128 lines
2.7 KiB
C++
128 lines
2.7 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <map>
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#include <string>
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namespace ButtonManager
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{
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enum ButtonType
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{
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// GC
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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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// Wiimote
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WIIMOTE_BUTTON_A = 22,
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WIIMOTE_BUTTON_B = 23,
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WIIMOTE_BUTTON_MINUS = 24,
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WIIMOTE_BUTTON_PLUS = 25,
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WIIMOTE_BUTTON_HOME = 26,
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WIIMOTE_BUTTON_1 = 27,
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WIIMOTE_BUTTON_2 = 28,
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WIIMOTE_UP = 29,
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WIIMOTE_DOWN = 30,
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WIIMOTE_LEFT = 31,
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WIIMOTE_RIGHT = 32,
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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 int _padID;
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const ButtonType _buttontype;
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const BindType _bindtype;
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const int _bind;
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const float _neg;
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sBind(int padID, ButtonType buttontype, BindType bindtype, int bind, float neg)
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: _padID(padID), _buttontype(buttontype), _bindtype(bindtype), _bind(bind), _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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const std::string _dev;
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std::map<ButtonType, bool> _buttons;
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std::map<ButtonType, float> _axises;
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// Key is padID and ButtonType
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std::map<std::pair<int, ButtonType>, sBind*> _inputbinds;
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public:
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InputDevice(std::string dev)
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: _dev(dev) {}
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~InputDevice()
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{
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for (const auto& bind : _inputbinds)
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delete bind.second;
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_inputbinds.clear();
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}
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void AddBind(sBind* bind) { _inputbinds[std::make_pair(bind->_padID, bind->_buttontype)] = bind; }
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bool PressEvent(int button, int action);
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void AxisEvent(int axis, float value);
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bool ButtonValue(int padID, ButtonType button);
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float AxisValue(int padID, ButtonType axis);
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};
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void Init();
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bool GetButtonPressed(int padID, ButtonType button);
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float GetAxisValue(int padID, ButtonType axis);
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bool GamepadEvent(const std::string& dev, int button, int action);
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void GamepadAxisEvent(const std::string& dev, int axis, float value);
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void Shutdown();
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}
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