stk-code_catmod/src/input/gamepad_device.hpp

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// SuperTuxKart - a fun racing game with go-kart
//
2015-03-29 20:31:42 -04:00
// Copyright (C) 2009-2015 Marianne Gagnon
//
// 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 3
// 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, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#ifndef HEADER_GAMEPAD_DEVICE_HPP
#define HEADER_GAMEPAD_DEVICE_HPP
#include "input/input_device.hpp"
#include "utils/cpp2011.hpp"
class GamepadConfig;
/**
* \brief specialisation of Inputdevice for gamepad type devices
* \ingroup input
*/
class GamePadDevice : public InputDevice
{
void resetAxisDirection(const int axis, Input::AxisDirection direction);
bool* m_buttonPressed;
Input::AxisDirection *m_prev_axis_directions;
/** used to determine if an axis is valid; an axis is considered valid
* when at least 2 different values are read from this axis (if an axis
* keeps on sending the exact same value continuously, chances are that
* it's not meant by the user - for instance some gamepads have hats or
* analog switches that get reported as axis, we even had a report that
* on linux some hard disks may be reported as gamepads with
* uninteresting axis values)
*/
int *m_prev_axis_value;
/** \see m_prev_axis_value */
bool *m_axis_ok;
/** Irrlicht index of this gamepad. */
int m_irr_index;
public:
GamePadDevice(const int irrIndex, const std::string &name,
const int axis_number,
const int button_count,
GamepadConfig *configuration);
virtual ~GamePadDevice();
bool isButtonPressed(const int i);
void setButtonPressed(const int i, bool isButtonPressed);
virtual bool processAndMapInput(Input::InputType type, const int id,
InputManager::InputDriverMode mode,
PlayerAction *action, int* value = NULL
) OVERRIDE;
int getNumberOfButtons() const;
bool moved(int value) const;
// ------------------------------------------------------------------------
/** Returns the irrlicht index of this gamepad. */
int getIrrIndex() const { return m_irr_index; }
// ------------------------------------------------------------------------
}; // class GamepadDevice
#endif