Files
aya/client/common/SDLGameController.hpp
2025-12-17 16:47:48 +00:00

83 lines
2.5 KiB
C++

#pragma once
#include <boost/shared_ptr.hpp>
#include <boost/unordered_map.hpp>
#include <boost/weak_ptr.hpp>
#include "SDL3/SDL.h"
#include "SDL3/SDL_gamepad.h"
#include "Utility/KeyCode.hpp"
#include "DataModel/InputObject.hpp"
#include "DataModel/HapticService.hpp"
namespace Aya
{
class DataModel;
class UserInputService;
class GamepadService;
typedef boost::unordered_map<Aya::KeyCode, boost::shared_ptr<Aya::InputObject>> Gamepad;
} // namespace Aya
struct HapticData
{
int hapticEffectId;
float currentLeftMotorValue;
float currentRightMotorValue;
SDL_Haptic* hapticDevice;
};
class SDLGameController
{
private:
boost::weak_ptr<Aya::DataModel> dataModel;
boost::unordered_map<int, std::pair<int, SDL_Gamepad*>> gamepadIdToGameController;
boost::unordered_map<int, HapticData> hapticsFromGamepadId;
boost::unordered_map<int, int> joystickIdToGamepadId;
Aya::signals::scoped_connection renderSteppedConnection;
Aya::signals::scoped_connection getSupportedGamepadKeyCodesConnection;
Aya::signals::scoped_connection setEnabledVibrationMotorsConnection;
Aya::signals::scoped_connection setVibrationMotorConnection;
void initSDL();
Aya::UserInputService* getUserInputService();
Aya::HapticService* getHapticService();
Aya::GamepadService* getGamepadService();
Aya::Gamepad getRbxGamepadFromJoystickId(int joystickId);
void setupControllerId(int joystickId, int gamepadId, SDL_Gamepad* pad);
SDL_Gamepad* removeControllerMapping(int joystickId);
int getGamepadIntForEnum(Aya::InputObject::UserInputType gamepadType);
void findAvailableGamepadKeyCodesAndSet(Aya::InputObject::UserInputType gamepadType);
boost::shared_ptr<const Aya::Reflection::ValueArray> getAvailableGamepadKeyCodes(Aya::InputObject::UserInputType gamepadType);
void bindToDataModel();
// Haptic Functions
void refreshHapticEffects();
bool setupHapticsForDevice(int id);
void setVibrationMotorsEnabled(Aya::InputObject::UserInputType gamepadType);
void setVibrationMotor(Aya::InputObject::UserInputType gamepadType, Aya::HapticService::VibrationMotor vibrationMotor,
shared_ptr<const Aya::Reflection::Tuple> args);
public:
SDLGameController(boost::shared_ptr<Aya::DataModel> newDM);
~SDLGameController();
void updateControllers();
void onControllerAxis(const SDL_GamepadAxisEvent sdlEvent);
void onControllerButton(const SDL_GamepadButtonEvent sdlEvent);
void removeController(int joystickId);
void addController(int gamepadId);
};