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InputCommon and nJoy: Moved functions to InputCommon, to be shared with the Wiimote plugin
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2147 8ced0084-cf51-0410-be5f-012b33b47a6e
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Source/Core/InputCommon/Src/SDL.h
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168
Source/Core/InputCommon/Src/SDL.h
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//////////////////////////////////////////////////////////////////////////////////////////
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// Project description
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Name: SDL Input
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// Description: Common SDL Input Functions
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//
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// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
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// Copyright (C) 2003-2008 Dolphin Project.
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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//
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// Licensetype: GNU General Public License (GPL)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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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 2.0 for more details.
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//
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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//
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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#ifndef _SDL_h
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#define _SDL_h
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//////////////////////////////////////////////////////////////////////////////////////////
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// Include
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#include <iostream> // System
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#include <vector>
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#include <SDL.h> // Externals
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#include "Common.h" // Common
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////////////////////////////
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namespace InputCommon
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{
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//////////////////////////////////////////////////////////////////////////////////////////
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// Structures
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/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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CONTROLLER_STATE buttons (PadState) = 0 or 1
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CONTROLLER_MAPPING buttons (joystick) = 0 or 1, 2, 3, 4, a certain joypad button
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Please remember: The axis limit is hardcoded here, if you allow more axises (for
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example for analog A and B buttons) you must first incrase the size of the axis array
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size here
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*/
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struct CONTROLLER_STATE // GC PAD INFO/STATE
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{
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int buttons[8]; // Amount of buttons (A B X Y Z, L-Trigger R-Trigger Start) might need to change the triggers buttons
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int dpad; // Automatic SDL D-Pad (8 directions + neutral)
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int dpad2[4]; // D-pad using buttons
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int axis[6]; // 2 x 2 Axes (Main & Sub)
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int halfpress; // Halfpress... you know, like not fully pressed ;)...
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SDL_Joystick *joy; // SDL joystick device
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};
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struct CONTROLLER_MAPPING // GC PAD MAPPING
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{
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int buttons[8]; // (See above)
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int dpad; // (See above)
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int dpad2[4]; // (See above)
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int axis[6]; // (See above)
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int halfpress; // (See above)
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int enabled; // Pad attached?
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int deadzone; // Deadzone... what else?
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int ID; // SDL joystick device ID
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int controllertype; // Hat: Hat or custom buttons
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int triggertype; // Triggers range
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std::string SDiagonal;
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bool bSquareToCircle;
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int eventnum; // Linux Event Number, Can't be found dynamically yet
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};
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struct CONTROLLER_INFO // CONNECTED WINDOWS DEVICES INFO
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{
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int NumAxes; // Amount of Axes
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int NumButtons; // Amount of Buttons
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int NumBalls; // Amount of Balls
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int NumHats; // Amount of Hats (POV)
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std::string Name; // Joypad/stickname
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int ID; // SDL joystick device ID
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bool Good; // Pad is good (it has at least one button or axis)
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SDL_Joystick *joy; // SDL joystick device
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};
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enum
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{
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// CTL_L_SHOULDER and CTL_R_SHOULDER = 0 and 1
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CTL_MAIN_X = 2,
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CTL_MAIN_Y,
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CTL_SUB_X,
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CTL_SUB_Y
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};
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enum
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{
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CTL_L_SHOULDER = 0,
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CTL_R_SHOULDER,
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CTL_A_BUTTON,
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CTL_B_BUTTON,
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CTL_X_BUTTON,
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CTL_Y_BUTTON,
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CTL_Z_TRIGGER,
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CTL_START
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};
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// DPad Type
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enum
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{
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CTL_DPAD_HAT = 0, // Automatically use the first hat that SDL finds
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CTL_DPAD_CUSTOM // Custom directional pad settings
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};
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// Trigger Type
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enum
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{
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CTL_TRIGGER_SDL = 0, //
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CTL_TRIGGER_XINPUT // The XBox 360 pad
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};
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enum
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{
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CTL_D_PAD_UP = 0,
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CTL_D_PAD_DOWN,
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CTL_D_PAD_LEFT,
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CTL_D_PAD_RIGHT
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};
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// Button type for the configuration
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enum
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{
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CTL_AXIS = 0,
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CTL_HAT,
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CTL_BUTTON,
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CTL_KEY
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};
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// XInput buttons
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enum
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{
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XI_TRIGGER_L = 0,
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XI_TRIGGER_R
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};
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////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Declarations
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &NumPads, int &NumGoodPads);
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void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int controller, int NumButtons);
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#ifndef _SDL_MAIN_
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#endif
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////////////////////////////
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} // InputCommon
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#endif // _SDL_h
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