// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #pragma once #include #include #include "CommonPaths.h" #include "VideoBackendBase.h" namespace ButtonManager { enum ButtonType { 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, }; 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; std::map _buttons; std::map _axises; std::map _binds; std::map _inputbinds; public: InputDevice(std::string dev) : _dev(dev) {} ~InputDevice() { for (const auto& bind : _binds) delete bind.second; } void AddBind(sBind *bind) { _binds[bind->_buttontype] = bind; _inputbinds[bind->_bind] = bind; } void PressEvent(int button, int action); 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); void TouchEvent(int padID, ButtonType button, int action); void TouchAxisEvent(int padID, ButtonType axis, float value); void GamepadEvent(std::string dev, int button, int action); void GamepadAxisEvent(std::string dev, int axis, float value); void Shutdown(); }