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