// 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 "Android/TextureLoader.h" #include "VideoBackendBase.h" namespace ButtonManager { enum ButtonType { BUTTON_A = 0, BUTTON_B, BUTTON_START, BUTTON_X, BUTTON_Y, BUTTON_Z, BUTTON_UP, BUTTON_DOWN, BUTTON_LEFT, BUTTON_RIGHT, STICK_MAIN_UP, STICK_MAIN_DOWN, STICK_MAIN_LEFT, STICK_MAIN_RIGHT, STICK_C_UP, STICK_C_DOWN, STICK_C_LEFT, STICK_C_RIGHT, TRIGGER_L, TRIGGER_R }; enum ButtonState { BUTTON_RELEASED = 0, BUTTON_PRESSED = 1 }; enum BindType { BIND_BUTTON = 0, BIND_AXIS }; class Button { private: int m_tex; ButtonType m_button; ButtonState m_state; float m_coords[8]; public: Button(std::string filename, ButtonType button, float *coords) { u32 width, height; char *image; // image = LoadPNG((std::string(DOLPHIN_DATA_DIR "/") + filename).c_str(), width, height); // XXX: Make platform specific drawing m_button = button; memcpy(m_coords, coords, sizeof(float) * 8); m_state = BUTTON_RELEASED; } Button(ButtonType button) { m_button = button; m_state = BUTTON_RELEASED; } void SetState(ButtonState state) { m_state = state; } bool Pressed() { return m_state == BUTTON_PRESSED; } ButtonType GetButtonType() { return m_button; } GLuint GetTexture() { return m_tex; } float *GetCoords() { return m_coords; } ~Button() { } }; struct sBind { const ButtonType m_buttontype; const BindType m_bindtype; const int m_bind; const float m_neg; sBind(ButtonType buttontype, BindType bindtype, int bind, float neg) : m_buttontype(buttontype), m_bindtype(bindtype), m_bind(bind), m_neg(neg) {} }; class InputDevice { private: std::string m_dev; std::map m_buttons; std::map m_axises; std::map m_binds; public: InputDevice(std::string dev) { m_dev = dev; } ~InputDevice() { for (auto it = m_binds.begin(); it != m_binds.end(); ++it) delete it->second; } void AddBind(sBind *bind) { m_binds[bind->m_buttontype] = bind; } void PressEvent(int button, int action); void AxisEvent(int axis, float value); bool ButtonValue(ButtonType button); float AxisValue(ButtonType axis); }; void Init(); void DrawButtons(); bool GetButtonPressed(ButtonType button); float GetAxisValue(ButtonType axis); void TouchEvent(int action, float x, float y); void GamepadEvent(std::string dev, int button, int action); void GamepadAxisEvent(std::string dev, int axis, float value); void Shutdown(); }