/*
* xemu Input Management
*
* This is the main input abstraction layer for xemu, which is basically just a
* wrapper around SDL2 GameController/Keyboard API to map specifically to an
* Xbox gamepad and support automatic binding, hotplugging, and removal at
* runtime.
*
* Copyright (C) 2020-2021 Matt Borgerson
*
* 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, see .
*/
#ifndef XEMU_INPUT_H
#define XEMU_INPUT_H
#include
#include
#include "qemu/queue.h"
#define DRIVER_DUKE "usb-xbox-gamepad"
#define DRIVER_S "usb-xbox-gamepad-s"
#define DRIVER_DUKE_DISPLAY_NAME "Xbox Controller"
#define DRIVER_S_DISPLAY_NAME "Xbox Controller S"
enum controller_state_buttons_mask {
CONTROLLER_BUTTON_A = (1 << 0),
CONTROLLER_BUTTON_B = (1 << 1),
CONTROLLER_BUTTON_X = (1 << 2),
CONTROLLER_BUTTON_Y = (1 << 3),
CONTROLLER_BUTTON_DPAD_LEFT = (1 << 4),
CONTROLLER_BUTTON_DPAD_UP = (1 << 5),
CONTROLLER_BUTTON_DPAD_RIGHT = (1 << 6),
CONTROLLER_BUTTON_DPAD_DOWN = (1 << 7),
CONTROLLER_BUTTON_BACK = (1 << 8),
CONTROLLER_BUTTON_START = (1 << 9),
CONTROLLER_BUTTON_WHITE = (1 << 10),
CONTROLLER_BUTTON_BLACK = (1 << 11),
CONTROLLER_BUTTON_LSTICK = (1 << 12),
CONTROLLER_BUTTON_RSTICK = (1 << 13),
CONTROLLER_BUTTON_GUIDE = (1 << 14), // Extension
};
#define CONTROLLER_STATE_BUTTON_ID_TO_MASK(x) (1<