#pragma once #include "onepad.h" #include "controller.h" #ifdef SDL_BUILD #include #define HAT_UP SDL_HAT_UP #define HAT_DOWN SDL_HAT_DOWN #define HAT_RIGHT SDL_HAT_RIGHT #define HAT_LEFT SDL_HAT_LEFT #endif class GamePad { public: GamePad() : devname("") , _id(-1) , numbuttons(0) , numaxes(0) , numhats(0) , deadzone(1500) , pad(-1) { vbuttonstate.clear(); vaxisstate.clear(); vhatstate.clear(); } virtual ~GamePad() { return; } GamePad(const GamePad &); // copy constructor GamePad &operator=(const GamePad &); // assignment /** * Find every interesting devices and create right structure for them(depend on backend) **/ static void EnumerateGamePads(vector &vgamePad); static void UpdateReleaseState(); /** * Update state of every attached devices **/ static void UpdateGamePadState(); /** * Causes devices to rumble * Rumble will differ according to type which is either 0(small motor) or 1(big motor) **/ virtual void Rumble(int type, int pad) { return; } /** * Safely dispatch to the Rumble method above **/ static void DoRumble(int type, int pad); virtual bool Init(int id) { return false; } // opens a handle and gets information /** * Used for GUI checkbox to give feedback to the user **/ virtual bool TestForce(float strength = 0.6) { return false; } virtual bool PollButtons(u32 &pkey) { return false; } virtual bool PollAxes(u32 &pkey) { return false; } virtual bool PollHats(u32 &pkey) { return false; } virtual int GetHat(int key_to_axis) { return 0; } virtual int GetButton(int key_to_button) { return 0; } const string &GetName() { return devname; } int GetPAD() { return pad; } int GetNumButtons() { return numbuttons; } int GetNumAxes() { return numaxes; } int GetNumHats() { return numhats; } virtual int GetDeadzone() { return deadzone; } virtual void SaveState() {} int GetButtonState(int i) { return vbuttonstate[i]; } int GetAxisState(int i) { return vaxisstate[i]; } int GetHatState(int i) { //PAD_LOG("Getting POV State of %d.\n", i); return vhatstate[i]; } void SetButtonState(int i, int state) { vbuttonstate[i] = state; } void SetAxisState(int i, int value) { vaxisstate[i] = value; } void SetHatState(int i, int value) { //PAD_LOG("We should set %d to %d.\n", i, value); vhatstate[i] = value; } virtual int GetAxisFromKey(int pad, int index) { return 0; } // These fields need to be inherited by child classes protected: string devname; // pretty device name int _id; int numbuttons, numaxes, numhats; int deadzone; int pad; vector vbuttonstate, vaxisstate, vhatstate; }; extern vector s_vgamePad; extern bool GamePadIdWithinBounds(int joyid);