// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include 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 = 100, WIIMOTE_BUTTON_B = 101, WIIMOTE_BUTTON_MINUS = 102, WIIMOTE_BUTTON_PLUS = 103, WIIMOTE_BUTTON_HOME = 104, WIIMOTE_BUTTON_1 = 105, WIIMOTE_BUTTON_2 = 106, WIIMOTE_UP = 107, WIIMOTE_DOWN = 108, WIIMOTE_LEFT = 109, WIIMOTE_RIGHT = 110, WIIMOTE_IR = 111, // To Be Used on Java Side WIIMOTE_IR_UP = 112, WIIMOTE_IR_DOWN = 113, WIIMOTE_IR_LEFT = 114, WIIMOTE_IR_RIGHT = 115, WIIMOTE_IR_FORWARD = 116, WIIMOTE_IR_BACKWARD = 117, WIIMOTE_IR_HIDE = 118, WIIMOTE_SWING = 119, // To Be Used on Java Side WIIMOTE_SWING_UP = 120, WIIMOTE_SWING_DOWN = 121, WIIMOTE_SWING_LEFT = 122, WIIMOTE_SWING_RIGHT = 123, WIIMOTE_SWING_FORWARD = 124, WIIMOTE_SWING_BACKWARD = 125, WIIMOTE_TILT = 126, // To Be Used on Java Side WIIMOTE_TILT_FORWARD = 127, WIIMOTE_TILT_BACKWARD = 128, WIIMOTE_TILT_LEFT = 129, WIIMOTE_TILT_RIGHT = 130, WIIMOTE_TILT_MODIFIER = 131, WIIMOTE_SHAKE_X = 132, WIIMOTE_SHAKE_Y = 133, WIIMOTE_SHAKE_Z = 134, //Nunchuk NUNCHUK_BUTTON_C = 200, NUNCHUK_BUTTON_Z = 201, NUNCHUK_STICK = 202, // To Be Used on Java Side NUNCHUK_STICK_UP = 203, NUNCHUK_STICK_DOWN = 204, NUNCHUK_STICK_LEFT = 205, NUNCHUK_STICK_RIGHT = 206, NUNCHUK_SWING = 207, // To Be Used on Java Side NUNCHUK_SWING_UP = 208, NUNCHUK_SWING_DOWN = 209, NUNCHUK_SWING_LEFT = 210, NUNCHUK_SWING_RIGHT = 211, NUNCHUK_SWING_FORWARD = 212, NUNCHUK_SWING_BACKWARD = 213, NUNCHUK_TILT = 214, // To Be Used on Java Side NUNCHUK_TILT_FORWARD = 215, NUNCHUK_TILT_BACKWARD = 216, NUNCHUK_TILT_LEFT = 217, NUNCHUK_TILT_RIGHT = 218, NUNCHUK_TILT_MODIFIER = 219, NUNCHUK_SHAKE_X = 220, NUNCHUK_SHAKE_Y = 221, NUNCHUK_SHAKE_Z = 222, //Classic CLASSIC_BUTTON_A = 300, CLASSIC_BUTTON_B = 301, CLASSIC_BUTTON_X = 302, CLASSIC_BUTTON_Y = 303, CLASSIC_BUTTON_MINUS = 304, CLASSIC_BUTTON_PLUS = 305, CLASSIC_BUTTON_HOME = 306, CLASSIC_BUTTON_ZL = 307, CLASSIC_BUTTON_ZR = 308, CLASSIC_DPAD_UP = 309, CLASSIC_DPAD_DOWN = 310, CLASSIC_DPAD_LEFT = 311, CLASSIC_DPAD_RIGHT = 312, CLASSIC_STICK_LEFT = 313, // To Be Used on Java Side CLASSIC_STICK_LEFT_UP = 314, CLASSIC_STICK_LEFT_DOWN = 315, CLASSIC_STICK_LEFT_LEFT = 316, CLASSIC_STICK_LEFT_RIGHT = 317, CLASSIC_STICK_RIGHT = 318, // To Be Used on Java Side CLASSIC_STICK_RIGHT_UP = 319, CLASSIC_STICK_RIGHT_DOWN = 320, CLASSIC_STICK_RIGHT_LEFT = 321, CLASSIC_STICK_RIGHT_RIGHT = 322, CLASSIC_TRIGGER_L = 323, CLASSIC_TRIGGER_R = 324, //Guitar GUITAR_BUTTON_MINUS = 400, GUITAR_BUTTON_PLUS = 401, GUITAR_FRET_GREEN = 402, GUITAR_FRET_RED = 403, GUITAR_FRET_YELLOW = 404, GUITAR_FRET_BLUE = 405, GUITAR_FRET_ORANGE = 406, GUITAR_STRUM_UP = 407, GUITAR_STRUM_DOWN = 408, GUITAR_STICK = 409, // To Be Used on Java Side GUITAR_STICK_UP = 410, GUITAR_STICK_DOWN = 411, GUITAR_STICK_LEFT = 412, GUITAR_STICK_RIGHT = 413, GUITAR_WHAMMY_BAR = 414, //Drums DRUMS_BUTTON_MINUS = 500, DRUMS_BUTTON_PLUS = 501, DRUMS_PAD_RED = 502, DRUMS_PAD_YELLOW = 503, DRUMS_PAD_BLUE = 504, DRUMS_PAD_GREEN = 505, DRUMS_PAD_ORANGE = 506, DRUMS_PAD_BASS = 507, DRUMS_STICK = 508, // To Be Used on Java Side DRUMS_STICK_UP = 509, DRUMS_STICK_DOWN = 510, DRUMS_STICK_LEFT = 511, DRUMS_STICK_RIGHT = 512, //Turntable TURNTABLE_BUTTON_GREEN_LEFT = 600, TURNTABLE_BUTTON_RED_LEFT = 601, TURNTABLE_BUTTON_BLUE_LEFT = 602, TURNTABLE_BUTTON_GREEN_RIGHT = 603, TURNTABLE_BUTTON_RED_RIGHT = 604, TURNTABLE_BUTTON_BLUE_RIGHT = 605, TURNTABLE_BUTTON_MINUS = 606, TURNTABLE_BUTTON_PLUS = 607, TURNTABLE_BUTTON_HOME = 608, TURNTABLE_BUTTON_EUPHORIA = 609, TURNTABLE_TABLE_LEFT = 610, // To Be Used on Java Side TURNTABLE_TABLE_LEFT_LEFT = 611, TURNTABLE_TABLE_LEFT_RIGHT = 612, TURNTABLE_TABLE_RIGHT = 613, // To Be Used on Java Side TURNTABLE_TABLE_RIGHT_LEFT = 614, TURNTABLE_TABLE_RIGHT_RIGHT = 615, TURNTABLE_STICK = 616, // To Be Used on Java Side TURNTABLE_STICK_UP = 617, TURNTABLE_STICK_DOWN = 618, TURNTABLE_STICK_LEFT = 619, TURNTABLE_STICK_RIGHT = 620, TURNTABLE_EFFECT_DIAL = 621, TURNTABLE_CROSSFADE = 622, // To Be Used on Java Side TURNTABLE_CROSSFADE_LEFT = 623, TURNTABLE_CROSSFADE_RIGHT = 624, }; 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; // Key is padID and ButtonType std::map, sBind*> _inputbinds; public: InputDevice(std::string dev) : _dev(dev) {} ~InputDevice() { for (const auto& bind : _inputbinds) delete bind.second; _inputbinds.clear(); } void AddBind(sBind* bind) { _inputbinds[std::make_pair(bind->_padID, bind->_buttontype)] = bind; } bool 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); bool GamepadEvent(const std::string& dev, int button, int action); void GamepadAxisEvent(const std::string& dev, int axis, float value); void Shutdown(); }