pcsx2/plugins/onepad/SDL/joystick.h

164 lines
3.3 KiB
C++

/* 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 <SDL.h>
#if SDL_MAJOR_VERSION >= 2
#include <SDL_haptic.h>
#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() : devname(""), _id(-1), numbuttons(0), numaxes(0), numhats(0),
deadzone(1500), pad(-1), joy(NULL) {
vbuttonstate.clear();
vaxisstate.clear();
vhatstate.clear();
#if SDL_MAJOR_VERSION >= 2
haptic = NULL;
first = true;
#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<GamePad*>& vjoysticks);
void Rumble(int type,int pad);
bool Init(int id); // opens a handle and gets information
void TestForce();
bool PollButtons(u32 &pkey);
bool PollAxes(u32 &pkey);
bool PollHats(u32 &pkey);
int GetHat(int key_to_axis);
int GetButton(int key_to_button);
const string& GetName()
{
return devname;
}
int GetNumButtons()
{
return numbuttons;
}
int GetNumAxes()
{
return numaxes;
}
int GetNumHats()
{
return numhats;
}
int GetPAD()
{
return pad;
}
int GetDeadzone()
{
return deadzone;
}
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;
}
int GetAxisFromKey(int pad, int index);
static void UpdateReleaseState();
private:
SDL_Joystick* GetJoy()
{
return joy;
}
void GenerateDefaultEffect();
string devname; // pretty device name
int _id;
int numbuttons, numaxes, numhats;
int deadzone;
int pad;
vector<int> vbuttonstate, vaxisstate, vhatstate;
SDL_Joystick* joy;
#if SDL_MAJOR_VERSION >= 2
SDL_Haptic* haptic;
bool first;
SDL_HapticEffect effects[NB_EFFECT];
int effects_id[NB_EFFECT];
#endif
};