|
|
|
|
#pragma once
|
|
|
|
|
// Joystick mappings for SDL1 and additional buttons on SDL2.
|
|
|
|
|
|
|
|
|
|
#include <array>
|
|
|
|
|
#include <vector>
|
|
|
|
|
|
|
|
|
|
#include <SDL.h>
|
|
|
|
|
|
|
|
|
|
#ifdef USE_SDL1
|
|
|
|
|
#include "utils/sdl2_to_1_2_backports.h"
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#include "controls/controller.h"
|
|
|
|
|
#include "controls/controller_buttons.h"
|
|
|
|
|
#include "utils/static_vector.hpp"
|
|
|
|
|
|
|
|
|
|
namespace devilution {
|
|
|
|
|
|
|
|
|
|
class Joystick {
|
|
|
|
|
static std::vector<Joystick> joysticks_;
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
static void Add(int deviceIndex);
|
|
|
|
|
static void Remove(SDL_JoystickID instanceId);
|
|
|
|
|
static Joystick *Get(SDL_JoystickID instanceId);
|
|
|
|
|
static Joystick *Get(const SDL_Event &event);
|
|
|
|
|
static const std::vector<Joystick> &All();
|
|
|
|
|
static bool IsPressedOnAnyJoystick(ControllerButton button);
|
|
|
|
|
|
|
|
|
|
// Must be called exactly once at the start of each SDL input event.
|
|
|
|
|
void UnlockHatState();
|
|
|
|
|
|
|
|
|
|
static StaticVector<ControllerButtonEvent, 4> ToControllerButtonEvents(const SDL_Event &event);
|
|
|
|
|
bool IsPressed(ControllerButton button) const;
|
|
|
|
|
static bool ProcessAxisMotion(const SDL_Event &event);
|
|
|
|
|
|
|
|
|
|
SDL_JoystickID instance_id() const
|
|
|
|
|
{
|
|
|
|
|
return instance_id_;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
struct HatState {
|
|
|
|
|
bool pressed;
|
|
|
|
|
bool didStateChange;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
static int ToSdlJoyButton(ControllerButton button);
|
|
|
|
|
|
|
|
|
|
bool IsHatButtonPressed(ControllerButton button) const;
|
|
|
|
|
StaticVector<ControllerButtonEvent, 4> GetHatEvents();
|
|
|
|
|
void UpdateHatState(const SDL_JoyHatEvent &event);
|
|
|
|
|
|
|
|
|
|
SDL_Joystick *sdl_joystick_ = NULL;
|
|
|
|
|
SDL_JoystickID instance_id_ = -1;
|
|
|
|
|
std::array<HatState, 4> hatState_;
|
|
|
|
|
bool lockHatState_ = false;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|