openclonk/src/platform/C4GamePadCon.h

95 lines
2.3 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000 Matthes Bender
* Copyright (c) 2001, 2006, 2010 Sven Eberhardt
* Copyright (c) 2006 Günther Brammer
* Copyright (c) 2007 Julian Raschke
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
/* Gamepad control - forwards gamepad events of opened gamepads to Game.KeyboardInput */
#ifndef INC_C4GamePadCon
#define INC_C4GamePadCon
#ifdef USE_WIN32_WINDOWS
#include <StdJoystick.h>
#endif
#ifdef HAVE_SDL
#include <C4KeyboardInput.h>
#include <set>
#endif
struct _SDL_Joystick;
typedef struct _SDL_Joystick SDL_Joystick;
union SDL_Event;
typedef union SDL_Event SDL_Event;
class C4GamePadControl
{
#ifdef USE_WIN32_WINDOWS
private:
struct Pad
{
CStdGamePad *pGamepad;
int iRefCount;
uint32_t Buttons;
CStdGamePad::AxisPos AxisPosis[CStdGamepad_MaxAxis];
int32_t AxisStrengths[CStdGamepad_MaxAxis];
};
Pad Gamepads[CStdGamepad_MaxGamePad];
int iNumGamepads;
enum { AxisStrengthChangeThreshold = 2 }; // if axis strength change > this value, a new control is issued
public:
void OpenGamepad(int id); // add gamepad ref
void CloseGamepad(int id); // del gamepad ref
static C4GamePadControl *pInstance; // singleton
#elif defined(HAVE_SDL)
public:
void FeedEvent(SDL_Event& e);
private:
std::set<C4KeyCode> PressedAxis;
#endif
public:
C4GamePadControl();
~C4GamePadControl();
void Clear();
int GetGamePadCount();
void Execute(bool send_axis_strength_changes=false);
void DoAxisInput(); // period axis strength update controls sent on each control frame creation
static bool AnyButtonDown();
};
class C4GamePadOpener
{
#ifdef USE_WIN32_WINDOWS
int iGamePad;
int GetGamePadIndex() const { return iGamePad; }
#endif
public:
C4GamePadOpener(int iGamePad);
~C4GamePadOpener();
void SetGamePad(int iNewGamePad);
#ifdef HAVE_SDL
SDL_Joystick *Joy;
#endif
};
#endif