2015-10-14 13:05:02 +00:00
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#include "GamePad.h"
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2016-09-04 12:10:02 +00:00
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#ifdef SDL_BUILD
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2015-10-14 13:05:02 +00:00
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#include "SDL/joystick.h"
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#endif
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2016-09-04 12:10:02 +00:00
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vector<GamePad *> s_vgamePad;
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2015-10-14 13:05:02 +00:00
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bool GamePadIdWithinBounds(int GamePadId)
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{
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2016-09-04 12:10:02 +00:00
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return ((GamePadId >= 0) && (GamePadId < (int)s_vgamePad.size()));
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2015-10-14 13:05:02 +00:00
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}
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/**
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* Following static methods are just forwarders to their backend
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* This is where link between agnostic and specific code is done
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**/
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/**
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* Find every interesting devices and create right structure for them(depend on backend)
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**/
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2016-09-04 12:10:02 +00:00
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void GamePad::EnumerateGamePads(vector<GamePad *> &vgamePad)
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2015-10-14 13:05:02 +00:00
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{
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2016-09-04 12:10:02 +00:00
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#ifdef SDL_BUILD
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JoystickInfo::EnumerateJoysticks(vgamePad);
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2015-10-14 13:05:02 +00:00
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#endif
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}
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2015-11-10 07:12:20 +00:00
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2015-10-14 13:05:02 +00:00
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void GamePad::UpdateReleaseState()
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{
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2016-09-04 12:10:02 +00:00
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#ifdef SDL_BUILD
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JoystickInfo::UpdateReleaseState();
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2015-10-14 13:05:02 +00:00
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#endif
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}
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2015-11-10 07:12:20 +00:00
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/**
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* Safely dispatch to the Rumble method above
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**/
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void GamePad::DoRumble(int type, int pad)
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{
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2016-09-04 12:10:02 +00:00
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u32 id = conf->get_joyid(pad);
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if (GamePadIdWithinBounds(id)) {
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GamePad *gamePad = s_vgamePad[id];
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if (gamePad)
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gamePad->Rumble(type, pad);
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}
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2015-11-10 07:12:20 +00:00
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}
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2015-10-14 13:05:02 +00:00
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/**
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* Update state of every attached devices
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**/
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void GamePad::UpdateGamePadState()
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{
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2016-09-04 12:10:02 +00:00
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#ifdef SDL_BUILD
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SDL_JoystickUpdate(); // No need to make yet another function call for that
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2015-10-14 13:05:02 +00:00
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#endif
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}
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