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Aquaria/BBGE/Joystick.h
fgenesis 9414be864a Huge Game.cpp refactor and various other things
Started working on a tiny input/ActionMapper refactor,
then everything fell apart and i ended up doing this.
I'm sorry.

Pretty much untested because input mapping is broken right now,
will fix that next.
2016-06-30 02:58:55 +02:00

53 lines
1 KiB
C++

#ifndef BBGE_JOYSTICK_H
#define BBGE_JOYSTICK_H
#include <SDL_joystick.h>
#ifdef BBGE_BUILD_SDL2
#include <SDL_gamecontroller.h>
#include <SDL_haptic.h>
#endif
#include "Vector.h"
#define MAX_JOYSTICK_BTN 32
#define MAX_JOYSTICK_AXIS 32
class Joystick
{
public:
Joystick();
void init(int stick=0);
void shutdown();
//Ranges from 0 to 1 (full speed).
void rumble(float leftMotor, float rightMotor, float time);
void update(float dt);
Vector position;
float deadZone1, deadZone2;
float clearRumbleTime;
void calibrate(Vector &vec, float dead);
bool anyButton() const;
bool getButton(unsigned id) const { return !!(buttonBitmask & (1u << id)); }
int getIndex() const { return stickIndex; }
int getInstanceID() const { return instanceID; }
Vector rightStick;
int s1ax, s1ay, s2ax, s2ay;
private:
int stickIndex;
int instanceID;
unsigned buttonBitmask; // FIXME: this should go
SDL_Joystick *sdl_joy;
# ifdef BBGE_BUILD_SDL2
SDL_GameController *sdl_controller;
SDL_Haptic *sdl_haptic;
# endif
};
#endif