Merge pull request #12640 from jordan-woyak/sdl-cleanup

SDL: Cleanups
This commit is contained in:
Admiral H. Curtiss 2024-03-31 06:33:50 +02:00 committed by GitHub
commit 6e5f8d6692
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GPG Key ID: B5690EEEBB952194
5 changed files with 358 additions and 355 deletions

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@ -587,28 +587,25 @@ void IOWindow::UpdateOptionList()
if (m_selected_device == nullptr)
return;
const auto add_rows = [this](auto& container) {
int row = 0;
for (ciface::Core::Device::Control* control : container)
{
m_option_list->insertRow(row);
if (control->IsHidden())
m_option_list->hideRow(row);
m_option_list->setItem(row, 0,
new QTableWidgetItem(QString::fromStdString(control->GetName())));
++row;
}
};
if (m_reference->IsInput())
{
int row = 0;
for (const auto* input : m_selected_device->Inputs())
{
m_option_list->insertRow(row);
m_option_list->setItem(row, 0,
new QTableWidgetItem(QString::fromStdString(input->GetName())));
++row;
}
}
add_rows(m_selected_device->Inputs());
else
{
int row = 0;
for (const auto* output : m_selected_device->Outputs())
{
m_option_list->insertRow(row);
m_option_list->setItem(row, 0,
new QTableWidgetItem(QString::fromStdString(output->GetName())));
++row;
}
}
add_rows(m_selected_device->Outputs());
}
void IOWindow::UpdateDeviceList()

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@ -125,6 +125,11 @@ bool Device::Control::IsMatchingName(std::string_view name) const
return GetName() == name;
}
bool Device::Control::IsHidden() const
{
return false;
}
ControlState Device::FullAnalogSurface::GetState() const
{
return (1 + std::max(0.0, m_high.GetState()) - std::max(0.0, m_low.GetState())) / 2;
@ -141,6 +146,11 @@ bool Device::FullAnalogSurface::IsDetectable() const
return m_low.IsDetectable() && m_high.IsDetectable();
}
bool Device::FullAnalogSurface::IsHidden() const
{
return m_low.IsHidden() && m_high.IsHidden();
}
bool Device::FullAnalogSurface::IsMatchingName(std::string_view name) const
{
if (Control::IsMatchingName(name))

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@ -64,6 +64,10 @@ public:
// May be overridden to allow multiple valid names.
// Useful for backwards-compatible configurations when names change.
virtual bool IsMatchingName(std::string_view name) const;
// May be overridden to hide in UI.
// Useful for backwards-compatible configurations when names change.
virtual bool IsHidden() const;
};
//
@ -164,6 +168,7 @@ protected:
ControlState GetState() const override;
std::string GetName() const override;
bool IsDetectable() const override;
bool IsHidden() const override;
bool IsMatchingName(std::string_view name) const override;
private:

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@ -3,14 +3,17 @@
#include "InputCommon/ControllerInterface/SDL/SDL.h"
#include <SDL_haptic.h>
#include <thread>
#include <unordered_set>
#include <vector>
#include <SDL.h>
#include <SDL_haptic.h>
#include "Common/Event.h"
#include "Common/Logging/Log.h"
#include "Common/MathUtil.h"
#include "Common/ScopeGuard.h"
#include "Common/StringUtil.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#ifdef _WIN32
@ -22,8 +25,258 @@ namespace ciface::Core
class Device;
}
namespace
{
std::string GetLegacyButtonName(int index)
{
return "Button " + std::to_string(index);
}
std::string GetLegacyAxisName(int index, int range)
{
return "Axis " + std::to_string(index) + (range < 0 ? '-' : '+');
}
std::string GetLegacyHatName(int index, int direction)
{
return "Hat " + std::to_string(index) + ' ' + "NESW"[direction];
}
constexpr int GetDirectionFromHatMask(u8 mask)
{
return MathUtil::IntLog2(mask);
}
static_assert(GetDirectionFromHatMask(SDL_HAT_UP) == 0);
static_assert(GetDirectionFromHatMask(SDL_HAT_LEFT) == 3);
bool IsTriggerAxis(int index)
{
// First 4 axes are for the analog sticks, the rest are for the triggers
return index >= 4;
}
} // namespace
namespace ciface::SDL
{
class GameController : public Core::Device
{
private:
// GameController inputs
class Button : public Core::Device::Input
{
public:
std::string GetName() const override;
Button(SDL_GameController* gc, SDL_GameControllerButton button) : m_gc(gc), m_button(button) {}
ControlState GetState() const override;
bool IsMatchingName(std::string_view name) const override;
private:
SDL_GameController* const m_gc;
const SDL_GameControllerButton m_button;
};
class Axis : public Core::Device::Input
{
public:
std::string GetName() const override;
Axis(SDL_GameController* gc, Sint16 range, SDL_GameControllerAxis axis)
: m_gc(gc), m_range(range), m_axis(axis)
{
}
ControlState GetState() const override;
private:
SDL_GameController* const m_gc;
const Sint16 m_range;
const SDL_GameControllerAxis m_axis;
};
// Legacy inputs
class LegacyButton : public Core::Device::Input
{
public:
std::string GetName() const override { return GetLegacyButtonName(m_index); }
LegacyButton(SDL_Joystick* js, int index) : m_js(js), m_index(index) {}
ControlState GetState() const override;
private:
SDL_Joystick* const m_js;
const int m_index;
};
class LegacyAxis : public Core::Device::Input
{
public:
std::string GetName() const override { return GetLegacyAxisName(m_index, m_range); }
LegacyAxis(SDL_Joystick* js, int index, s16 range, bool is_handled_elsewhere)
: m_js(js), m_index(index), m_range(range), m_is_handled_elsewhere(is_handled_elsewhere)
{
}
ControlState GetState() const override;
bool IsHidden() const override { return m_is_handled_elsewhere; }
bool IsDetectable() const override { return !IsHidden(); }
private:
SDL_Joystick* const m_js;
const int m_index;
const s16 m_range;
const bool m_is_handled_elsewhere;
};
class LegacyHat : public Input
{
public:
std::string GetName() const override { return GetLegacyHatName(m_index, m_direction); }
LegacyHat(SDL_Joystick* js, int index, u8 direction)
: m_js(js), m_index(index), m_direction(direction)
{
}
ControlState GetState() const override;
private:
SDL_Joystick* const m_js;
const int m_index;
const u8 m_direction;
};
// Rumble
template <int LowEnable, int HighEnable, int SuffixIndex>
class GenericMotor : public Output
{
public:
explicit GenericMotor(SDL_GameController* gc) : m_gc(gc) {}
std::string GetName() const override
{
return std::string("Motor") + motor_suffixes[SuffixIndex];
}
void SetState(ControlState state) override
{
Uint16 rumble = state * std::numeric_limits<Uint16>::max();
SDL_GameControllerRumble(m_gc, rumble * LowEnable, rumble * HighEnable, RUMBLE_LENGTH_MS);
}
private:
SDL_GameController* const m_gc;
};
static constexpr const char* motor_suffixes[] = {"", " L", " R"};
using Motor = GenericMotor<1, 1, 0>;
using MotorL = GenericMotor<1, 0, 1>;
using MotorR = GenericMotor<0, 1, 2>;
class HapticEffect : public Output
{
public:
HapticEffect(SDL_Haptic* haptic);
~HapticEffect();
protected:
virtual bool UpdateParameters(s16 value) = 0;
static void SetDirection(SDL_HapticDirection* dir);
SDL_HapticEffect m_effect = {};
static constexpr u16 DISABLED_EFFECT_TYPE = 0;
private:
virtual void SetState(ControlState state) override final;
void UpdateEffect();
SDL_Haptic* const m_haptic;
int m_id = -1;
};
class ConstantEffect : public HapticEffect
{
public:
ConstantEffect(SDL_Haptic* haptic);
std::string GetName() const override;
private:
bool UpdateParameters(s16 value) override;
};
class RampEffect : public HapticEffect
{
public:
RampEffect(SDL_Haptic* haptic);
std::string GetName() const override;
private:
bool UpdateParameters(s16 value) override;
};
class PeriodicEffect : public HapticEffect
{
public:
PeriodicEffect(SDL_Haptic* haptic, u16 waveform);
std::string GetName() const override;
private:
bool UpdateParameters(s16 value) override;
const u16 m_waveform;
};
class LeftRightEffect : public HapticEffect
{
public:
enum class Motor : u8
{
Weak,
Strong,
};
LeftRightEffect(SDL_Haptic* haptic, Motor motor);
std::string GetName() const override;
private:
bool UpdateParameters(s16 value) override;
const Motor m_motor;
};
class MotionInput : public Input
{
public:
MotionInput(std::string name, SDL_GameController* gc, SDL_SensorType type, int index,
ControlState scale)
: m_name(std::move(name)), m_gc(gc), m_type(type), m_index(index), m_scale(scale){};
std::string GetName() const override { return m_name; };
bool IsDetectable() const override { return false; };
ControlState GetState() const override;
private:
std::string m_name;
SDL_GameController* const m_gc;
SDL_SensorType const m_type;
int const m_index;
ControlState const m_scale;
};
public:
GameController(SDL_GameController* const gamecontroller, SDL_Joystick* const joystick,
const int sdl_index);
~GameController();
std::string GetName() const override;
std::string GetSource() const override;
int GetSDLIndex() const;
private:
SDL_GameController* const m_gamecontroller;
std::string m_name;
int m_sdl_index;
SDL_Joystick* const m_joystick;
SDL_Haptic* m_haptic = nullptr;
};
class InputBackend final : public ciface::InputBackend
{
public:
@ -340,48 +593,26 @@ GameController::GameController(SDL_GameController* const gamecontroller,
name = SDL_JoystickName(joystick);
m_name = name != nullptr ? name : "Unknown";
// If a Joystick Button has a GameController equivalent, don't detect it
int n_legacy_buttons = SDL_JoystickNumButtons(joystick);
if (n_legacy_buttons < 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumButtons(): {}", SDL_GetError());
n_legacy_buttons = 0;
}
int n_legacy_axes = SDL_JoystickNumAxes(joystick);
if (n_legacy_axes < 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumAxes(): {}", SDL_GetError());
n_legacy_axes = 0;
}
int n_legacy_hats = SDL_JoystickNumHats(joystick);
if (n_legacy_hats < 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumHats(): {}", SDL_GetError());
n_legacy_hats = 0;
}
std::vector<bool> is_button_mapped(static_cast<size_t>(n_legacy_buttons), false);
std::vector<bool> is_axis_mapped(static_cast<size_t>(n_legacy_axes), false);
std::vector<bool> is_hat_mapped(static_cast<size_t>(n_legacy_hats), false);
// If a Joystick input has a GameController equivalent button/hat we don't add it.
// "Equivalent" axes are still added as hidden/undetectable inputs to handle
// loading of existing configs which may use "full surface" inputs.
// Otherwise handling those would require dealing with gamepad specific quirks.
std::unordered_set<int> registered_buttons;
std::unordered_set<int> registered_hats;
std::unordered_set<int> registered_axes;
const auto register_mapping = [&](const SDL_GameControllerButtonBind& bind) {
switch (bind.bindType)
{
case SDL_CONTROLLER_BINDTYPE_NONE:
return;
case SDL_CONTROLLER_BINDTYPE_BUTTON:
if (bind.value.button >= 0 && bind.value.button < n_legacy_buttons)
is_button_mapped[bind.value.button] = true;
break;
case SDL_CONTROLLER_BINDTYPE_AXIS:
if (bind.value.axis >= 0 && bind.value.axis < n_legacy_axes)
is_axis_mapped[bind.value.axis] = true;
registered_buttons.insert(bind.value.button);
break;
case SDL_CONTROLLER_BINDTYPE_HAT:
if (bind.value.hat.hat >= 0 && bind.value.hat.hat < n_legacy_hats)
is_hat_mapped[bind.value.hat.hat] = true;
registered_hats.insert(bind.value.hat.hat);
break;
case SDL_CONTROLLER_BINDTYPE_AXIS:
registered_axes.insert(bind.value.axis);
break;
default:
break;
}
};
@ -397,6 +628,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
if (SDL_GameControllerHasButton(m_gamecontroller, button))
{
AddInput(new Button(gamecontroller, button));
register_mapping(SDL_GameControllerGetBindForButton(gamecontroller, button));
}
}
@ -407,20 +639,21 @@ GameController::GameController(SDL_GameController* const gamecontroller,
SDL_GameControllerAxis axis = static_cast<SDL_GameControllerAxis>(i);
if (SDL_GameControllerHasAxis(m_gamecontroller, axis))
{
// First 4 axes are for the analog sticks, the rest are for the triggers
if (i < 4)
if (IsTriggerAxis(axis))
{
AddInput(new Axis(m_gamecontroller, 32767, axis));
}
else
{
// Each axis gets a negative and a positive input instance associated with it
AddInput(new Axis(m_gamecontroller, -32768, axis));
AddInput(new Axis(m_gamecontroller, 32767, axis));
}
else
{
AddInput(new Axis(m_gamecontroller, 32767, axis));
}
register_mapping(SDL_GameControllerGetBindForAxis(gamecontroller, axis));
}
}
// Rumble
if (SDL_GameControllerHasRumble(m_gamecontroller))
{
@ -430,14 +663,14 @@ GameController::GameController(SDL_GameController* const gamecontroller,
}
// Motion
const auto add_sensor = [this](SDL_SensorType type, std::string_view name,
const auto add_sensor = [this](SDL_SensorType type, std::string_view sensor_name,
const SDLMotionAxisList& axes) {
if (SDL_GameControllerSetSensorEnabled(m_gamecontroller, type, SDL_TRUE) == 0)
{
for (const SDLMotionAxis& axis : axes)
{
AddInput(new MotionInput(fmt::format("{} {}", name, axis.name), m_gamecontroller, type,
axis.index, axis.scale));
AddInput(new MotionInput(fmt::format("{} {}", sensor_name, axis.name), m_gamecontroller,
type, axis.index, axis.scale));
}
}
};
@ -453,23 +686,51 @@ GameController::GameController(SDL_GameController* const gamecontroller,
// Legacy inputs
// Buttons
int n_legacy_buttons = SDL_JoystickNumButtons(joystick);
if (n_legacy_buttons < 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumButtons(): {}", SDL_GetError());
n_legacy_buttons = 0;
}
for (int i = 0; i != n_legacy_buttons; ++i)
AddInput(new LegacyButton(m_joystick, i, !is_button_mapped[i]));
{
if (registered_buttons.contains(i))
continue;
AddInput(new LegacyButton(m_joystick, i));
}
// Axes
int n_legacy_axes = SDL_JoystickNumAxes(joystick);
if (n_legacy_axes < 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumAxes(): {}", SDL_GetError());
n_legacy_axes = 0;
}
for (int i = 0; i != n_legacy_axes; ++i)
{
const bool is_registered = registered_axes.contains(i);
// each axis gets a negative and a positive input instance associated with it
AddAnalogInputs(new LegacyAxis(m_joystick, i, -32768, !is_axis_mapped[i]),
new LegacyAxis(m_joystick, i, 32767, !is_axis_mapped[i]));
AddAnalogInputs(new LegacyAxis(m_joystick, i, -32768, is_registered),
new LegacyAxis(m_joystick, i, 32767, is_registered));
}
// Hats
int n_legacy_hats = SDL_JoystickNumHats(joystick);
if (n_legacy_hats < 0)
{
ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumHats(): {}", SDL_GetError());
n_legacy_hats = 0;
}
for (int i = 0; i != n_legacy_hats; ++i)
{
if (registered_hats.contains(i))
continue;
// each hat gets 4 input instances associated with it, (up down left right)
for (u8 d = 0; d != 4; ++d)
AddInput(new LegacyHat(m_joystick, i, d, !is_hat_mapped[i]));
AddInput(new LegacyHat(m_joystick, i, d));
}
// Haptics
@ -531,39 +792,6 @@ GameController::~GameController()
SDL_JoystickClose(m_joystick);
}
std::string GameController::Motor::GetName() const
{
return "Motor";
}
void GameController::Motor::SetState(ControlState state)
{
Uint16 rumble = state * std::numeric_limits<Uint16>::max();
SDL_GameControllerRumble(m_gc, rumble, rumble, std::numeric_limits<Uint32>::max());
}
std::string GameController::MotorL::GetName() const
{
return "Motor L";
}
void GameController::MotorL::SetState(ControlState state)
{
Uint16 rumble = state * std::numeric_limits<Uint16>::max();
SDL_GameControllerRumble(m_gc, rumble, 0, std::numeric_limits<Uint32>::max());
}
std::string GameController::MotorR::GetName() const
{
return "Motor R";
}
void GameController::MotorR::SetState(ControlState state)
{
Uint16 rumble = state * std::numeric_limits<Uint16>::max();
SDL_GameControllerRumble(m_gc, 0, rumble, std::numeric_limits<Uint32>::max());
}
void InputBackend::UpdateInput(std::vector<std::weak_ptr<ciface::Core::Device>>& devices_to_remove)
{
SDL_GameControllerUpdate();
@ -591,8 +819,7 @@ std::string GameController::Button::GetName() const
std::string GameController::Axis::GetName() const
{
// The triggers are only positive, and must not have a sign
if (m_axis >= 4)
if (IsTriggerAxis(m_axis))
return std::string(s_sdl_axis_names[m_axis]);
bool negative = m_range < 0;
@ -628,8 +855,20 @@ bool GameController::Button::IsMatchingName(std::string_view name) const
return GetName() == "Button W";
if (name == "Button Y")
return GetName() == "Button N";
// Match legacy names.
const auto bind = SDL_GameControllerGetBindForButton(m_gc, m_button);
switch (bind.bindType)
{
case SDL_CONTROLLER_BINDTYPE_BUTTON:
return name == GetLegacyButtonName(bind.value.button);
case SDL_CONTROLLER_BINDTYPE_HAT:
return name == GetLegacyHatName(bind.value.hat.hat,
GetDirectionFromHatMask(u8(bind.value.hat.hat_mask)));
default:
return false;
}
}
ControlState GameController::MotionInput::GetState() const
{
@ -639,21 +878,6 @@ ControlState GameController::MotionInput::GetState() const
}
// Legacy input
std::string GameController::LegacyButton::GetName() const
{
return "Button " + std::to_string(m_index);
}
std::string GameController::LegacyAxis::GetName() const
{
return "Axis " + std::to_string(m_index) + (m_range < 0 ? '-' : '+');
}
std::string GameController::LegacyHat::GetName() const
{
return "Hat " + std::to_string(m_index) + ' ' + "NESW"[m_direction];
}
ControlState GameController::LegacyButton::GetState() const
{
return SDL_JoystickGetButton(m_js, m_index);

View File

@ -3,242 +3,9 @@
#pragma once
#include <SDL.h>
#include "InputCommon/ControllerInterface/CoreDevice.h"
#include "InputCommon/ControllerInterface/InputBackend.h"
namespace ciface::SDL
{
std::unique_ptr<ciface::InputBackend> CreateInputBackend(ControllerInterface* controller_interface);
class GameController : public Core::Device
{
private:
// GameController inputs
class Button : public Core::Device::Input
{
public:
std::string GetName() const override;
Button(SDL_GameController* gc, SDL_GameControllerButton button) : m_gc(gc), m_button(button) {}
ControlState GetState() const override;
bool IsMatchingName(std::string_view name) const override;
private:
SDL_GameController* const m_gc;
const SDL_GameControllerButton m_button;
};
class Axis : public Core::Device::Input
{
public:
std::string GetName() const override;
Axis(SDL_GameController* gc, Sint16 range, SDL_GameControllerAxis axis)
: m_gc(gc), m_range(range), m_axis(axis)
{
}
ControlState GetState() const override;
private:
SDL_GameController* const m_gc;
const Sint16 m_range;
const SDL_GameControllerAxis m_axis;
};
// Legacy inputs
class LegacyButton : public Core::Device::Input
{
public:
std::string GetName() const override;
LegacyButton(SDL_Joystick* js, int index, bool is_detectable)
: m_js(js), m_index(index), m_is_detectable(is_detectable)
{
}
bool IsDetectable() const override { return m_is_detectable; }
ControlState GetState() const override;
private:
SDL_Joystick* const m_js;
const int m_index;
const bool m_is_detectable;
};
class LegacyAxis : public Core::Device::Input
{
public:
std::string GetName() const override;
LegacyAxis(SDL_Joystick* js, int index, s16 range, bool is_detectable)
: m_js(js), m_index(index), m_range(range), m_is_detectable(is_detectable)
{
}
bool IsDetectable() const override { return m_is_detectable; }
ControlState GetState() const override;
private:
SDL_Joystick* const m_js;
const int m_index;
const s16 m_range;
const bool m_is_detectable;
};
class LegacyHat : public Input
{
public:
std::string GetName() const override;
LegacyHat(SDL_Joystick* js, int index, u8 direction, bool is_detectable)
: m_js(js), m_index(index), m_direction(direction), m_is_detectable(is_detectable)
{
}
bool IsDetectable() const override { return m_is_detectable; }
ControlState GetState() const override;
private:
SDL_Joystick* const m_js;
const int m_index;
const u8 m_direction;
const bool m_is_detectable;
};
// Rumble
class Motor : public Output
{
public:
explicit Motor(SDL_GameController* gc) : m_gc(gc) {}
std::string GetName() const override;
void SetState(ControlState state) override;
private:
SDL_GameController* const m_gc;
};
class MotorL : public Output
{
public:
explicit MotorL(SDL_GameController* gc) : m_gc(gc) {}
std::string GetName() const override;
void SetState(ControlState state) override;
private:
SDL_GameController* const m_gc;
};
class MotorR : public Output
{
public:
explicit MotorR(SDL_GameController* gc) : m_gc(gc) {}
std::string GetName() const override;
void SetState(ControlState state) override;
private:
SDL_GameController* const m_gc;
};
class HapticEffect : public Output
{
public:
HapticEffect(SDL_Haptic* haptic);
~HapticEffect();
protected:
virtual bool UpdateParameters(s16 value) = 0;
static void SetDirection(SDL_HapticDirection* dir);
SDL_HapticEffect m_effect = {};
static constexpr u16 DISABLED_EFFECT_TYPE = 0;
private:
virtual void SetState(ControlState state) override final;
void UpdateEffect();
SDL_Haptic* const m_haptic;
int m_id = -1;
};
class ConstantEffect : public HapticEffect
{
public:
ConstantEffect(SDL_Haptic* haptic);
std::string GetName() const override;
private:
bool UpdateParameters(s16 value) override;
};
class RampEffect : public HapticEffect
{
public:
RampEffect(SDL_Haptic* haptic);
std::string GetName() const override;
private:
bool UpdateParameters(s16 value) override;
};
class PeriodicEffect : public HapticEffect
{
public:
PeriodicEffect(SDL_Haptic* haptic, u16 waveform);
std::string GetName() const override;
private:
bool UpdateParameters(s16 value) override;
const u16 m_waveform;
};
class LeftRightEffect : public HapticEffect
{
public:
enum class Motor : u8
{
Weak,
Strong,
};
LeftRightEffect(SDL_Haptic* haptic, Motor motor);
std::string GetName() const override;
private:
bool UpdateParameters(s16 value) override;
const Motor m_motor;
};
class MotionInput : public Input
{
public:
MotionInput(std::string name, SDL_GameController* gc, SDL_SensorType type, int index,
ControlState scale)
: m_name(std::move(name)), m_gc(gc), m_type(type), m_index(index), m_scale(scale){};
std::string GetName() const override { return m_name; };
bool IsDetectable() const override { return false; };
ControlState GetState() const override;
private:
std::string m_name;
SDL_GameController* const m_gc;
SDL_SensorType const m_type;
int const m_index;
ControlState const m_scale;
};
public:
GameController(SDL_GameController* const gamecontroller, SDL_Joystick* const joystick,
const int sdl_index);
~GameController();
std::string GetName() const override;
std::string GetSource() const override;
int GetSDLIndex() const;
private:
SDL_GameController* const m_gamecontroller;
std::string m_name;
int m_sdl_index;
SDL_Joystick* const m_joystick;
SDL_Haptic* m_haptic = nullptr;
};
} // namespace ciface::SDL