93 lines
3.7 KiB
C++
93 lines
3.7 KiB
C++
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// SuperTuxKart - a fun racing game with go-kart
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//
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// Copyright (C) 2009-2013 Marianne Gagnon
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_GAMEPAD_DEVICE_HPP
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#define HEADER_GAMEPAD_DEVICE_HPP
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#include "input/input_device.hpp"
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/**
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* \brief specialisation of Inputdevice for gamepad type devices
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* \ingroup input
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*/
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class GamePadDevice : public InputDevice
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{
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void resetAxisDirection(const int axis, Input::AxisDirection direction,
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StateManager::ActivePlayer* player);
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bool m_buttonPressed[SEvent::SJoystickEvent::NUMBER_OF_BUTTONS];
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public:
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Input::AxisDirection *m_prev_axis_directions;
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/** used to determine if an axis is valid; an axis is considered valid
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* when at least 2 different values are read from this axis (if an axis
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* keeps on sending the exact same value continuously, chances are that
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* it's not meant by the user - for instance some gamepads have hats or
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* analog switches that get reported as axis, we even had a report that
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* on linux some hard disks may be reported as gamepads with
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* uninteresting axis values)
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*/
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int *m_prev_axis_value;
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/** \see m_prev_axis_value */
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bool *m_axis_ok;
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int m_deadzone;
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int m_index;
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int m_axis_count;
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int m_button_count;
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/** Constructor for GamePadDevice from a connected gamepad for which no
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* configuration existed (defaults will be used)
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* \param irrIndex Index of stick as given by irrLicht.
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*/
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GamePadDevice(const int irrIndex, const std::string name,
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const int axis_number,
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const int btnAmount, GamepadConfig *configuration);
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virtual ~GamePadDevice();
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bool isButtonPressed(const int i);
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void setButtonPressed(const int i, bool isButtonPressed);
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/**
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* Invoked when this device it used. Verifies if the key/button that
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* was pressed is associated with a binding. If yes, sets action and
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* returns true; otherwise returns false.
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*
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* \param player Only passed to know where to send 'axis reset's
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* when necessary
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* \param id ID of the key that was pressed or of the axis
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* that was triggered (depending on
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* the value of the 'type' parameter)
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* \param mode Used to determine whether to map menu actions or
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* game actions
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* \param[out] action The action associated to this input (only check
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* this value if method returned true)
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*
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* \return Whether the pressed key/button is bound with an action
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*/
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bool processAndMapInput(Input::InputType type, const int id,
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int* value,
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InputManager::InputDriverMode mode,
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StateManager::ActivePlayer* player,
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PlayerAction* action);
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};
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#endif
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