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
98 lines
2.9 KiB
C++
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
|