131 lines
3.0 KiB
C++
131 lines
3.0 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#pragma once
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#include <string>
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#include <map>
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#include "CommonPaths.h"
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#include "Android/TextureLoader.h"
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#include "VideoBackendBase.h"
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namespace ButtonManager
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{
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enum ButtonType
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{
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BUTTON_A = 0,
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BUTTON_B = 1,
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BUTTON_START = 2,
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BUTTON_X = 3,
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BUTTON_Y = 4,
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BUTTON_Z = 5,
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BUTTON_UP = 6,
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BUTTON_DOWN = 7,
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BUTTON_LEFT = 8,
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BUTTON_RIGHT = 9,
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STICK_MAIN = 10, /* Used on Java Side */
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STICK_MAIN_UP = 11,
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STICK_MAIN_DOWN = 12,
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STICK_MAIN_LEFT = 13,
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STICK_MAIN_RIGHT = 14,
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STICK_C = 15, /* Used on Java Side */
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STICK_C_UP = 16,
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STICK_C_DOWN = 17,
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STICK_C_LEFT = 18,
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STICK_C_RIGHT = 19,
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TRIGGER_L = 20,
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TRIGGER_R = 21,
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};
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enum ButtonState
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{
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BUTTON_RELEASED = 0,
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BUTTON_PRESSED = 1
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};
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enum BindType
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{
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BIND_BUTTON = 0,
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BIND_AXIS
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};
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class Button
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{
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private:
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ButtonState m_state;
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public:
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Button() : m_state(BUTTON_RELEASED) {}
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void SetState(ButtonState state) { m_state = state; }
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bool Pressed() { return m_state == BUTTON_PRESSED; }
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~Button() {}
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};
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class Axis
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{
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private:
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float m_value;
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public:
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Axis() : m_value(0.0f) {}
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void SetValue(float value) { m_value = value; }
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float AxisValue() { return m_value; }
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~Axis() {}
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};
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struct sBind
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{
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const ButtonType m_buttontype;
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const BindType m_bindtype;
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const int m_bind;
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const float m_neg;
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sBind(ButtonType buttontype, BindType bindtype, int bind, float neg)
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: m_buttontype(buttontype), m_bindtype(bindtype), m_bind(bind), m_neg(neg)
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{}
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};
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class InputDevice
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{
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private:
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std::string m_dev;
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std::map<int, bool> m_buttons;
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std::map<int, float> m_axises;
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std::map<ButtonType, sBind*> m_binds;
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public:
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InputDevice(std::string dev)
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{
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m_dev = dev;
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}
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~InputDevice()
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{
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for (auto it = m_binds.begin(); it != m_binds.end(); ++it)
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delete it->second;
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}
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void AddBind(sBind *bind) { m_binds[bind->m_buttontype] = bind; }
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void PressEvent(int button, int action);
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void AxisEvent(int axis, float value);
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bool ButtonValue(ButtonType button);
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float AxisValue(ButtonType axis);
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};
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void Init();
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bool GetButtonPressed(ButtonType button);
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float GetAxisValue(ButtonType axis);
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void TouchEvent(int button, int action);
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void TouchAxisEvent(int axis, float value);
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void GamepadEvent(std::string dev, int button, int action);
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void GamepadAxisEvent(std::string dev, int axis, float value);
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void Shutdown();
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}
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