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817abdd579
We can compile with haptic support, and then not initialize due to haptics not being available. So if we are compiling with haptics, test initializing with haptics and if that fails attempt to initialize without haptics before bailing out.
154 lines
3.3 KiB
C++
154 lines
3.3 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include <list>
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#include <SDL.h>
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#include "InputCommon/ControllerInterface/Device.h"
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#if SDL_VERSION_ATLEAST(1, 3, 0)
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#define USE_SDL_HAPTIC
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#endif
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#ifdef USE_SDL_HAPTIC
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#include <SDL_haptic.h>
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#endif
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namespace ciface
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{
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namespace SDL
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{
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void Init( std::vector<Core::Device*>& devices );
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class Joystick : public Core::Device
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{
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private:
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class Button : public Core::Device::Input
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{
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public:
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std::string GetName() const override;
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Button(u8 index, SDL_Joystick* js) : m_js(js), m_index(index) {}
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ControlState GetState() const override;
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private:
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SDL_Joystick* const m_js;
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const u8 m_index;
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};
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class Axis : public Core::Device::Input
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{
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public:
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std::string GetName() const override;
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Axis(u8 index, SDL_Joystick* js, Sint16 range) : m_js(js), m_range(range), m_index(index) {}
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ControlState GetState() const override;
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private:
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SDL_Joystick* const m_js;
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const Sint16 m_range;
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const u8 m_index;
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};
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class Hat : public Input
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{
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public:
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std::string GetName() const override;
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Hat(u8 index, SDL_Joystick* js, u8 direction) : m_js(js), m_direction(direction), m_index(index) {}
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ControlState GetState() const override;
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private:
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SDL_Joystick* const m_js;
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const u8 m_direction;
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const u8 m_index;
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};
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#ifdef USE_SDL_HAPTIC
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class HapticEffect : public Output
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{
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public:
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HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic), m_id(-1) {}
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~HapticEffect() { m_effect.type = 0; Update(); }
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protected:
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void Update();
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virtual void SetSDLHapticEffect(ControlState state) = 0;
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SDL_HapticEffect m_effect;
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SDL_Haptic* m_haptic;
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int m_id;
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private:
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virtual void SetState(ControlState state) override final;
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};
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class ConstantEffect : public HapticEffect
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{
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public:
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ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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std::string GetName() const override;
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private:
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void SetSDLHapticEffect(ControlState state) override;
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};
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class RampEffect : public HapticEffect
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{
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public:
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RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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std::string GetName() const override;
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private:
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void SetSDLHapticEffect(ControlState state) override;
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};
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class SineEffect : public HapticEffect
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{
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public:
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SineEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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std::string GetName() const override;
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private:
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void SetSDLHapticEffect(ControlState state) override;
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};
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class TriangleEffect : public HapticEffect
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{
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public:
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TriangleEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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std::string GetName() const override;
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private:
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void SetSDLHapticEffect(ControlState state) override;
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};
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class LeftRightEffect : public HapticEffect
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{
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public:
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LeftRightEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
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std::string GetName() const override;
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private:
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void SetSDLHapticEffect(ControlState state) override;
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};
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#endif
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public:
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void UpdateInput() override;
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Joystick(SDL_Joystick* const joystick, const int sdl_index, const unsigned int index);
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~Joystick();
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std::string GetName() const override;
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int GetId() const override;
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std::string GetSource() const override;
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private:
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SDL_Joystick* const m_joystick;
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const int m_sdl_index;
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const unsigned int m_index;
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#ifdef USE_SDL_HAPTIC
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SDL_Haptic* m_haptic;
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#endif
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};
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}
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}
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