Added infrastructure for querying battery status for GameInput
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1 changed files with 24 additions and 10 deletions
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@ -39,6 +39,7 @@ typedef struct GAMEINPUT_InternalDevice
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Uint16 product;
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SDL_JoystickGUID guid; /* generated by SDL */
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SDL_JoystickID device_instance; /* generated by SDL */
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SDL_bool wireless;
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GameInputRumbleMotors supportedRumbleMotors;
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SDL_bool isAdded;
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SDL_bool isDeleteRequested;
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@ -125,6 +126,7 @@ static int GAMEINPUT_InternalAddOrFind(IGameInputDevice *pDevice)
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elem->product = product;
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elem->guid = SDL_CreateJoystickGUID(bus, vendor, product, version, "GameInput", "Gamepad", 'g', 0);
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elem->device_instance = SDL_GetNextObjectID();
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elem->wireless = (devinfo->capabilities & GameInputDeviceCapabilityWireless);
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elem->supportedRumbleMotors = devinfo->supportedRumbleMotors;
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g_GameInputList.devices[g_GameInputList.count] = elem;
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@ -328,6 +330,19 @@ static SDL_JoystickID GAMEINPUT_JoystickGetDeviceInstanceID(int device_index)
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return GAMEINPUT_InternalFindByIndex(device_index)->device_instance;
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}
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static SDL_JoystickPowerLevel GAMEINPUT_InternalGetPowerLevel(IGameInputDevice *device)
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{
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GameInputBatteryState battery_state;
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SDL_zero(battery_state);
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IGameInputDevice_GetBatteryState(device, &battery_state);
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if (battery_state.status == GameInputBatteryDischarging) {
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/* FIXME: What are the units for remainingCapacity? */
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}
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return SDL_JOYSTICK_POWER_UNKNOWN;
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}
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static int GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
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{
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GAMEINPUT_InternalDevice *elem = GAMEINPUT_InternalFindByIndex(device_index);
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@ -356,6 +371,11 @@ static int GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
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SDL_SetBooleanProperty(SDL_GetJoystickProperties(joystick), SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN, SDL_TRUE);
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}
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if (elem->wireless) {
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joystick->epowerlevel = GAMEINPUT_InternalGetPowerLevel(elem->device);
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} else {
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joystick->epowerlevel = SDL_JOYSTICK_POWER_WIRED;
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}
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return 0;
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}
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@ -463,16 +483,10 @@ static void GAMEINPUT_JoystickUpdate(SDL_Joystick *joystick)
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IGameInputReading_Release(reading);
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#if 0
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/* FIXME: We can poll this at a much lower rate */
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GameInputBatteryState battery_state;
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SDL_zero(battery_state);
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IGameInputDevice_GetBatteryState(device, &battery_state);
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/* Xbox doesn't let you obtain the power level, pretend we're always full */
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SDL_SendJoystickBatteryLevel(joystick, SDL_JOYSTICK_POWER_FULL);
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#endif
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if (joystick->epowerlevel != SDL_JOYSTICK_POWER_WIRED) {
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/* FIXME: We can poll this at a much lower rate */
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SDL_SendJoystickBatteryLevel(joystick, GAMEINPUT_InternalGetPowerLevel(device));
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}
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}
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static void GAMEINPUT_JoystickClose(SDL_Joystick* joystick)
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