2017-04-15 12:57:00 +00:00
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/* OnePAD - author: arcum42(@gmail.com)
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* Copyright (C) 2009
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*
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* Based on ZeroPAD, author zerofrog@gmail.com
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* Copyright (C) 2006-2007
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#pragma once
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#include <SDL.h>
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#if SDL_MAJOR_VERSION >= 2
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#include <SDL_haptic.h>
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#endif
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2019-04-28 08:36:43 +00:00
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#include "../GamePad.h"
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#include "../onepad.h"
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#include "../controller.h"
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2017-04-15 12:57:00 +00:00
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#define NB_EFFECT 2 // Don't use more than two, ps2 only has one for big motor and one for small(like most systems)
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// holds all joystick info
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class JoystickInfo : GamePad
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{
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public:
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JoystickInfo()
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: GamePad()
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, joy(nullptr)
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{
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#if SDL_MAJOR_VERSION >= 2
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haptic = nullptr;
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first = true;
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memset(effects, 0, sizeof(effects));
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memset(effects_id, 0, sizeof(effects_id));
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#endif
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}
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~JoystickInfo()
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{
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Destroy();
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}
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JoystickInfo(const JoystickInfo &); // copy constructor
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JoystickInfo &operator=(const JoystickInfo &); // assignment
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void Destroy();
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// opens handles to all possible joysticks
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2018-10-07 03:01:23 +00:00
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static void EnumerateJoysticks(std::vector<GamePad *> &vjoysticks);
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2017-04-15 12:57:00 +00:00
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void Rumble(int type, int pad);
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bool Init(int id); // opens a handle and gets information
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bool TestForce(float);
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bool PollButtons(u32 &pkey);
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bool PollAxes(u32 &pkey);
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bool PollHats(u32 &pkey);
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int GetHat(int key_to_axis);
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int GetButton(int key_to_button);
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void SaveState();
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int GetAxisFromKey(int pad, int index);
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static void UpdateReleaseState();
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private:
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SDL_Joystick *GetJoy()
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{
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return joy;
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}
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void GenerateDefaultEffect();
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SDL_Joystick *joy;
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#if SDL_MAJOR_VERSION >= 2
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SDL_Haptic *haptic;
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bool first;
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SDL_HapticEffect effects[NB_EFFECT];
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int effects_id[NB_EFFECT];
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#endif
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};
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