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vcmi/client/eventsSDL/InputSourceGameController.h
2024-04-30 15:31:35 +03:00

76 lines
2.2 KiB
C++

/*
* 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_events.h>
#include <SDL_gamecontroller.h>
#include "../../lib/Point.h"
#include "../gui/Shortcut.h"
constexpr int AXIS_DEAD_ZOOM = 6000;
constexpr int AXIS_MAX_ZOOM = 32000;
constexpr int AXIS_MOVE_SPEED = 500;
constexpr int TRIGGER_PRESS_THRESHOLD = 8000;
enum class AxisType
{
CURSOR_MOTION,
MAP_SCROLL,
NONE
};
/// 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;
std::set<SDL_GameControllerAxis> pressedAxes;
std::chrono::steady_clock::time_point lastCheckTime;
int cursorAxisValueX;
int cursorAxisValueY;
float cursorPlanDisX;
float cursorPlanDisY;
bool scrollAxisMoved;
Point scrollStart;
Point scrollCurrent;
int scrollAxisValueX;
int scrollAxisValueY;
float scrollPlanDisX;
float scrollPlanDisY;
void openGameController(int index);
int getJoystickIndex(SDL_GameController * controller);
int getRealAxisValue(int value);
void dispatchAxisShortcuts(const std::vector<EShortcut> & shortcutsVector, SDL_GameControllerAxis axisID, int axisValue);
void tryToConvertCursor();
void doCursorMove(int deltaX, int deltaY);
int getMoveDis(float planDis);
void handleCursorUpdate(int32_t deltaTimeMs);
void handleScrollUpdate(int32_t deltaTimeMs);
bool isScrollAxisReleased();
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();
};