ES-DE/es-core/src/InputConfig.h

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// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// InputConfig.h
//
// Input device configuration functions.
//
#ifndef ES_CORE_INPUT_CONFIG_H
#define ES_CORE_INPUT_CONFIG_H
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#include <SDL2/SDL_joystick.h>
#include <SDL2/SDL_keyboard.h>
#include <CECInput.h>
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#include <map>
#include <sstream>
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#include <vector>
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#define DEVICE_KEYBOARD -1
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#define DEVICE_CEC -2
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enum InputType {
TYPE_AXIS,
TYPE_BUTTON,
TYPE_KEY,
TYPE_CEC_BUTTON,
TYPE_COUNT
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};
namespace pugi
{
class xml_node;
}
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struct Input
{
public:
int device;
InputType type;
int id;
int value;
bool configured;
Input()
{
device = DEVICE_KEYBOARD;
configured = false;
id = -1;
value = -999;
type = TYPE_COUNT;
}
Input(
int dev,
InputType t,
int i,
int val,
bool conf)
: device(dev),
type(t),id(i),
value(val),
configured(conf)
{
}
std::string getCECButtonName(int keycode)
{
return CECInput::getKeyCodeString(keycode);
}
std::string string()
{
std::stringstream stream;
switch (type) {
case TYPE_AXIS: {
char signChar = ' ';
if (value > 0)
signChar = '+';
else if (value < 0)
signChar = '-';
stream << "Axis " << id << signChar;
break;
}
case TYPE_BUTTON: {
stream << "Button " << id;
break;
}
case TYPE_KEY: {
stream << "Key " << SDL_GetKeyName((SDL_Keycode)id);
break;
}
case TYPE_CEC_BUTTON: {
stream << "CEC-Button " << getCECButtonName(id);
break;
}
default: {
stream << "Input to string error";
break;
}
}
return stream.str();
}
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};
class InputConfig
{
public:
InputConfig(int deviceId, const std::string& deviceName, const std::string& deviceGUID);
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// Utility functions.
std::string inputTypeToString(InputType type);
InputType stringToInputType(const std::string& type);
std::string toLower(std::string str);
void clear();
bool isConfigured();
void mapInput(const std::string& name, Input input);
void unmapInput(const std::string& name); // Unmap all Inputs mapped to this name.
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// Returns true if Input is mapped to this name, false otherwise.
bool isMappedTo(const std::string& name, Input input);
bool isMappedLike(const std::string& name, Input input);
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// Returns a list of names this input is mapped to.
std::vector<std::string> getMappedTo(Input input);
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// Returns true if there is an Input mapped to this name, false otherwise.
// Writes Input mapped to this name to result if true.
bool getInputByName(const std::string& name, Input* result);
int getInputIDByName(const std::string& name);
void loadFromXML(pugi::xml_node& root);
void writeToXML(pugi::xml_node& parent);
inline int getDeviceId() const { return mDeviceId; };
inline const std::string& getDeviceName() { return mDeviceName; }
inline const std::string& getDeviceGUIDString() { return mDeviceGUID; }
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private:
std::map<std::string, Input> mNameMap;
const int mDeviceId;
const std::string mDeviceName;
const std::string mDeviceGUID;
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};
#endif // ES_CORE_INPUT_CONFIG_H