/***************************************************************************
*                                                                          *
*   XInput.h -- This module defines XBOX controller APIs                   *
*               and constansts for the Windows platform.                   *
*                                                                          *
*   Copyright (c) Microsoft Corp. All rights reserved.                     *
*                                                                          *
***************************************************************************/
#ifndef _XINPUT_H_
#define _XINPUT_H_

#include <windef.h>

// Current name of the DLL shipped in the same SDK as this header.
// The name reflects the current version
#define XINPUT_DLL_A  "xinput1_3.dll"
#define XINPUT_DLL_W L"xinput1_3.dll"
#ifdef UNICODE
    #define XINPUT_DLL XINPUT_DLL_W
#else
    #define XINPUT_DLL XINPUT_DLL_A
#endif 

//
// Device types available in XINPUT_CAPABILITIES
//
#define XINPUT_DEVTYPE_GAMEPAD          0x01

//
// Device subtypes available in XINPUT_CAPABILITIES
//
#define XINPUT_DEVSUBTYPE_GAMEPAD       0x01
#define XINPUT_DEVSUBTYPE_WHEEL         0x02
#define XINPUT_DEVSUBTYPE_ARCADE_STICK  0x03
#define XINPUT_DEVSUBTYPE_FLIGHT_SICK   0x04
#define XINPUT_DEVSUBTYPE_DANCE_PAD     0x05
#define XINPUT_DEVSUBTYPE_GUITAR        0x06
#define XINPUT_DEVSUBTYPE_DRUM_KIT      0x08

//
// Flags for XINPUT_CAPABILITIES
//
#define XINPUT_CAPS_VOICE_SUPPORTED     0x0004

//
// Constants for gamepad buttons
//
#define XINPUT_GAMEPAD_DPAD_UP          0x0001
#define XINPUT_GAMEPAD_DPAD_DOWN        0x0002
#define XINPUT_GAMEPAD_DPAD_LEFT        0x0004
#define XINPUT_GAMEPAD_DPAD_RIGHT       0x0008
#define XINPUT_GAMEPAD_START            0x0010
#define XINPUT_GAMEPAD_BACK             0x0020
#define XINPUT_GAMEPAD_LEFT_THUMB       0x0040
#define XINPUT_GAMEPAD_RIGHT_THUMB      0x0080
#define XINPUT_GAMEPAD_LEFT_SHOULDER    0x0100
#define XINPUT_GAMEPAD_RIGHT_SHOULDER   0x0200
#define XINPUT_GAMEPAD_A                0x1000
#define XINPUT_GAMEPAD_B                0x2000
#define XINPUT_GAMEPAD_X                0x4000
#define XINPUT_GAMEPAD_Y                0x8000


//
// Gamepad thresholds
//
#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE  7849
#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD    30

//
// Flags to pass to XInputGetCapabilities
//
#define XINPUT_FLAG_GAMEPAD             0x00000001

//
// Devices that support batteries
//
#define BATTERY_DEVTYPE_GAMEPAD         0x00
#define BATTERY_DEVTYPE_HEADSET         0x01

//
// Flags for battery status level
//
#define BATTERY_TYPE_DISCONNECTED       0x00    // This device is not connected
#define BATTERY_TYPE_WIRED              0x01    // Wired device, no battery
#define BATTERY_TYPE_ALKALINE           0x02    // Alkaline battery source
#define BATTERY_TYPE_NIMH               0x03    // Nickel Metal Hydride battery source
#define BATTERY_TYPE_UNKNOWN            0xFF    // Cannot determine the battery type

// These are only valid for wireless, connected devices, with known battery types
// The amount of use time remaining depends on the type of device.
#define BATTERY_LEVEL_EMPTY             0x00
#define BATTERY_LEVEL_LOW               0x01
#define BATTERY_LEVEL_MEDIUM            0x02
#define BATTERY_LEVEL_FULL              0x03

// User index definitions
#define XUSER_MAX_COUNT                 4

#define XUSER_INDEX_ANY                 0x000000FF


//
// Codes returned for the gamepad keystroke
//

#define VK_PAD_A                        0x5800
#define VK_PAD_B                        0x5801
#define VK_PAD_X                        0x5802
#define VK_PAD_Y                        0x5803
#define VK_PAD_RSHOULDER                0x5804
#define VK_PAD_LSHOULDER                0x5805
#define VK_PAD_LTRIGGER                 0x5806
#define VK_PAD_RTRIGGER                 0x5807

#define VK_PAD_DPAD_UP                  0x5810
#define VK_PAD_DPAD_DOWN                0x5811
#define VK_PAD_DPAD_LEFT                0x5812
#define VK_PAD_DPAD_RIGHT               0x5813
#define VK_PAD_START                    0x5814
#define VK_PAD_BACK                     0x5815
#define VK_PAD_LTHUMB_PRESS             0x5816
#define VK_PAD_RTHUMB_PRESS             0x5817

#define VK_PAD_LTHUMB_UP                0x5820
#define VK_PAD_LTHUMB_DOWN              0x5821
#define VK_PAD_LTHUMB_RIGHT             0x5822
#define VK_PAD_LTHUMB_LEFT              0x5823
#define VK_PAD_LTHUMB_UPLEFT            0x5824
#define VK_PAD_LTHUMB_UPRIGHT           0x5825
#define VK_PAD_LTHUMB_DOWNRIGHT         0x5826
#define VK_PAD_LTHUMB_DOWNLEFT          0x5827

#define VK_PAD_RTHUMB_UP                0x5830
#define VK_PAD_RTHUMB_DOWN              0x5831
#define VK_PAD_RTHUMB_RIGHT             0x5832
#define VK_PAD_RTHUMB_LEFT              0x5833
#define VK_PAD_RTHUMB_UPLEFT            0x5834
#define VK_PAD_RTHUMB_UPRIGHT           0x5835
#define VK_PAD_RTHUMB_DOWNRIGHT         0x5836
#define VK_PAD_RTHUMB_DOWNLEFT          0x5837

//
// Flags used in XINPUT_KEYSTROKE
//
#define XINPUT_KEYSTROKE_KEYDOWN        0x0001
#define XINPUT_KEYSTROKE_KEYUP          0x0002
#define XINPUT_KEYSTROKE_REPEAT         0x0004

//
// Structures used by XInput APIs
//
typedef struct _XINPUT_GAMEPAD
{
    WORD                                wButtons;
    BYTE                                bLeftTrigger;
    BYTE                                bRightTrigger;
    SHORT                               sThumbLX;
    SHORT                               sThumbLY;
    SHORT                               sThumbRX;
    SHORT                               sThumbRY;
} XINPUT_GAMEPAD, *PXINPUT_GAMEPAD;

typedef struct _XINPUT_STATE
{
    DWORD                               dwPacketNumber;
    XINPUT_GAMEPAD                      Gamepad;
} XINPUT_STATE, *PXINPUT_STATE;

typedef struct _XINPUT_VIBRATION
{
    WORD                                wLeftMotorSpeed;
    WORD                                wRightMotorSpeed;
} XINPUT_VIBRATION, *PXINPUT_VIBRATION;

typedef struct _XINPUT_CAPABILITIES
{
    BYTE                                Type;
    BYTE                                SubType;
    WORD                                Flags;
    XINPUT_GAMEPAD                      Gamepad;
    XINPUT_VIBRATION                    Vibration;
} XINPUT_CAPABILITIES, *PXINPUT_CAPABILITIES;

typedef struct _XINPUT_BATTERY_INFORMATION
{
    BYTE BatteryType;
    BYTE BatteryLevel;
} XINPUT_BATTERY_INFORMATION, *PXINPUT_BATTERY_INFORMATION;

typedef struct _XINPUT_KEYSTROKE
{
    WORD    VirtualKey;
    WCHAR   Unicode;
    WORD    Flags;
    BYTE    UserIndex;
    BYTE    HidCode;
} XINPUT_KEYSTROKE, *PXINPUT_KEYSTROKE;

//
// XInput APIs
//
#ifdef __cplusplus
extern "C" {
#endif

DWORD WINAPI XInputGetState
(
    DWORD         dwUserIndex,  // [in] Index of the gamer associated with the device
    XINPUT_STATE* pState        // [out] Receives the current state
);

DWORD WINAPI XInputSetState
(
    DWORD             dwUserIndex,  // [in] Index of the gamer associated with the device
    XINPUT_VIBRATION* pVibration    // [in, out] The vibration information to send to the controller
);

DWORD WINAPI XInputGetCapabilities
(
    DWORD                dwUserIndex,   // [in] Index of the gamer associated with the device
    DWORD                dwFlags,       // [in] Input flags that identify the device type
    XINPUT_CAPABILITIES* pCapabilities  // [out] Receives the capabilities
);

void WINAPI XInputEnable
(
    BOOL enable     // [in] Indicates whether xinput is enabled or disabled. 
);

DWORD WINAPI XInputGetDSoundAudioDeviceGuids
(
    DWORD dwUserIndex,          // [in] Index of the gamer associated with the device
    GUID* pDSoundRenderGuid,    // [out] DSound device ID for render
    GUID* pDSoundCaptureGuid    // [out] DSound device ID for capture
);

DWORD WINAPI XInputGetBatteryInformation
(
    DWORD                       dwUserIndex,        // [in]  Index of the gamer associated with the device
    BYTE                        devType,            // [in]  Which device on this user index
    XINPUT_BATTERY_INFORMATION* pBatteryInformation // [out] Contains the level and types of batteries
);

DWORD WINAPI XInputGetKeystroke
(
    DWORD dwUserIndex,              // [in]  Index of the gamer associated with the device
    DWORD dwReserved,               // [in]  Reserved for future use
    PXINPUT_KEYSTROKE pKeystroke    // [out] Pointer to an XINPUT_KEYSTROKE structure that receives an input event.
);

#ifdef __cplusplus
}
#endif

#endif  //_XINPUT_H_

