dolphin/Source/Core/InputCommon/ControllerInterface/SDL/SDL.h
Léo Lam fd29e5c4cc ControllerInterface: Don't pass m_devices to the backends
Previously, the devices vector would be passed to all backends. They
would then manually push_back to it to add new devices. This was fine
but caused issues when trying to add synchronisation.

Instead, backends now call AddDevice() to fill m_devices so that it is
not accessible from the outside.
2016-06-25 13:46:53 +02:00

163 lines
3.3 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <list>
#include <SDL.h>
#if SDL_VERSION_ATLEAST(1, 3, 0)
#define USE_SDL_HAPTIC
#endif
#ifdef USE_SDL_HAPTIC
#include <SDL_haptic.h>
#endif
namespace ciface
{
namespace SDL
{
void Init();
class Joystick : public Core::Device
{
private:
class Button : public Core::Device::Input
{
public:
std::string GetName() const override;
Button(u8 index, SDL_Joystick* js) : m_js(js), m_index(index) {}
ControlState GetState() const override;
private:
SDL_Joystick* const m_js;
const u8 m_index;
};
class Axis : public Core::Device::Input
{
public:
std::string GetName() const override;
Axis(u8 index, SDL_Joystick* js, Sint16 range) : m_js(js), m_range(range), m_index(index) {}
ControlState GetState() const override;
private:
SDL_Joystick* const m_js;
const Sint16 m_range;
const u8 m_index;
};
class Hat : public Input
{
public:
std::string GetName() const override;
Hat(u8 index, SDL_Joystick* js, u8 direction) : m_js(js), m_direction(direction), m_index(index)
{
}
ControlState GetState() const override;
private:
SDL_Joystick* const m_js;
const u8 m_direction;
const u8 m_index;
};
#ifdef USE_SDL_HAPTIC
class HapticEffect : public Output
{
public:
HapticEffect(SDL_Haptic* haptic) : m_haptic(haptic), m_id(-1) {}
~HapticEffect()
{
m_effect.type = 0;
Update();
}
protected:
void Update();
virtual void SetSDLHapticEffect(ControlState state) = 0;
SDL_HapticEffect m_effect;
SDL_Haptic* m_haptic;
int m_id;
private:
virtual void SetState(ControlState state) override final;
};
class ConstantEffect : public HapticEffect
{
public:
ConstantEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
std::string GetName() const override;
private:
void SetSDLHapticEffect(ControlState state) override;
};
class RampEffect : public HapticEffect
{
public:
RampEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
std::string GetName() const override;
private:
void SetSDLHapticEffect(ControlState state) override;
};
class SineEffect : public HapticEffect
{
public:
SineEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
std::string GetName() const override;
private:
void SetSDLHapticEffect(ControlState state) override;
};
class TriangleEffect : public HapticEffect
{
public:
TriangleEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
std::string GetName() const override;
private:
void SetSDLHapticEffect(ControlState state) override;
};
class LeftRightEffect : public HapticEffect
{
public:
LeftRightEffect(SDL_Haptic* haptic) : HapticEffect(haptic) {}
std::string GetName() const override;
private:
void SetSDLHapticEffect(ControlState state) override;
};
#endif
public:
void UpdateInput() override;
Joystick(SDL_Joystick* const joystick, const int sdl_index, const unsigned int index);
~Joystick();
std::string GetName() const override;
int GetId() const override;
std::string GetSource() const override;
private:
SDL_Joystick* const m_joystick;
const int m_sdl_index;
const unsigned int m_index;
#ifdef USE_SDL_HAPTIC
SDL_Haptic* m_haptic;
#endif
};
}
}