ES-DE/src/InputManager.h
Aloshi c6a7f8abf9 Fixed InputManager's handling of controllers with duplicate names.
Added emergency keyboard config if no players can be loaded.
Switched some console output to log output.
2013-04-13 13:19:06 -05:00

54 lines
981 B
C++

#ifndef _INPUTMANAGER_H_
#define _INPUTMANAGER_H_
#include <SDL.h>
#include <vector>
#include <map>
#include <string>
class InputConfig;
class Window;
//you should only ever instantiate one of these, by the way
class InputManager
{
public:
InputManager(Window* window);
~InputManager();
void loadConfig();
void writeConfig();
static std::string getConfigPath();
void init();
void deinit();
void setNumPlayers(int num);
int getNumPlayers();
int getNumJoysticks();
bool parseEvent(const SDL_Event& ev);
InputConfig* getInputConfigByPlayer(int player);
private:
static const int DEADZONE = 23000;
Window* mWindow;
//non-InputManager classes shouldn't use this, as you can easily miss the keyboard
InputConfig* getInputConfigByDevice(int device);
void loadDefaultConfig();
int mNumJoysticks;
int mNumPlayers;
SDL_Joystick** mJoysticks;
InputConfig** mInputConfigs;
InputConfig* mKeyboardInputConfig;
std::map<int, int>* mPrevAxisValues;
};
#endif