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4be1706876
We now do this in the backedns instead of centrally since on some backends this is more efficient.
38 lines
845 B
C++
38 lines
845 B
C++
#pragma once
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#ifdef _MSC_VER
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#include "SDL/SDL.h"
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#else
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#if PPSSPP_PLATFORM(MAC)
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#include "SDL2/SDL.h"
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#else
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#include "SDL.h"
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#endif
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#endif
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#include <map>
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#include "Common/Input/InputState.h"
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#include "Common/Input/KeyCodes.h"
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#include "Common/Net/Resolve.h"
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class SDLJoystick{
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public:
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SDLJoystick(bool init_SDL = false);
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~SDLJoystick();
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void registerEventHandler();
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void ProcessInput(const SDL_Event &event);
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private:
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void setUpController(int deviceIndex);
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void setUpControllers();
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InputKeyCode getKeycodeForButton(SDL_GameControllerButton button);
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int getDeviceIndex(int instanceId);
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bool registeredAsEventHandler;
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std::vector<SDL_GameController *> controllers;
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std::map<int, int> controllerDeviceMap;
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// Deduplicate axis events. Pair is device, axis.
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std::map<std::pair<InputDeviceID, InputAxis>, float> prevAxisValue_;
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};
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