mirror of https://github.com/PCSX2/pcsx2.git
77 lines
2.1 KiB
C++
77 lines
2.1 KiB
C++
/*
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* PCSX2 Dev Team
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* Copyright (C) 2015
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "GamePad.h"
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#ifdef SDL_BUILD
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#include "SDL/joystick.h"
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#endif
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std::vector<std::unique_ptr<GamePad>> s_vgamePad;
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/**
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* Following static methods are just forwarders to their backend
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* This is where link between agnostic and specific code is done
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**/
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/**
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* Find every interesting devices and create right structure for them(depend on backend)
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**/
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void GamePad::EnumerateGamePads(std::vector<std::unique_ptr<GamePad>> &vgamePad)
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{
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#ifdef SDL_BUILD
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JoystickInfo::EnumerateJoysticks(vgamePad);
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#endif
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}
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/**
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* Safely dispatch to the Rumble method above
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**/
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void GamePad::DoRumble(unsigned type, unsigned pad)
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{
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int index = uid_to_index(pad);
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if (index >= 0)
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s_vgamePad[index]->Rumble(type, pad);
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}
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size_t GamePad::index_to_uid(int index)
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{
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if ((index >= 0) && (index < (int)s_vgamePad.size()))
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return s_vgamePad[index]->GetUniqueIdentifier();
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else
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return 0;
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}
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int GamePad::uid_to_index(int pad)
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{
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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) {
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if (s_vgamePad[i]->GetUniqueIdentifier() == uid)
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return i;
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}
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// Current uid wasn't found maybe the pad was unplugged. Or
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// user didn't select it. Fallback to 1st pad for
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// 1st player. And 2nd pad for 2nd player.
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if ((int)s_vgamePad.size() > pad)
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return pad;
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return -1;
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}
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