pcsx2/plugins/onepad/GamePad.cpp

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#include "GamePad.h"
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#ifdef SDL_BUILD
#include "SDL/joystick.h"
#endif
std::vector<std::unique_ptr<GamePad>> s_vgamePad;
/**
* Following static methods are just forwarders to their backend
* This is where link between agnostic and specific code is done
**/
/**
* Find every interesting devices and create right structure for them(depend on backend)
**/
void GamePad::EnumerateGamePads(std::vector<std::unique_ptr<GamePad>> &vgamePad)
{
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#ifdef SDL_BUILD
JoystickInfo::EnumerateJoysticks(vgamePad);
#endif
}
/**
* Safely dispatch to the Rumble method above
**/
void GamePad::DoRumble(unsigned type, unsigned pad)
{
int index = uid_to_index(pad);
if (index >= 0)
s_vgamePad[index]->Rumble(type, pad);
}
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size_t GamePad::index_to_uid(int index)
{
if ((index >= 0) && (index < (int)s_vgamePad.size()))
return s_vgamePad[index]->GetUniqueIdentifier();
else
return 0;
}
int GamePad::uid_to_index(int pad)
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{
size_t uid = g_conf.get_joy_uid(pad);
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for (int i = 0; i < (int)s_vgamePad.size(); ++i) {
if (s_vgamePad[i]->GetUniqueIdentifier() == uid)
return i;
}
// Current uid wasn't found maybe the pad was unplugged. Or
// user didn't select it. Fallback to 1st pad for
// 1st player. And 2nd pad for 2nd player.
if ((int)s_vgamePad.size() > pad)
return pad;
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return -1;
}