mirror of
https://github.com/RetroDECK/Supermodel.git
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171 lines
3.9 KiB
C++
171 lines
3.9 KiB
C++
/**
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** Supermodel
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** A Sega Model 3 Arcade Emulator.
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** Copyright 2011 Bart Trzynadlowski, Nik Henson
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**
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** This file is part of Supermodel.
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**
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** Supermodel is free software: you can redistribute it and/or modify it under
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** the terms of the GNU General Public License as published by the Free
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** Software Foundation, either version 3 of the License, or (at your option)
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** any later version.
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**
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** Supermodel is distributed in the hope that it will be useful, but WITHOUT
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** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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** more details.
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**
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** You should have received a copy of the GNU General Public License along
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** with Supermodel. If not, see <http://www.gnu.org/licenses/>.
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**/
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/*
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* SDLInputSystem.h
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*
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* Header file for SDL input system.
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*/
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#ifndef INCLUDED_SDLINPUTSYSTEM_H
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#define INCLUDED_SDLINPUTSYSTEM_H
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#include "Types.h"
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#include "Inputs/InputSource.h"
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#include "Inputs/InputSystem.h"
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#include "SDLIncludes.h"
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#include <vector>
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#define NUM_SDL_KEYS (sizeof(s_keyMap) / sizeof(SDLKeyMapStruct))
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struct SDLKeyMapStruct
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{
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const char *keyName;
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SDL_Scancode sdlKey;
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};
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/*
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* Input system that uses SDL.
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*/
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class CSDLInputSystem : public CInputSystem
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{
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private:
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const Util::Config::Node& m_config;
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// Lookup table to map key names to SDLKeys
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static SDLKeyMapStruct s_keyMap[];
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// Vector to keep track of attached joysticks
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std::vector<SDL_Joystick*> m_joysticks;
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// Vector of joystick details
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std::vector<JoyDetails> m_joyDetails;
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// Current key state obtained from SDL
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const Uint8 *m_keyState;
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// Current mouse state obtained from SDL
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int m_mouseX;
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int m_mouseY;
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int m_mouseZ;
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short m_mouseWheelDir;
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Uint8 m_mouseButtons;
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// SDL2 ffb
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SDL_HapticEffect eff;
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unsigned sdlConstForceMax;
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unsigned sdlSelfCenterMax;
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unsigned sdlFrictionMax;
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unsigned sdlVibrateMax;
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struct hapticInfo
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{
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SDL_Haptic* SDLhaptic = NULL;
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int effectConstantForceID = -1;
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int effectVibrationID = -1;
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int effectSpringForceID = -1;
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int effectFrictionForceID = -1;
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};
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std::vector<hapticInfo> m_SDLHapticDatas;
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/*
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* Opens all attached joysticks.
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*/
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void OpenJoysticks();
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/*
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* Closes all attached joysticks.
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*/
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void CloseJoysticks();
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protected:
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/*
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* Initializes the SDL input system.
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*/
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bool InitializeSystem();
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int GetKeyIndex(const char *keyName);
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const char *GetKeyName(int keyIndex);
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bool IsKeyPressed(int kbdNum, int keyIndex);
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int GetMouseAxisValue(int mseNum, int axisNum);
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int GetMouseWheelDir(int mseNum);
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bool IsMouseButPressed(int mseNum, int butNum);
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int GetJoyAxisValue(int joyNum, int axisNum);
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bool IsJoyPOVInDir(int joyNum, int povNum, int povDir);
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bool IsJoyButPressed(int joyNum, int butNum);
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bool ProcessForceFeedbackCmd(int joyNum, int axisNum, ForceFeedbackCmd ffCmd);
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void StopAllEffect(int joyNum);
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void StopConstanteforce(int joyNum);
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void StopVibrationforce(int joyNum);
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void StopSpringforce(int joyNum);
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void StopFrictionforce(int joyNum);
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void VibrationEffect(float strength, int joyNum);
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void ConstantForceEffect(float force, int dir, int length, int joyNum);
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void SpringForceEffect(float force, int joyNum);
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void FrictionForceEffect(float force, int joyNum);
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bool HasBasicForce(SDL_Haptic* hap);
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public:
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/*
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* Constructs an SDL input system.
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*/
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CSDLInputSystem(const Util::Config::Node& config);
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~CSDLInputSystem();
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int GetNumKeyboards();
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int GetNumMice();
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int GetNumJoysticks();
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const KeyDetails *GetKeyDetails(int kbdNum);
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const MouseDetails *GetMouseDetails(int mseNum);
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const JoyDetails *GetJoyDetails(int joyNum);
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bool Poll();
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void SetMouseVisibility(bool visible);
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};
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#endif // INCLUDED_SDLINPUTSYSTEM_H
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