/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ANTKEEPER_INPUT_GAME_CONTROLLER_HPP
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#define ANTKEEPER_INPUT_GAME_CONTROLLER_HPP
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#include "device.hpp"
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namespace input {
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enum class game_controller_button
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{
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a,
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b,
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x,
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y,
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back,
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guide,
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start,
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left_stick,
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right_stick,
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left_shoulder,
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right_shoulder,
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dpad_up,
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dpad_down,
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dpad_left,
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dpad_right
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};
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enum class game_controller_axis
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{
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left_x,
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left_y,
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right_x,
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right_y,
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trigger_left,
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trigger_right,
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};
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/**
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* A virtual game controller which can generate game controller-related input events and pass them to an event dispatcher.
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*
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* @ingroup input
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*/
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class game_controller: public device
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{
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public:
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/**
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* Creates a game controller input device.
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*/
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game_controller();
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/// Destroys a game controller input device.
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virtual ~game_controller() = default;
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/**
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* Simulates a game controller button press.
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*
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* @param button Index of the pressed button.
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*/
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void press(game_controller_button button);
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/**
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* Simulates a game controller button release.
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*
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* @param button Index of the released button.
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*/
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void release(game_controller_button button);
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/**
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* Simulates a game controller axis movement.
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*
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* @param axis Index of the moved axis.
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* @param negative Whether the movement was negative or positive.
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* @param value Normalized degree of movement.
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*/
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void move(game_controller_axis axis, float value);
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/**
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* Simulates a game controller being connected.
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*
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* @param reconnected `true` if the controller is being reconnected, or `false` if the controller is being connected for the first time.
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*/
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void connect(bool reconnnected);
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/// Simulates a game controller being disconnected.
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void disconnect();
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/// Returns `true` if the controller is currently connected.
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bool is_connected() const;
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private:
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bool connected;
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};
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inline bool game_controller::is_connected() const
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{
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return connected;
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}
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} // namespace input
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#endif // ANTKEEPER_INPUT_GAME_CONTROLLER_HPP
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