Instead of using function pointer, which is also not very CPU friendly.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Instead of going through devices list of dinputs list, and checking
their acquired field, which is not CPU friendly.
This also removes the now unused IDirectInputImpl critical section and
devices list.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This message triggers screensaver notification in the user drivers, but
it is not useful to send it on every input message, and it even hurts
performance when high polling mouse is used.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=33643
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=46976
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Grand Theft Auto IV injects VK_F8 and scancode=0, and expects DirectInput not
to report that F8 is pressed.
Signed-off-by: Brendan Shanks <bshanks@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
The buffer size was previously limited to 20 in:
8d05256172
Testing shows that it is somewhere around 1024 on Windows, and using a
smaller buffer causes some input data to be lost with high polling rate
mouses. It can be spotted in Wolfenstein II: New Colossus menus.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
To prevent msvcrt linking its own importlib into DLL.
Signed-off-by: Jacek Caban <jacek@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
When a program calls SetProperty with DIPROP_BUFFERSIZE, dinput records
this value for GetProperty but only uses it when the device can support
that number of buffers otherwise a max value.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=45732
Signed-off-by: Alistair Leslie-Hughes <leslie_alistair@hotmail.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Also fixes a few test strings.
Signed-off-by: Alistair Leslie-Hughes <leslie_alistair@hotmail.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Tablet/Stylus devices have a js* entry which we are
treating as a joystick. Any testbox VM that is configured
with a tablet is currently failing the joystick tests.
Signed-off-by: Alistair Leslie-Hughes <leslie_alistair@hotmail.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Windows uses an undocumented GUID (ending in ASCII "PIDVID") for
non-keyboard/mouse devices. Various games (DiRT Rally 2) and libraries
(SDL, GLFW) look for this GUID to match specific devices or know that
the PID/VID can be extracted.
Signed-off-by: Brendan Shanks <bshanks@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Some Ubisoft titles use the property to check if a dinput gamepad is
also an xinput device.
Signed-off-by: Alexey Prokhin <alexey@prokhin.ru>
Signed-off-by: Andrew Eikum <aeikum@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This prevents crashes if a controller disconnects from OS/X.
Signed-off-by: Aric Stewart <aric@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Star Wars: Rogue 3D requests a DirectX 3.0 version
0108:trace:dinput:DirectInputCreateEx (0x400000,0300,{9a4cb684-236d-11d3-8e9d-00c04f6844ae},0x7acfa0,(nil))
and then tries to interate over all Joysticks.
When using modern windows, the current tests show that this is the correct behaviour.
However, it's possible to use a shim to allow older games, like the
one above, to interate over joysticks.
Signed-off-by: Alistair Leslie-Hughes <leslie_alistair@hotmail.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>