ES-DE/es-core/src/InputManager.h
Leon Styhre 76aa239855 Initial update to make the application build and run on Windows.
Much more work will be needed to get the Windows port working properly.
2020-07-03 20:23:51 +02:00

77 lines
1.7 KiB
C++

//
// InputManager.h
//
// Low-level input handling.
// Initiates and maps the keyboard and controllers.
// Reads and writes the es_input.cfg configuration file.
//
#pragma once
#ifndef ES_CORE_INPUT_MANAGER_H
#define ES_CORE_INPUT_MANAGER_H
#if defined(__linux__) || defined(_WIN64)
#include <SDL2/SDL_joystick.h>
#else
#include "SDL_joystick.h"
#endif
#include <map>
class InputConfig;
class Window;
union SDL_Event;
// You should only ever instantiate one of these, by the way.
class InputManager
{
private:
InputManager();
static InputManager* mInstance;
static const int DEADZONE = 23000;
void loadDefaultKBConfig();
std::map<SDL_JoystickID, SDL_Joystick*> mJoysticks;
std::map<SDL_JoystickID, InputConfig*> mInputConfigs;
InputConfig* mKeyboardInputConfig;
InputConfig* mCECInputConfig;
std::map<SDL_JoystickID, int*> mPrevAxisValues;
bool initialized() const;
void addJoystickByDeviceIndex(int id);
void removeJoystickByJoystickID(SDL_JoystickID id);
// Returns true if successfully loaded, false if not (or if it didn't exist).
bool loadInputConfig(InputConfig* config);
public:
virtual ~InputManager();
static InputManager* getInstance();
void writeDeviceConfig(InputConfig* config);
void doOnFinish();
static std::string getConfigPath();
static std::string getTemporaryConfigPath();
void init();
void deinit();
int getNumJoysticks();
int getAxisCountByDevice(int deviceId);
int getButtonCountByDevice(int deviceId);
int getNumConfiguredDevices();
std::string getDeviceGUIDString(int deviceId);
InputConfig* getInputConfigByDevice(int deviceId);
bool parseEvent(const SDL_Event& ev, Window* window);
};
#endif // ES_CORE_INPUT_MANAGER_H