pcsx2/plugins/onepad/GamePad.h

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#pragma once
#include "onepad.h"
#include "controller.h"
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#ifdef SDL_BUILD
#include <SDL.h>
#endif
class GamePad
{
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public:
GamePad()
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: m_deadzone(1500)
, m_no_error(false)
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{
}
virtual ~GamePad()
{
}
GamePad(const GamePad &); // copy constructor
GamePad &operator=(const GamePad &); // assignment
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/*
* Find every interesting devices and create right structure for them(depend on backend)
*/
static void EnumerateGamePads(std::vector<std::unique_ptr<GamePad>> &vgamePad);
/*
* Update state of every attached devices
*/
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virtual void UpdateGamePadState() = 0;
/*
* Causes devices to rumble
* Rumble will differ according to type which is either 0(small motor) or 1(big motor)
*/
virtual void Rumble(unsigned type, unsigned pad) {}
/*
* Safely dispatch to the Rumble method above
*/
static void DoRumble(unsigned type, unsigned pad);
/*
* Used for GUI checkbox to give feedback to the user
*/
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virtual bool TestForce(float strength = 0.6) { return false; }
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virtual const char *GetName() = 0;
virtual int GetInput(gamePadValues input) = 0;
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int GetDeadzone()
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{
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return m_deadzone;
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}
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virtual size_t GetUniqueIdentifier() = 0;
static size_t index_to_uid(int index);
static int uid_to_index(int pad);
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bool IsProperlyInitialized()
{
return m_no_error;
}
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protected:
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int m_deadzone;
bool m_no_error;
};
extern std::vector<std::unique_ptr<GamePad>> s_vgamePad;