dolphin/Source/Core/DolphinWX/Android/ButtonManager.h

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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <map>
#include <string>
namespace ButtonManager
{
enum ButtonType
{
// GC
BUTTON_A = 0,
BUTTON_B = 1,
BUTTON_START = 2,
BUTTON_X = 3,
BUTTON_Y = 4,
BUTTON_Z = 5,
BUTTON_UP = 6,
BUTTON_DOWN = 7,
BUTTON_LEFT = 8,
BUTTON_RIGHT = 9,
STICK_MAIN = 10, /* Used on Java Side */
STICK_MAIN_UP = 11,
STICK_MAIN_DOWN = 12,
STICK_MAIN_LEFT = 13,
STICK_MAIN_RIGHT = 14,
STICK_C = 15, /* Used on Java Side */
STICK_C_UP = 16,
STICK_C_DOWN = 17,
STICK_C_LEFT = 18,
STICK_C_RIGHT = 19,
TRIGGER_L = 20,
TRIGGER_R = 21,
// Wiimote
WIIMOTE_BUTTON_A = 22,
WIIMOTE_BUTTON_B = 23,
WIIMOTE_BUTTON_MINUS = 24,
WIIMOTE_BUTTON_PLUS = 25,
WIIMOTE_BUTTON_HOME = 26,
WIIMOTE_BUTTON_1 = 27,
WIIMOTE_BUTTON_2 = 28,
WIIMOTE_UP = 29,
WIIMOTE_DOWN = 30,
WIIMOTE_LEFT = 31,
WIIMOTE_RIGHT = 32,
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WIIMOTE_IR_UP = 33,
WIIMOTE_IR_DOWN = 34,
WIIMOTE_IR_LEFT = 35,
WIIMOTE_IR_RIGHT = 36,
WIIMOTE_IR_FORWARD = 37,
WIIMOTE_IR_BACKWARD = 38,
WIIMOTE_IR_HIDE = 39,
WIIMOTE_SWING_UP = 40,
WIIMOTE_SWING_DOWN = 41,
WIIMOTE_SWING_LEFT = 42,
WIIMOTE_SWING_RIGHT = 43,
WIIMOTE_SWING_FORWARD = 44,
WIIMOTE_SWING_BACKWARD = 45,
WIIMOTE_TILT_FORWARD = 46,
WIIMOTE_TILT_BACKWARD = 47,
WIIMOTE_TILT_LEFT = 48,
WIIMOTE_TILT_RIGHT = 49,
WIIMOTE_SHAKE_X = 51,
WIIMOTE_SHAKE_Y = 52,
WIIMOTE_SHAKE_Z = 53,
//Nunchuk
NUNCHUK_BUTTON_C = 54,
NUNCHUK_BUTTON_Z = 55,
NUNCHUK_STICK = 56,
NUNCHUK_STICK_UP = 57,
NUNCHUK_STICK_DOWN = 58,
NUNCHUK_STICK_LEFT = 59,
NUNCHUK_STICK_RIGHT = 60,
NUNCHUK_SWING_UP = 61,
NUNCHUK_SWING_DOWN = 62,
NUNCHUK_SWING_LEFT = 63,
NUNCHUK_SWING_RIGHT = 64,
NUNCHUK_SWING_FORWARD = 65,
NUNCHUK_SWING_BACKWARD = 66,
NUNCHUK_TILT_FORWARD = 67,
NUNCHUK_TILT_BACKWARD = 68,
NUNCHUK_TILT_LEFT = 69,
NUNCHUK_TILT_RIGHT = 70,
NUNCHUK_SHAKE_X = 72,
NUNCHUK_SHAKE_Y = 73,
NUNCHUK_SHAKE_Z = 74,
//Classic
CLASSIC_BUTTON_A = 75,
CLASSIC_BUTTON_B = 76,
CLASSIC_BUTTON_X = 77,
CLASSIC_BUTTON_Y = 78,
CLASSIC_BUTTON_MINUS = 79,
CLASSIC_BUTTON_PLUS = 80,
CLASSIC_BUTTON_HOME = 81,
CLASSIC_BUTTON_ZL = 82,
CLASSIC_BUTTON_ZR = 83,
CLASSIC_DPAD_UP = 84,
CLASSIC_DPAD_DOWN = 85,
CLASSIC_DPAD_LEFT = 86,
CLASSIC_DPAD_RIGHT = 87,
CLASSIC_STICK_LEFT = 88,
CLASSIC_STICK_LEFT_UP = 89,
CLASSIC_STICK_LEFT_DOWN = 90,
CLASSIC_STICK_LEFT_LEFT = 91,
CLASSIC_STICK_LEFT_RIGHT = 92,
CLASSIC_STICK_RIGHT = 93,
CLASSIC_STICK_RIGHT_UP = 94,
CLASSIC_STICK_RIGHT_DOWN = 95,
CLASSIC_STICK_RIGHT_LEFT = 96,
CLASSIC_STICK_RIGHT_RIGHT = 97,
CLASSIC_TRIGGER_L = 98,
CLASSIC_TRIGGER_R = 99,
//Guitar
GUITAR_BUTTON_MINUS = 100,
GUITAR_BUTTON_PLUS = 101,
GUITAR_FRET_GREEN = 102,
GUITAR_FRET_RED = 103,
GUITAR_FRET_YELLOW = 104,
GUITAR_FRET_BLUE = 105,
GUITAR_FRET_ORANGE = 106,
GUITAR_STRUM_UP = 107,
GUITAR_STRUM_DOWN = 108,
GUITAR_STICK = 109,
GUITAR_STICK_UP = 110,
GUITAR_STICK_DOWN = 111,
GUITAR_STICK_LEFT = 112,
GUITAR_STICK_RIGHT = 113,
GUITAR_WHAMMY_BAR = 114,
//Drums
DRUMS_BUTTON_MINUS = 115,
DRUMS_BUTTON_PLUS = 116,
DRUMS_PAD_RED = 117,
DRUMS_PAD_YELLOW = 118,
DRUMS_PAD_BLUE = 119,
DRUMS_PAD_GREEN = 120,
DRUMS_PAD_ORANGE = 121,
DRUMS_PAD_BASS = 122,
DRUMS_STICK = 123,
DRUMS_STICK_UP = 124,
DRUMS_STICK_DOWN = 125,
DRUMS_STICK_LEFT = 126,
DRUMS_STICK_RIGHT = 127,
//Turntable
TURNTABLE_BUTTON_GREEN_LEFT = 128,
TURNTABLE_BUTTON_RED_LEFT = 129,
TURNTABLE_BUTTON_BLUE_LEFT = 130,
TURNTABLE_BUTTON_GREEN_RIGHT = 131,
TURNTABLE_BUTTON_RED_RIGHT = 132,
TURNTABLE_BUTTON_BLUE_RIGHT = 133,
TURNTABLE_BUTTON_MINUS = 134,
TURNTABLE_BUTTON_PLUS = 135,
TURNTABLE_BUTTON_HOME = 136,
TURNTABLE_BUTTON_EUPHORIA = 137,
TURNTABLE_TABLE_LEFT_LEFT = 138,
TURNTABLE_TABLE_LEFT_RIGHT = 139,
TURNTABLE_TABLE_RIGHT_LEFT = 140,
TURNTABLE_TABLE_RIGHT_RIGHT = 141,
TURNTABLE_STICK = 142,
TURNTABLE_STICK_UP = 143,
TURNTABLE_STICK_DOWN = 144,
TURNTABLE_STICK_LEFT = 145,
TURNTABLE_STICK_RIGHT = 146,
TURNTABLE_EFFECT_DIAL = 147,
TURNTABLE_CROSSFADE_LEFT = 148,
TURNTABLE_CROSSFADE_RIGHT = 149,
};
enum ButtonState
{
BUTTON_RELEASED = 0,
BUTTON_PRESSED = 1
};
enum BindType
{
BIND_BUTTON = 0,
BIND_AXIS
};
class Button
{
private:
ButtonState m_state;
public:
Button() : m_state(BUTTON_RELEASED) {}
void SetState(ButtonState state) { m_state = state; }
bool Pressed() { return m_state == BUTTON_PRESSED; }
~Button() {}
};
class Axis
{
private:
float m_value;
public:
Axis() : m_value(0.0f) {}
void SetValue(float value) { m_value = value; }
float AxisValue() { return m_value; }
~Axis() {}
};
struct sBind
{
const int _padID;
const ButtonType _buttontype;
const BindType _bindtype;
const int _bind;
const float _neg;
sBind(int padID, ButtonType buttontype, BindType bindtype, int bind, float neg)
: _padID(padID), _buttontype(buttontype), _bindtype(bindtype), _bind(bind), _neg(neg)
{}
};
class InputDevice
{
private:
const std::string _dev;
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std::map<ButtonType, bool> _buttons;
std::map<ButtonType, float> _axises;
// Key is padID and ButtonType
std::map<std::pair<int, ButtonType>, sBind*> _inputbinds;
public:
InputDevice(std::string dev)
: _dev(dev) {}
~InputDevice()
{
for (const auto& bind : _inputbinds)
delete bind.second;
_inputbinds.clear();
}
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void AddBind(sBind* bind) { _inputbinds[std::make_pair(bind->_padID, bind->_buttontype)] = bind; }
bool PressEvent(int button, int action);
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void AxisEvent(int axis, float value);
bool ButtonValue(int padID, ButtonType button);
float AxisValue(int padID, ButtonType axis);
};
void Init();
bool GetButtonPressed(int padID, ButtonType button);
float GetAxisValue(int padID, ButtonType axis);
bool GamepadEvent(const std::string& dev, int button, int action);
void GamepadAxisEvent(const std::string& dev, int axis, float value);
void Shutdown();
}