Duckstation/src/frontend-common/sdl_input_source.h

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#pragma once
#include "SDL.h"
#include "input_source.h"
#include <array>
#include <functional>
#include <mutex>
#include <vector>
class SettingsInterface;
class SDLInputSource final : public InputSource
{
public:
SDLInputSource();
~SDLInputSource();
bool Initialize(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock) override;
void UpdateSettings(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock) override;
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bool ReloadDevices() override;
void Shutdown() override;
void PollEvents() override;
std::vector<std::pair<std::string, std::string>> EnumerateDevices() override;
std::vector<InputBindingKey> EnumerateMotors() override;
bool GetGenericBindingMapping(const std::string_view& device, GenericInputBindingMapping* mapping) override;
void UpdateMotorState(InputBindingKey key, float intensity) override;
void UpdateMotorState(InputBindingKey large_key, InputBindingKey small_key, float large_intensity,
float small_intensity) override;
std::optional<InputBindingKey> ParseKeyString(const std::string_view& device,
const std::string_view& binding) override;
std::string ConvertKeyToString(InputBindingKey key) override;
bool ProcessSDLEvent(const SDL_Event* event);
private:
enum : int
{
MAX_NUM_AXES = 7,
MAX_NUM_BUTTONS = 16,
};
struct ControllerData
{
SDL_Haptic* haptic;
SDL_GameController* game_controller;
u16 rumble_intensity[2];
int haptic_left_right_effect;
int joystick_id;
int player_id;
bool use_game_controller_rumble;
};
using ControllerDataVector = std::vector<ControllerData>;
bool InitializeSubsystem();
void ShutdownSubsystem();
void LoadSettings(SettingsInterface& si);
void SetHints();
ControllerDataVector::iterator GetControllerDataForJoystickId(int id);
ControllerDataVector::iterator GetControllerDataForPlayerId(int id);
int GetFreePlayerId() const;
bool OpenGameController(int index);
bool CloseGameController(int joystick_index);
bool HandleControllerAxisEvent(const SDL_ControllerAxisEvent* event);
bool HandleControllerButtonEvent(const SDL_ControllerButtonEvent* event);
void SendRumbleUpdate(ControllerData* cd);
ControllerDataVector m_controllers;
bool m_sdl_subsystem_initialized = false;
bool m_controller_enhanced_mode = false;
};