pcsx2/plugins/onepad/GamePad.h

156 lines
3.1 KiB
C++

#pragma once
#include "onepad.h"
#include "controller.h"
#ifdef SDL_BUILD
#include <SDL.h>
#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<GamePad *> &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<int> vbuttonstate, vaxisstate, vhatstate;
};
extern vector<GamePad *> s_vgamePad;
extern bool GamePadIdWithinBounds(int joyid);