基于XInput的罗技手柄编程

点击这里下载源代码

基于XInput的罗技手柄编程_第1张图片

2011年8月4日 17:11:29

准备工作:
1.在http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=6812 下载DirectX SDK,并安装(C:\Program Files\Microsoft DirectX SDK).
2.VS中VC++ Include目录加入,C:\Program Files\Microsoft DirectX SDK\Include,libs目录中加入,C:\Program Files\Microsoft DirectX SDK\Lib\x86.
3.程序中加入XInput.h头文件以及XInput.lib
#include <XInput.h>
#pragma comment(lib, "XInput.lib").




正常使用该程序手柄设定(仅在罗技手柄F710做过测试):DX键拨到X,MODE灯灭掉,VIBRATION打开(按下时震动时间较长即为打开),该程序只能对一个手柄进行操作,但修改后可对最多4个手柄进行操作.
1.按下Initialize Joystick按键,测试是否能够读取到手柄数据来测试是否有手柄连接,若有手柄连接,则开启读取手柄数据线程,并且enable震动手柄按键.
2.在读取手柄数据线程中,读取tigger以及thumbstick控制量数据并输出到对应控件中,若某一按键被按下,对应的button也会enable.
3.当按下vibrate button,手柄会高速震动,直到关闭程序或者stop vibration.

4.当关闭程序时,读取手柄控制bool型变量为false,使得读取手柄数据线程终止,等待读取手柄数据线程终止后程序退出.

// Joystick_Test1Dlg.h : 头文件
//

#pragma once
// #############################################################################
// #############################################################################
#include <XInput.h>
#include "afxwin.h"
#pragma comment(lib, "XInput.lib")
// #############################################################################
// #############################################################################


// CJoystick_Test1Dlg 对话框
class CJoystick_Test1Dlg : public CDialog
{
// 构造
public:
	CJoystick_Test1Dlg(CWnd* pParent = NULL);	// 标准构造函数

// 对话框数据
	enum { IDD = IDD_JOYSTICK_TEST1_DIALOG };

	protected:
	virtual void DoDataExchange(CDataExchange* pDX);	// DDX/DDV 支持


// 实现
protected:
	HICON m_hIcon;

	// 生成的消息映射函数
	virtual BOOL OnInitDialog();
	afx_msg void OnSysCommand(UINT nID, LPARAM lParam);
	afx_msg void OnPaint();
	afx_msg HCURSOR OnQueryDragIcon();
	DECLARE_MESSAGE_MAP()
public:
	afx_msg void OnBnClickedButton1();
public:
	afx_msg void OnBnClickedButtonInitialize();
public:
	afx_msg void OnBnClickedButtonVibrate();
public:
	// 手柄状态变量
	XINPUT_STATE m_ControlerState;
public:
	CButton m_buttonVibrate;
public:
	// true时读取数据,false停止读取
	bool m_bRead;
public:
	afx_msg void OnClose();
public:
	// 线程句柄
	CWinThread* m_threadHandle;
public:
	CButton m_buttonDpadUp;
public:
	CButton m_buttonDpadLeft;
public:
	CButton m_buttonDpadDown;
public:
	CButton m_buttonDpadRight;
public:
	CButton m_buttonLeftShoulder;
public:
	CButton m_buttonBack;
public:
	CButton m_buttonStart;
public:
	CButton m_buttonY;
public:
	CButton m_buttonX;
public:
	CButton m_buttonA;
public:
	CButton m_buttonB;
public:
	CButton m_buttonRightShoulder;
public:
	CButton m_buttonInitialize;
public:
	XINPUT_VIBRATION m_vibration;
public:
	CButton m_buttonStopVibrate;
public:
	afx_msg void OnBnClickedButtonStopVibrate();
};

// Joystick_Test1Dlg.cpp : 实现文件
//

#include "stdafx.h"
#include "Joystick_Test1.h"
#include "Joystick_Test1Dlg.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#endif


// 用于应用程序“关于”菜单项的 CAboutDlg 对话框

class CAboutDlg : public CDialog
{
public:
	CAboutDlg();

// 对话框数据
	enum { IDD = IDD_ABOUTBOX };

	protected:
	virtual void DoDataExchange(CDataExchange* pDX);    // DDX/DDV 支持

// 实现
protected:
	DECLARE_MESSAGE_MAP()
};

CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
}

void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
	CDialog::DoDataExchange(pDX);
}

BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
END_MESSAGE_MAP()


// CJoystick_Test1Dlg 对话框




CJoystick_Test1Dlg::CJoystick_Test1Dlg(CWnd* pParent /*=NULL*/)
	: CDialog(CJoystick_Test1Dlg::IDD, pParent)
	, m_bRead(false)
	, m_threadHandle(NULL)
{
	m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
}

void CJoystick_Test1Dlg::DoDataExchange(CDataExchange* pDX)
{
	CDialog::DoDataExchange(pDX);
	DDX_Control(pDX, IDC_BUTTON_VIBRATE, m_buttonVibrate);
	DDX_Control(pDX, IDC_BUTTON_DPAD_UP, m_buttonDpadUp);
	DDX_Control(pDX, IDC_BUTTON_DPAD_LEFT, m_buttonDpadLeft);
	DDX_Control(pDX, IDC_BUTTON_DPAD_DOWN, m_buttonDpadDown);
	DDX_Control(pDX, IDC_BUTTON_DPAD_RIGHT, m_buttonDpadRight);
	DDX_Control(pDX, IDC_BUTTON_LEFT_SHOULDER, m_buttonLeftShoulder);
	DDX_Control(pDX, IDC_BUTTON_BACK, m_buttonBack);
	DDX_Control(pDX, IDC_BUTTON_START, m_buttonStart);
	DDX_Control(pDX, IDC_BUTTON_Y, m_buttonY);
	DDX_Control(pDX, IDC_BUTTON_X, m_buttonX);
	DDX_Control(pDX, IDC_BUTTON_A, m_buttonA);
	DDX_Control(pDX, IDC_BUTTON_B, m_buttonB);
	DDX_Control(pDX, IDC_BUTTON_RIGHT_SHOULDER, m_buttonRightShoulder);
	DDX_Control(pDX, IDC_BUTTON_INITIALIZE, m_buttonInitialize);
	DDX_Control(pDX, IDC_BUTTON_STOP_VIBRATE, m_buttonStopVibrate);
}

BEGIN_MESSAGE_MAP(CJoystick_Test1Dlg, CDialog)
	ON_WM_SYSCOMMAND()
	ON_WM_PAINT()
	ON_WM_QUERYDRAGICON()
	//}}AFX_MSG_MAP
	ON_BN_CLICKED(IDC_BUTTON_INITIALIZE, &CJoystick_Test1Dlg::OnBnClickedButtonInitialize)
	ON_BN_CLICKED(IDC_BUTTON_VIBRATE, &CJoystick_Test1Dlg::OnBnClickedButtonVibrate)
	ON_WM_CLOSE()
	ON_BN_CLICKED(IDC_BUTTON_STOP_VIBRATE, &CJoystick_Test1Dlg::OnBnClickedButtonStopVibrate)
END_MESSAGE_MAP()


// CJoystick_Test1Dlg 消息处理程序

BOOL CJoystick_Test1Dlg::OnInitDialog()
{
	CDialog::OnInitDialog();

	// 将“关于...”菜单项添加到系统菜单中。

	// IDM_ABOUTBOX 必须在系统命令范围内。
	ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
	ASSERT(IDM_ABOUTBOX < 0xF000);

	CMenu* pSysMenu = GetSystemMenu(FALSE);
	if (pSysMenu != NULL)
	{
		CString strAboutMenu;
		strAboutMenu.LoadString(IDS_ABOUTBOX);
		if (!strAboutMenu.IsEmpty())
		{
			pSysMenu->AppendMenu(MF_SEPARATOR);
			pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
		}
	}

	// 设置此对话框的图标。当应用程序主窗口不是对话框时,框架将自动
	//  执行此操作
	SetIcon(m_hIcon, TRUE);			// 设置大图标
	SetIcon(m_hIcon, FALSE);		// 设置小图标

	// TODO: 在此添加额外的初始化代码

	return TRUE;  // 除非将焦点设置到控件,否则返回 TRUE
}

void CJoystick_Test1Dlg::OnSysCommand(UINT nID, LPARAM lParam)
{
	if ((nID & 0xFFF0) == IDM_ABOUTBOX)
	{
		CAboutDlg dlgAbout;
		dlgAbout.DoModal();
	}
	else
	{
		CDialog::OnSysCommand(nID, lParam);
	}
}

// 如果向对话框添加最小化按钮,则需要下面的代码
//  来绘制该图标。对于使用文档/视图模型的 MFC 应用程序,
//  这将由框架自动完成。

void CJoystick_Test1Dlg::OnPaint()
{
	if (IsIconic())
	{
		CPaintDC dc(this); // 用于绘制的设备上下文

		SendMessage(WM_ICONERASEBKGND, reinterpret_cast<WPARAM>(dc.GetSafeHdc()), 0);

		// 使图标在工作矩形中居中
		int cxIcon = GetSystemMetrics(SM_CXICON);
		int cyIcon = GetSystemMetrics(SM_CYICON);
		CRect rect;
		GetClientRect(&rect);
		int x = (rect.Width() - cxIcon + 1) / 2;
		int y = (rect.Height() - cyIcon + 1) / 2;

		// 绘制图标
		dc.DrawIcon(x, y, m_hIcon);
	}
	else
	{
		CDialog::OnPaint();
	}
}

//当用户拖动最小化窗口时系统调用此函数取得光标显示。
//
HCURSOR CJoystick_Test1Dlg::OnQueryDragIcon()
{
	return static_cast<HCURSOR>(m_hIcon);
}

UINT ReadJoystickThread(LPVOID lpParm)
{
	CJoystick_Test1Dlg *dlg = (CJoystick_Test1Dlg*)lpParm;
	XINPUT_GAMEPAD gamepad;
	CString temp;
	while(XInputGetState(0, &(dlg->m_ControlerState)) == ERROR_SUCCESS && dlg->m_bRead)
	{
		gamepad = dlg->m_ControlerState.Gamepad;
		temp.Format(L"%hd/%hd", gamepad.sThumbLX, gamepad.sThumbLY);
		dlg->SetDlgItemText(IDC_EDIT_LEFT_THUMBSTICK, temp);
		temp.Format(L"%hd/%hd", gamepad.sThumbRX, gamepad.sThumbRY);
		dlg->SetDlgItemText(IDC_EDIT_RIGHT_THUMBSTICK, temp);
		temp.Format(L"%u", gamepad.bLeftTrigger);
		dlg->SetDlgItemText(IDC_EDIT_LEFT_TRIGGER,temp);
		temp.Format(L"%u", gamepad.bRightTrigger);
		dlg->SetDlgItemText(IDC_EDIT_RIGHT_TRIGGER, temp);
		(gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) ? (dlg->m_buttonDpadUp.EnableWindow(TRUE)): (dlg->m_buttonDpadUp.EnableWindow(FALSE));
		(gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) ? (dlg->m_buttonDpadDown.EnableWindow(TRUE)) : (dlg->m_buttonDpadDown.EnableWindow(FALSE));
		(gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT)?(dlg->m_buttonDpadLeft.EnableWindow(TRUE)):(dlg->m_buttonDpadLeft.EnableWindow(FALSE));
		(gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT)?(dlg->m_buttonDpadRight.EnableWindow(TRUE)):(dlg->m_buttonDpadRight.EnableWindow(FALSE));
		(gamepad.wButtons & XINPUT_GAMEPAD_START)?(dlg->m_buttonStart.EnableWindow(TRUE)):(dlg->m_buttonStart.EnableWindow(FALSE));
		(gamepad.wButtons & XINPUT_GAMEPAD_BACK)?(dlg->m_buttonBack.EnableWindow(TRUE)):(dlg->m_buttonBack.EnableWindow(FALSE));
		(gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER)?(dlg->m_buttonLeftShoulder.EnableWindow(TRUE)):(dlg->m_buttonLeftShoulder.EnableWindow(FALSE));
		(gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER)?(dlg->m_buttonRightShoulder.EnableWindow(TRUE)):(dlg->m_buttonRightShoulder.EnableWindow(FALSE));
		(gamepad.wButtons & XINPUT_GAMEPAD_A)?(dlg->m_buttonA.EnableWindow(TRUE)):(dlg->m_buttonA.EnableWindow(FALSE));
		(gamepad.wButtons & XINPUT_GAMEPAD_B)?(dlg->m_buttonB.EnableWindow(TRUE)):(dlg->m_buttonB.EnableWindow(FALSE));
		(gamepad.wButtons & XINPUT_GAMEPAD_X)?(dlg->m_buttonX.EnableWindow(TRUE)):(dlg->m_buttonX.EnableWindow(FALSE));
		(gamepad.wButtons & XINPUT_GAMEPAD_Y)?(dlg->m_buttonY.EnableWindow(TRUE)):(dlg->m_buttonY.EnableWindow(FALSE));
	}
	return 0;
}

void CJoystick_Test1Dlg::OnBnClickedButtonInitialize()
{
	// TODO: 在此添加控件通知处理程序代码
	//初始化游戏手柄
	ZeroMemory(&m_ControlerState, sizeof(XINPUT_STATE));
	if (XInputGetState(0, &m_ControlerState) != ERROR_SUCCESS)
	{
		MessageBox(_T("No Controller Connected!"));
		return;
	}
	else
	{
		m_buttonVibrate.EnableWindow(TRUE);
		m_bRead = true;
		m_threadHandle = AfxBeginThread(ReadJoystickThread, this, THREAD_PRIORITY_NORMAL, 0, 0, NULL);
		m_buttonInitialize.EnableWindow(FALSE);
	}
}

void CJoystick_Test1Dlg::OnBnClickedButtonVibrate()
{
	// TODO: 在此添加控件通知处理程序代码
	//震动游戏手柄
	ZeroMemory(&m_vibration, sizeof(XINPUT_VIBRATION));
	m_vibration.wLeftMotorSpeed = 60000;
	m_vibration.wRightMotorSpeed = 60000;
	XInputSetState(0, &m_vibration);
	m_buttonVibrate.EnableWindow(FALSE);
	m_buttonStopVibrate.EnableWindow(TRUE);

}

void CJoystick_Test1Dlg::OnClose()
{
	// TODO: 在此添加消息处理程序代码和/或调用默认值
	WaitForSingleObject(m_threadHandle, INFINITE);
	m_bRead = false;
	CDialog::OnClose();
}

void CJoystick_Test1Dlg::OnBnClickedButtonStopVibrate()
{
	// TODO: 在此添加控件通知处理程序代码
	ZeroMemory(&m_vibration, sizeof(XINPUT_VIBRATION));
	XInputSetState(0, &m_vibration);
	m_buttonVibrate.EnableWindow(TRUE);
	m_buttonStopVibrate.EnableWindow(FALSE);
}


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