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Now InputDefault is responsible for giving out joypad device IDs to the platform, instead of each platform handling this itself. This makes it possible for c++ modules to add their own "custom" gamepad devices, without the risk of messing up events in case the user also has regular gamepads attached (using the OS code). For now, it's implemented for the main desktop platforms. Possible targets for future work: android, uwp, javascript
103 lines
3.7 KiB
C++
103 lines
3.7 KiB
C++
/*************************************************************************/
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/* joypad_linux.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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//author: Andreas Haas <hondres, liugam3@gmail.com>
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#ifndef JOYPAD_LINUX_H
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#define JOYPAD_LINUX_H
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#ifdef JOYDEV_ENABLED
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#include "main/input_default.h"
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#include "os/thread.h"
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#include "os/mutex.h"
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struct input_absinfo;
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class JoypadLinux
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{
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public:
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JoypadLinux(InputDefault *in);
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~JoypadLinux();
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uint32_t process_joypads(uint32_t p_event_id);
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private:
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enum {
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JOYPADS_MAX = 16,
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MAX_ABS = 63,
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MAX_KEY = 767, // Hack because <linux/input.h> can't be included here
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};
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struct Joypad {
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InputDefault::JoyAxis curr_axis[MAX_ABS];
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int key_map[MAX_KEY];
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int abs_map[MAX_ABS];
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int dpad;
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int fd;
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String devpath;
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input_absinfo *abs_info[MAX_ABS];
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bool force_feedback;
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int ff_effect_id;
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uint64_t ff_effect_timestamp;
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Joypad();
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~Joypad();
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void reset();
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};
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bool exit_udev;
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Mutex *joy_mutex;
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Thread *joy_thread;
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InputDefault *input;
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Joypad joypads[JOYPADS_MAX];
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Vector<String> attached_devices;
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static void joy_thread_func(void *p_user);
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int get_joy_from_path(String path) const;
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void setup_joypad_properties(int p_id);
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void close_joypad(int p_id = -1);
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#ifdef UDEV_ENABLED
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void enumerate_joypads(struct udev *_udev);
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void monitor_joypads(struct udev *_udev);
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#endif
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void monitor_joypads();
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void run_joypad_thread();
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void open_joypad(const char* path);
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void joypad_vibration_start(int p_id, float p_weak_magnitude, float p_strong_magnitude, float p_duration, uint64_t p_timestamp);
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void joypad_vibration_stop(int p_id, uint64_t p_timestamp);
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InputDefault::JoyAxis axis_correct(const input_absinfo *abs, int value) const;
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};
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#endif
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#endif // JOYPAD_LINUX_H
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