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