2015-10-14 13:05:02 +00:00
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#pragma once
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#include "onepad.h"
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#include "controller.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.h>
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#define HAT_UP SDL_HAT_UP
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#define HAT_DOWN SDL_HAT_DOWN
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#define HAT_RIGHT SDL_HAT_RIGHT
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#define HAT_LEFT SDL_HAT_LEFT
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#endif
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class GamePad
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{
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2016-09-04 12:10:02 +00:00
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public:
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GamePad()
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: devname("")
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, _id(-1)
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, numbuttons(0)
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, numaxes(0)
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, numhats(0)
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, deadzone(1500)
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, pad(-1)
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{
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vbuttonstate.clear();
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vaxisstate.clear();
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vhatstate.clear();
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}
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virtual ~GamePad()
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{
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return;
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}
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GamePad(const GamePad &); // copy constructor
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GamePad &operator=(const GamePad &); // assignment
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/**
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2015-10-14 13:05:02 +00:00
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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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static void EnumerateGamePads(vector<GamePad *> &vgamePad);
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static void UpdateReleaseState();
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/**
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2015-10-14 13:05:02 +00:00
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* Update state of every attached devices
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**/
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2016-09-04 12:10:02 +00:00
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static void UpdateGamePadState();
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2015-10-14 13:05:02 +00:00
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2016-09-04 12:10:02 +00:00
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/**
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2015-10-14 13:05:02 +00:00
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* Causes devices to rumble
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* Rumble will differ according to type which is either 0(small motor) or 1(big motor)
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**/
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virtual void Rumble(int type, int pad) { return; }
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/**
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2015-11-10 07:12:20 +00:00
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* Safely dispatch to the Rumble method above
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**/
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2016-09-04 12:10:02 +00:00
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static void DoRumble(int type, int pad);
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2015-10-14 13:05:02 +00:00
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2016-09-04 12:10:02 +00:00
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virtual bool Init(int id) { return false; } // opens a handle and gets information
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2015-10-14 13:05:02 +00:00
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2016-09-04 12:10:02 +00:00
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/**
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2015-10-14 13:05:02 +00:00
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* Used for GUI checkbox to give feedback to the user
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**/
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2016-09-04 12:10:02 +00:00
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virtual bool TestForce(float strength = 0.6) { return false; }
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virtual bool PollButtons(u32 &pkey) { return false; }
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virtual bool PollAxes(u32 &pkey) { return false; }
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virtual bool PollHats(u32 &pkey) { return false; }
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virtual int GetHat(int key_to_axis)
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{
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return 0;
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}
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virtual int GetButton(int key_to_button)
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{
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return 0;
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}
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const string &GetName()
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{
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return devname;
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}
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int GetPAD()
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{
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return pad;
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}
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int GetNumButtons()
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{
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return numbuttons;
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}
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int GetNumAxes()
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{
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return numaxes;
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}
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int GetNumHats()
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{
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return numhats;
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}
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virtual int GetDeadzone()
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{
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return deadzone;
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}
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virtual void SaveState() {}
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int GetButtonState(int i)
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{
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return vbuttonstate[i];
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}
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int GetAxisState(int i)
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{
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return vaxisstate[i];
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}
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int GetHatState(int i)
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{
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//PAD_LOG("Getting POV State of %d.\n", i);
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return vhatstate[i];
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}
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void SetButtonState(int i, int state)
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{
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vbuttonstate[i] = state;
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}
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void SetAxisState(int i, int value)
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{
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vaxisstate[i] = value;
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}
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void SetHatState(int i, int value)
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{
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//PAD_LOG("We should set %d to %d.\n", i, value);
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vhatstate[i] = value;
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}
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virtual int GetAxisFromKey(int pad, int index) { return 0; }
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// These fields need to be inherited by child classes
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protected:
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string devname; // pretty device name
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int _id;
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int numbuttons, numaxes, numhats;
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int deadzone;
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int pad;
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vector<int> vbuttonstate, vaxisstate, vhatstate;
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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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extern vector<GamePad *> s_vgamePad;
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2015-10-14 13:05:02 +00:00
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extern bool GamePadIdWithinBounds(int joyid);
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