mirror of https://github.com/PCSX2/pcsx2.git
164 lines
3.3 KiB
C++
164 lines
3.3 KiB
C++
/* OnePAD - author: arcum42(@gmail.com)
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* Copyright (C) 2009
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*
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* Based on ZeroPAD, author zerofrog@gmail.com
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* Copyright (C) 2006-2007
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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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#pragma once
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#include <SDL.h>
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#if SDL_MAJOR_VERSION >= 2
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#include <SDL_haptic.h>
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#endif
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#include "GamePad.h"
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#include "onepad.h"
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#include "controller.h"
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#define NB_EFFECT 2 // Don't use more than two, ps2 only has one for big motor and one for small(like most systems)
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// holds all joystick info
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class JoystickInfo : GamePad
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{
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public:
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JoystickInfo() : devname(""), _id(-1), numbuttons(0), numaxes(0), numhats(0),
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deadzone(1500), pad(-1), joy(NULL) {
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vbuttonstate.clear();
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vaxisstate.clear();
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vhatstate.clear();
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#if SDL_MAJOR_VERSION >= 2
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haptic = NULL;
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first = true;
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#endif
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}
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~JoystickInfo()
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{
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Destroy();
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}
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JoystickInfo(const JoystickInfo&); // copy constructor
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JoystickInfo& operator=(const JoystickInfo&); // assignment
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void Destroy();
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// opens handles to all possible joysticks
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static void EnumerateJoysticks(vector<GamePad*>& vjoysticks);
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void Rumble(int type,int pad);
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bool Init(int id); // opens a handle and gets information
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bool TestForce(float);
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bool PollButtons(u32 &pkey);
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bool PollAxes(u32 &pkey);
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bool PollHats(u32 &pkey);
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int GetHat(int key_to_axis);
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int GetButton(int key_to_button);
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const string& GetName()
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{
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return devname;
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}
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int GetNumButtons()
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{
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return numbuttons;
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}
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int GetNumAxes()
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{
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return numaxes;
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}
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int GetNumHats()
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{
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return numhats;
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}
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int GetPAD()
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{
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return pad;
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}
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int GetDeadzone()
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{
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return deadzone;
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}
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void SaveState();
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int GetButtonState(int i)
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{
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return vbuttonstate[i];
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}
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int GetAxisState(int i)
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{
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return vaxisstate[i];
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}
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int GetHatState(int i)
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{
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//PAD_LOG("Getting POV State of %d.\n", i);
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return vhatstate[i];
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}
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void SetButtonState(int i, int state)
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{
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vbuttonstate[i] = state;
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}
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void SetAxisState(int i, int value)
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{
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vaxisstate[i] = value;
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}
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void SetHatState(int i, int value)
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{
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//PAD_LOG("We should set %d to %d.\n", i, value);
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vhatstate[i] = value;
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}
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int GetAxisFromKey(int pad, int index);
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static void UpdateReleaseState();
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private:
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SDL_Joystick* GetJoy()
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{
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return joy;
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}
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void GenerateDefaultEffect();
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string devname; // pretty device name
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int _id;
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int numbuttons, numaxes, numhats;
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int deadzone;
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int pad;
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vector<int> vbuttonstate, vaxisstate, vhatstate;
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SDL_Joystick* joy;
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#if SDL_MAJOR_VERSION >= 2
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SDL_Haptic* haptic;
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bool first;
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SDL_HapticEffect effects[NB_EFFECT];
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int effects_id[NB_EFFECT];
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#endif
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};
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