forked from Mirrors/openclonk
88 lines
2.4 KiB
C++
88 lines
2.4 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 1998-2000, Matthes Bender
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2010-2016, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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/* Gamepad control - forwards gamepad events of opened gamepads to Game.KeyboardInput */
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#ifndef INC_C4GamePadCon
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#define INC_C4GamePadCon
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#ifdef HAVE_SDL
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#include "gui/C4KeyboardInput.h"
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#include <SDL.h>
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#endif
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class C4GamePadOpener;
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class C4GamePadControl
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{
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#ifdef HAVE_SDL
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public:
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enum {
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FEED_BUTTONS = 1,
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FEED_MOVED = 2,
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};
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// Called from C4AppSDL
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void FeedEvent(const SDL_Event& e, int feed);
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void CheckGamePad(const SDL_Event& e);
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private:
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std::set<C4KeyCode> PressedAxis; // for button emulation
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std::map<C4KeyCode, SDL_Event> AxisEvents; // for analog movement events
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std::map<int32_t, std::shared_ptr<C4GamePadOpener> > Gamepads; // gamepad instance id -> gamepad
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#endif
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public:
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static const int32_t MaxStrength = 32767; // 2^15 - 1
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C4GamePadControl();
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~C4GamePadControl();
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void Clear();
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int GetGamePadCount();
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void Execute();
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void DoAxisInput(); // period axis strength update controls sent on each control frame creation
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std::shared_ptr<C4GamePadOpener> GetGamePad(int gamepad); // Gets the nth gamepad.
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std::shared_ptr<C4GamePadOpener> GetGamePadByID(int32_t id); // Gets a gamepad by its instance id.
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std::shared_ptr<C4GamePadOpener> GetAvailableGamePad(); // Looks for a gamepad that doesn't have an assigned player.
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};
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class C4GamePadOpener
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{
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int32_t player = -1;
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public:
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C4GamePadOpener(int iGamePad);
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~C4GamePadOpener();
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// A gamepad can be assigned to a player.
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int32_t GetPlayer() const { return player; }
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void SetPlayer(int32_t plr) { player = plr; }
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int32_t GetID(); // Returns the gamepad's instance id.
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bool IsAttached(); // Returns whether the gamepad is currently attached.
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// Force feedback: simple rumbling
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void PlayRumble(float strength, uint32_t length); // strength: 0-1, length: milliseconds
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void StopRumble();
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#ifdef HAVE_SDL
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SDL_GameController *controller;
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SDL_Haptic *haptic;
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#endif
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};
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#endif
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