stk-code_catmod/src/input/gamepad_device.hpp

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// SuperTuxKart - a fun racing game with go-kart
//
// Copyright (C) 2009-2013 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"
/**
* \brief specialisation of Inputdevice for gamepad type devices
* \ingroup input
*/
class GamePadDevice : public InputDevice
{
void resetAxisDirection(const int axis, Input::AxisDirection direction,
StateManager::ActivePlayer* player);
bool m_buttonPressed[SEvent::SJoystickEvent::NUMBER_OF_BUTTONS];
public:
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;
int m_deadzone;
int m_index;
int m_axis_count;
int m_button_count;
/** Constructor for GamePadDevice from a connected gamepad for which no
* configuration existed (defaults will be used)
* \param irrIndex Index of stick as given by irrLicht.
*/
GamePadDevice(const int irrIndex, const std::string name,
const int axis_number,
const int btnAmount, GamepadConfig *configuration);
virtual ~GamePadDevice();
bool isButtonPressed(const int i);
void setButtonPressed(const int i, bool isButtonPressed);
/**
* Invoked when this device it used. Verifies if the key/button that
* was pressed is associated with a binding. If yes, sets action and
* returns true; otherwise returns false.
*
* \param player Only passed to know where to send 'axis reset's
* when necessary
* \param id ID of the key that was pressed or of the axis
* that was triggered (depending on
* the value of the 'type' parameter)
* \param mode Used to determine whether to map menu actions or
* game actions
* \param[out] action The action associated to this input (only check
* this value if method returned true)
*
* \return Whether the pressed key/button is bound with an action
*/
bool processAndMapInput(Input::InputType type, const int id,
int* value,
InputManager::InputDriverMode mode,
StateManager::ActivePlayer* player,
PlayerAction* action);
};
#endif