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- /*
- * 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();
- };
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