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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#ifdef SDL_BUILD
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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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public:
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GamePad() : devname(""), _id(-1), numbuttons(0), numaxes(0), numhats(0),
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deadzone(1500), pad(-1) {
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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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* Find every interesting devices and create right structure for them(depend on backend)
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**/
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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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* Update state of every attached devices
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**/
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static void UpdateGamePadState();
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/**
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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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2015-10-14 14:06:31 +00:00
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virtual void Rumble(int type,int pad){return;}
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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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static void DoRumble(int type, int pad);
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2015-10-14 13:05:02 +00:00
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virtual bool Init(int id){return false;} // opens a handle and gets information
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/**
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* Used for GUI checkbox to give feedback to the user
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**/
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virtual void TestForce(){return;}
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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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virtual const string& GetName()
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{
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return devname;
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}
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virtual int GetNumButtons()
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{
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return numbuttons;
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}
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virtual int GetNumAxes()
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{
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return numaxes;
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}
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virtual 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(){return;}
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virtual int GetButtonState(int i)
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{
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return vbuttonstate[i];
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}
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virtual int GetAxisState(int i)
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{
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return vaxisstate[i];
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}
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virtual 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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virtual 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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virtual 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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virtual 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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};
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extern vector<GamePad*> s_vgamePad;
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extern bool GamePadIdWithinBounds(int joyid);
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