74cb74d3c9
- namespace refactor (example: wiGraphics:: -> wi::graphics) - provided namespace compatibility macro for old user code: WICKEDENGINE_BACKWARDS_COMPATIBILITY_0_59 - resource manager will return `Resource` instead of `shared_ptr<Resource>` objects - MAD shader optimizations - implemented alpha to coverage with alpha tested materials when MSAA is enabled - alpha testing fix with transparent shadow maps - TLAS and scene buffers will be recreated less frequently when things get added/removed from the scene
20 lines
682 B
C++
20 lines
682 B
C++
#pragma once
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#include "CommonInclude.h"
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#include "wiInput.h"
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namespace wi::input::xinput
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{
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// Call once per frame to read and update controller states
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void Update();
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// Returns how many gamepads can Xinput handle
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int GetMaxControllerCount();
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// Returns whether the controller identified by index parameter is available or not.
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// Id state parameter is not nullptr, and the controller is available, the state will be written into it
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bool GetControllerState(wi::input::ControllerState* state, int index);
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// Sends feedback data for the controller identified by index parameter to output
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void SetControllerFeedback(const wi::input::ControllerFeedback& data, int index);
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}
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