wined3d: Rename WINED3D_MAX_TEXTURES to WINED3D_MAX_FFP_TEXTURES.
[wine.git] / include / xinput.h
blobf7c291630cb881d52a854c8a19fe916e8638494f
1 /*
2 * The Wine project - Xinput Joystick Library
3 * Copyright 2008 Andrew Fenn
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #ifndef __WINE_XINPUT_H
21 #define __WINE_XINPUT_H
23 #include <windef.h>
26 * Bitmasks for the joysticks buttons, determines what has
27 * been pressed on the joystick, these need to be mapped
28 * to whatever device you're using instead of an xbox 360
29 * joystick
32 #define XINPUT_GAMEPAD_DPAD_UP 0x0001
33 #define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
34 #define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
35 #define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
36 #define XINPUT_GAMEPAD_START 0x0010
37 #define XINPUT_GAMEPAD_BACK 0x0020
38 #define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
39 #define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
40 #define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
41 #define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
42 #define XINPUT_GAMEPAD_A 0x1000
43 #define XINPUT_GAMEPAD_B 0x2000
44 #define XINPUT_GAMEPAD_X 0x4000
45 #define XINPUT_GAMEPAD_Y 0x8000
48 * Defines the flags used to determine if the user is pushing
49 * down on a button, not holding a button, etc
52 #define XINPUT_KEYSTROKE_KEYDOWN 0x0001
53 #define XINPUT_KEYSTROKE_KEYUP 0x0002
54 #define XINPUT_KEYSTROKE_REPEAT 0x0004
57 * Defines the codes which are returned by XInputGetKeystroke
60 #define VK_PAD_A 0x5800
61 #define VK_PAD_B 0x5801
62 #define VK_PAD_X 0x5802
63 #define VK_PAD_Y 0x5803
64 #define VK_PAD_RSHOULDER 0x5804
65 #define VK_PAD_LSHOULDER 0x5805
66 #define VK_PAD_LTRIGGER 0x5806
67 #define VK_PAD_RTRIGGER 0x5807
68 #define VK_PAD_DPAD_UP 0x5810
69 #define VK_PAD_DPAD_DOWN 0x5811
70 #define VK_PAD_DPAD_LEFT 0x5812
71 #define VK_PAD_DPAD_RIGHT 0x5813
72 #define VK_PAD_START 0x5814
73 #define VK_PAD_BACK 0x5815
74 #define VK_PAD_LTHUMB_PRESS 0x5816
75 #define VK_PAD_RTHUMB_PRESS 0x5817
76 #define VK_PAD_LTHUMB_UP 0x5820
77 #define VK_PAD_LTHUMB_DOWN 0x5821
78 #define VK_PAD_LTHUMB_RIGHT 0x5822
79 #define VK_PAD_LTHUMB_LEFT 0x5823
80 #define VK_PAD_LTHUMB_UPLEFT 0x5824
81 #define VK_PAD_LTHUMB_UPRIGHT 0x5825
82 #define VK_PAD_LTHUMB_DOWNRIGHT 0x5826
83 #define VK_PAD_LTHUMB_DOWNLEFT 0x5827
84 #define VK_PAD_RTHUMB_UP 0x5830
85 #define VK_PAD_RTHUMB_DOWN 0x5831
86 #define VK_PAD_RTHUMB_RIGHT 0x5832
87 #define VK_PAD_RTHUMB_LEFT 0x5833
88 #define VK_PAD_RTHUMB_UPLEFT 0x5834
89 #define VK_PAD_RTHUMB_UPRIGHT 0x5835
90 #define VK_PAD_RTHUMB_DOWNRIGHT 0x5836
91 #define VK_PAD_RTHUMB_DOWNLEFT 0x5837
94 * Deadzones are for analogue joystick controls on the joypad
95 * which determine when input should be assumed to be in the
96 * middle of the pad. This is a threshold to stop a joypad
97 * controlling the game when the player isn't touching the
98 * controls.
101 #define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849
102 #define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
103 #define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30
107 * Defines what type of abilities the type of joystick has
108 * DEVTYPE_GAMEPAD is available for all joysticks, however
109 * there may be more specific identifiers for other joysticks
110 * which are being used.
113 #define XINPUT_DEVTYPE_GAMEPAD 0x01
114 #define XINPUT_DEVSUBTYPE_GAMEPAD 0x01
115 #define XINPUT_DEVSUBTYPE_WHEEL 0x02
116 #define XINPUT_DEVSUBTYPE_ARCADE_STICK 0x03
117 #define XINPUT_DEVSUBTYPE_FLIGHT_SICK 0x04
118 #define XINPUT_DEVSUBTYPE_DANCE_PAD 0x05
119 #define XINPUT_DEVSUBTYPE_GUITAR 0x06
120 #define XINPUT_DEVSUBTYPE_GUITAR_ALTERNATE 0x07
121 #define XINPUT_DEVSUBTYPE_DRUM_KIT 0x08
122 #define XINPUT_DEVSUBTYPE_GUITAR_BASS 0x0b
123 #define XINPUT_DEVSUBTYPE_ARCADE_PAD 0x13
126 * These are used with the XInputGetCapabilities function to
127 * determine the abilities to the joystick which has been
128 * plugged in.
131 #define XINPUT_CAPS_VOICE_SUPPORTED 0x0004
132 #define XINPUT_FLAG_GAMEPAD 0x00000001
135 * Defines the status of the battery if one is used in the
136 * attached joystick. The first two define if the joystick
137 * supports a battery. Disconnected means that the joystick
138 * isn't connected. Wired shows that the joystick is a wired
139 * joystick.
142 #define BATTERY_DEVTYPE_GAMEPAD 0x00
143 #define BATTERY_DEVTYPE_HEADSET 0x01
144 #define BATTERY_TYPE_DISCONNECTED 0x00
145 #define BATTERY_TYPE_WIRED 0x01
146 #define BATTERY_TYPE_ALKALINE 0x02
147 #define BATTERY_TYPE_NIMH 0x03
148 #define BATTERY_TYPE_UNKNOWN 0xFF
149 #define BATTERY_LEVEL_EMPTY 0x00
150 #define BATTERY_LEVEL_LOW 0x01
151 #define BATTERY_LEVEL_MEDIUM 0x02
152 #define BATTERY_LEVEL_FULL 0x03
155 * How many joysticks can be used with this library. Games that
156 * use the xinput library will not go over this number.
159 #define XUSER_MAX_COUNT 4
160 #define XUSER_INDEX_ANY 0x000000FF
162 #define XINPUT_CAPS_FFB_SUPPORTED 0x0001
163 #define XINPUT_CAPS_WIRELESS 0x0002
164 #define XINPUT_CAPS_PMD_SUPPORTED 0x0008
165 #define XINPUT_CAPS_NO_NAVIGATION 0x0010
168 * Defines the structure of an xbox 360 joystick.
171 typedef struct _XINPUT_GAMEPAD {
172 WORD wButtons;
173 BYTE bLeftTrigger;
174 BYTE bRightTrigger;
175 SHORT sThumbLX;
176 SHORT sThumbLY;
177 SHORT sThumbRX;
178 SHORT sThumbRY;
179 } XINPUT_GAMEPAD, *PXINPUT_GAMEPAD;
181 typedef struct _XINPUT_STATE {
182 DWORD dwPacketNumber;
183 XINPUT_GAMEPAD Gamepad;
184 } XINPUT_STATE, *PXINPUT_STATE;
187 * Defines the structure of how much vibration is set on both the
188 * right and left motors in a joystick. If you're not using a 360
189 * joystick you will have to map these to your device.
192 typedef struct _XINPUT_VIBRATION {
193 WORD wLeftMotorSpeed;
194 WORD wRightMotorSpeed;
195 } XINPUT_VIBRATION, *PXINPUT_VIBRATION;
198 * Defines the structure for what kind of abilities the joystick has
199 * such abilities are things such as if the joystick has the ability
200 * to send and receive audio, if the joystick is in fact a driving
201 * wheel or perhaps if the joystick is some kind of dance pad or
202 * guitar.
205 typedef struct _XINPUT_CAPABILITIES {
206 BYTE Type;
207 BYTE SubType;
208 WORD Flags;
209 XINPUT_GAMEPAD Gamepad;
210 XINPUT_VIBRATION Vibration;
211 } XINPUT_CAPABILITIES, *PXINPUT_CAPABILITIES;
214 * Defines the structure for a joystick input event which is
215 * retrieved using the function XInputGetKeystroke
217 typedef struct _XINPUT_KEYSTROKE {
218 WORD VirtualKey;
219 WCHAR Unicode;
220 WORD Flags;
221 BYTE UserIndex;
222 BYTE HidCode;
223 } XINPUT_KEYSTROKE, *PXINPUT_KEYSTROKE;
225 typedef struct _XINPUT_BATTERY_INFORMATION
227 BYTE BatteryType;
228 BYTE BatteryLevel;
229 } XINPUT_BATTERY_INFORMATION, *PXINPUT_BATTERY_INFORMATION;
231 #ifdef __cplusplus
232 extern "C" {
233 #endif
235 void WINAPI XInputEnable(BOOL);
236 DWORD WINAPI XInputSetState(DWORD, XINPUT_VIBRATION*);
237 DWORD WINAPI XInputGetState(DWORD, XINPUT_STATE*);
238 DWORD WINAPI XInputGetKeystroke(DWORD, DWORD, PXINPUT_KEYSTROKE);
239 DWORD WINAPI XInputGetCapabilities(DWORD, DWORD, XINPUT_CAPABILITIES*);
240 DWORD WINAPI XInputGetDSoundAudioDeviceGuids(DWORD, GUID*, GUID*);
241 DWORD WINAPI XInputGetBatteryInformation(DWORD, BYTE, XINPUT_BATTERY_INFORMATION*);
243 DWORD WINAPI XInputGetStateEx(DWORD, XINPUT_STATE*);
245 #ifdef __cplusplus
247 #endif
249 #endif /* __WINE_XINPUT_H */