openclonk/src/platform/C4GamePadCon.h

88 lines
2.4 KiB
C++

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