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vcmi/client/eventsSDL/InputSourceGameController.h

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2024-04-03 14:34:22 +02:00
/*
* InputSourceGameController.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include <SDL.h>
#include "../gui/Shortcut.h"
const int AXIS_DEAD_ZOOM = 6000;
const int AXIS_MAX_ZOOM = 32000;
const int AXIS_MOVE_SPEED = 500;
const int AXIS_CURSOR_MOVE_INTERVAL = 1000;
const int TRIGGER_PRESS_THRESHOLD = 8000;
/// Class that handles game controller input from SDL events
class InputSourceGameController
{
static void gameControllerDeleter(SDL_GameController * gameController);
using GameControllerPtr = std::unique_ptr<SDL_GameController, decltype(&gameControllerDeleter)>;
std::map<int, GameControllerPtr> gameControllerMap;
long long lastCheckTime;
int axisValueX;
int axisValueY;
float planDisX;
float planDisY;
void openGameController(int index);
int getJoystickIndex(SDL_GameController * controller);
int getRealAxisValue(int value);
void dispatchTriggerShortcuts(const std::vector<EShortcut> & shortcutsVector, int axisValue);
void doCursorMove(int deltaX, int deltaY);
int getMoveDis(float planDis);
public:
InputSourceGameController();
void tryOpenAllGameControllers();
void handleEventDeviceAdded(const SDL_ControllerDeviceEvent & device);
void handleEventDeviceRemoved(const SDL_ControllerDeviceEvent & device);
void handleEventDeviceRemapped(const SDL_ControllerDeviceEvent & device);
void handleEventAxisMotion(const SDL_ControllerAxisEvent & axis);
void handleEventButtonDown(const SDL_ControllerButtonEvent & button);
void handleEventButtonUp(const SDL_ControllerButtonEvent & button);
void handleUpdate();
};