#include "GamePad.h" #ifdef SDL_BUILD #include "SDL/joystick.h" #endif std::vector s_vgamePad; bool GamePadIdWithinBounds(int GamePadId) { return ((GamePadId >= 0) && (GamePadId < (int)s_vgamePad.size())); } /** * 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 &vgamePad) { #ifdef SDL_BUILD JoystickInfo::EnumerateJoysticks(vgamePad); #endif } void GamePad::UpdateReleaseState() { #ifdef SDL_BUILD JoystickInfo::UpdateReleaseState(); #endif } /** * Safely dispatch to the Rumble method above **/ void GamePad::DoRumble(int type, int pad) { u32 id = conf->get_joyid(pad); if (GamePadIdWithinBounds(id)) { GamePad *gamePad = s_vgamePad[id]; if (gamePad) gamePad->Rumble(type, pad); } } /** * Update state of every attached devices **/ void GamePad::UpdateGamePadState() { #ifdef SDL_BUILD SDL_JoystickUpdate(); // No need to make yet another function call for that #endif }