forked from Mirrors/openclonk
95 lines
2.3 KiB
C++
95 lines
2.3 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, 2006, 2010 Sven Eberhardt
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* Copyright (c) 2006 Günther Brammer
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* Copyright (c) 2007 Julian Raschke
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
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*
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* Portions might be copyrighted by other authors who have contributed
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* to OpenClonk.
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*
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* Permission to use, copy, modify, and/or distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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* See isc_license.txt for full license and disclaimer.
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*
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* "Clonk" is a registered trademark of Matthes Bender.
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* See clonk_trademark_license.txt for full license.
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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 USE_WIN32_WINDOWS
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#include <StdJoystick.h>
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#endif
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#ifdef HAVE_SDL
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#include <C4KeyboardInput.h>
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#include <set>
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#endif
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struct _SDL_Joystick;
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typedef struct _SDL_Joystick SDL_Joystick;
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union SDL_Event;
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typedef union SDL_Event SDL_Event;
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class C4GamePadControl
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{
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#ifdef USE_WIN32_WINDOWS
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private:
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struct Pad
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{
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CStdGamePad *pGamepad;
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int iRefCount;
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uint32_t Buttons;
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CStdGamePad::AxisPos AxisPosis[CStdGamepad_MaxAxis];
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int32_t AxisStrengths[CStdGamepad_MaxAxis];
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};
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Pad Gamepads[CStdGamepad_MaxGamePad];
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int iNumGamepads;
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enum { AxisStrengthChangeThreshold = 2 }; // if axis strength change > this value, a new control is issued
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public:
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void OpenGamepad(int id); // add gamepad ref
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void CloseGamepad(int id); // del gamepad ref
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static C4GamePadControl *pInstance; // singleton
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#elif defined(HAVE_SDL)
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public:
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void FeedEvent(SDL_Event& e);
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private:
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std::set<C4KeyCode> PressedAxis;
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#endif
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public:
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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(bool send_axis_strength_changes=false);
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void DoAxisInput(); // period axis strength update controls sent on each control frame creation
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static bool AnyButtonDown();
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};
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class C4GamePadOpener
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{
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#ifdef USE_WIN32_WINDOWS
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int iGamePad;
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int GetGamePadIndex() const { return iGamePad; }
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#endif
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public:
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C4GamePadOpener(int iGamePad);
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~C4GamePadOpener();
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void SetGamePad(int iNewGamePad);
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#ifdef HAVE_SDL
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SDL_Joystick *Joy;
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#endif
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};
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#endif
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