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#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