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#pragma once
#include <vector>
#ifdef USE_SDL3
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_gamepad.h>
#include <SDL3/SDL_joystick.h>
#else
#include <SDL.h>
#endif
#include "controls/controller_buttons.h"
#include "controls/game_controls.h"
namespace devilution {
class GameController {
static std::vector<GameController> controllers_;
public:
#ifdef USE_SDL3
static void Add(SDL_JoystickID joystickId);
#else
static void Add(int joystickIndex);
#endif
static void Remove(SDL_JoystickID instanceId);
static GameController *Get(SDL_JoystickID instanceId);
static GameController *Get(const SDL_Event &event);
static const std::vector<GameController> &All();
static bool IsPressedOnAnyController(ControllerButton button, SDL_JoystickID *which = nullptr);
// Must be called exactly once at the start of each SDL input event.
void UnlockTriggerState();
ControllerButton ToControllerButton(const SDL_Event &event);
bool IsPressed(ControllerButton button) const;
static bool ProcessAxisMotion(const SDL_Event &event);
#ifdef USE_SDL3
static SDL_GamepadButton ToSdlGameControllerButton(ControllerButton button);
#else
static SDL_GameControllerButton ToSdlGameControllerButton(ControllerButton button);
#endif
static GamepadLayout getLayout(const SDL_Event &event);
private:
#ifdef USE_SDL3
SDL_Gamepad *sdl_game_controller_ = nullptr;
#else
SDL_GameController *sdl_game_controller_ = nullptr;
#endif
SDL_JoystickID instance_id_ = -1;
ControllerButton trigger_left_state_ = ControllerButton_NONE;
ControllerButton trigger_right_state_ = ControllerButton_NONE;
bool trigger_left_is_down_ = false;
bool trigger_right_is_down_ = false;
};
} // namespace devilution