Files
watrbx-game-engine/ClientShared/SDLGameController.h
T
2025-09-18 17:55:52 -04:00

82 lines
2.4 KiB
C++

#pragma once
#include <boost/shared_ptr.hpp>
#include <boost/unordered_map.hpp>
#include <boost/weak_ptr.hpp>
#include "SDL.h"
#include "SDL_gamecontroller.h"
#include "util/KeyCode.h"
#include "v8datamodel/InputObject.h"
#include "v8datamodel/HapticService.h"
namespace RBX
{
class DataModel;
class UserInputService;
class GamepadService;
typedef boost::unordered_map<RBX::KeyCode, boost::shared_ptr<RBX::InputObject> > Gamepad;
}
struct HapticData
{
int hapticEffectId;
float currentLeftMotorValue;
float currentRightMotorValue;
SDL_Haptic* hapticDevice;
};
class SDLGameController
{
private:
boost::weak_ptr<RBX::DataModel> dataModel;
boost::unordered_map<int, std::pair<int,SDL_GameController*> > gamepadIdToGameController;
boost::unordered_map<int, HapticData> hapticsFromGamepadId;
boost::unordered_map<int, int> joystickIdToGamepadId;
rbx::signals::scoped_connection renderSteppedConnection;
rbx::signals::scoped_connection getSupportedGamepadKeyCodesConnection;
rbx::signals::scoped_connection setEnabledVibrationMotorsConnection;
rbx::signals::scoped_connection setVibrationMotorConnection;
void initSDL();
RBX::UserInputService* getUserInputService();
RBX::HapticService* getHapticService();
RBX::GamepadService* getGamepadService();
RBX::Gamepad getRbxGamepadFromJoystickId(int joystickId);
void setupControllerId(int joystickId, int gamepadId, SDL_GameController *pad);
SDL_GameController* removeControllerMapping(int joystickId);
int getGamepadIntForEnum(RBX::InputObject::UserInputType gamepadType);
void findAvailableGamepadKeyCodesAndSet(RBX::InputObject::UserInputType gamepadType);
boost::shared_ptr<const RBX::Reflection::ValueArray> getAvailableGamepadKeyCodes(RBX::InputObject::UserInputType gamepadType);
void bindToDataModel();
// Haptic Functions
void refreshHapticEffects();
bool setupHapticsForDevice(int id);
void setVibrationMotorsEnabled(RBX::InputObject::UserInputType gamepadType);
void setVibrationMotor(RBX::InputObject::UserInputType gamepadType, RBX::HapticService::VibrationMotor vibrationMotor, shared_ptr<const RBX::Reflection::Tuple> args);
public:
SDLGameController(boost::shared_ptr<RBX::DataModel> newDM);
~SDLGameController();
void updateControllers();
void onControllerAxis( const SDL_ControllerAxisEvent sdlEvent );
void onControllerButton( const SDL_ControllerButtonEvent sdlEvent );
void removeController(int joystickId);
void addController(int gamepadId);
};