stk-code_catmod/src/input/input_device.hpp
auria 43ed6ea083 fixed bug related to axes vs buttons
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3331 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2009-03-31 20:33:44 +00:00

84 lines
2.0 KiB
C++

#ifndef INPUT_DEVICE_HPP
#define INPUT_DEVICE_HPP
#include <SDL/SDL.h>
#include <string>
#include "input/input.hpp"
#include <iostream>
#include <fstream>
#include "io/xml_node.hpp"
enum DeviceType
{
DT_KEYBOARD,
DT_GAMEPAD
};
struct KeyBinding
{
Input::InputType type;
// key for keyboards, axis for gamepads
int id;
Input::AxisDirection dir; // for gamepads
};
class InputDevice
{
protected:
DeviceType m_type;
KeyBinding m_bindings[PA_COUNT];
std::string m_player;
public:
std::string m_name; // if device has a name; unused for keyboards since SDL can't tell keyboards apart
InputDevice();
DeviceType getType() const { return m_type; };
void serialize(std::ofstream& stream);
bool deserializeAction(irr::io::IrrXMLReader* xml);
};
class KeyboardDevice : public InputDevice
{
public:
KeyboardDevice();
KeyboardDevice(irr::io::IrrXMLReader* xml);
/** checks if this key belongs to this belongs. if yes, sets action and returns true; otherwise returns false */
bool hasBinding(const int key_id, PlayerAction* action /* out */) const;
void loadDefaults();
};
class GamePadDevice : public InputDevice
{
void resetAxisDirection(const int axis, Input::AxisDirection direction, const int player);
public:
SDL_Joystick *m_sdlJoystick;
int m_deadzone;
int m_index;
Input::AxisDirection *m_prevAxisDirections;
/** checks if this key belongs to this belongs. if yes, sets action and returns true; otherwise returns false.
The 'player' id passed is simply to know where to send 'axis reset's when necessary*/
bool hasBinding(Input::InputType type, const int id, const int value, const int player, PlayerAction* action /* out */);
void open(const int sdl_id);
void loadDefaults();
GamePadDevice(int sdlIndex);
GamePadDevice(irr::io::IrrXMLReader* xml);
~GamePadDevice();
};
#endif