/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #ifndef __inputgamepadbase_H__ #define __inputgamepadbase_H__ #include "input/inputhandler.h" #include "threading/criticalsection.h" #include "threading/thread.h" //------------------------------------------------------------------------------ namespace Input { class InputGamePadBase : public Input::InputHandler { __DeclareClass(InputGamePadBase); public: /// gamepad buttons enum Button { DPadUpButton = 0, // all platforms DPadDownButton, // all platforms DPadLeftButton, // all platforms DPadRightButton, // all platforms StartButton, // all platforms BackButton, // Xbox360 LeftThumbButton, // Xbox360, PS3: L3 RightThumbButton, // Xbox360, PS3: R3 LeftShoulderButton, // Xbox360, PS3: L1, Wii: ClassicController ZL RightShoulderButton, // Xbox360, PS3: R1, Wii: ClassicController ZR AButton, // Xbox360: A, Wii: A/a, PS3: Cross BButton, // Xbox360: B, Wii: b(pad), PS3: Circle XButton, // Xbox360: X, Wii: x(pad), PS3: Square YButton, // Xbox360: Y, Wii: y(pad), PS3: Triangle // Wii specific buttons HomeButton, // Xbox360: /, Wii: Home, PS3: / PlusButton, // Xbox360: /, Wii: +, PS3: / MinusButton, // Xbox360: /, Wii: -, PS3: / OneButton, // Xbox360: /, Wii: 1, PS3: / TwoButton, // Xbox360: /, Wii: 2, PS3: / ZButton, // Xbox360: /, Wii: Z(Nunchuk), PS3: / CButton, // Xbox360: /, Wii: C(Nunchuk), PS3: / // PS3 specific buttons SelectButton, // Xbox360: /, Wii: /, PS3: Select NumButtons, InvalidButton, // PS3 aliases !!! MUST BE after NumButtons & InvalidButton !!! CrossButton = AButton, CircleButton = BButton, SquareButton = XButton, TriangleButton = YButton, L1Button = LeftShoulderButton, R1Button = RightShoulderButton, L3Button = LeftThumbButton, R3Button = RightThumbButton, }; /// gamepad axis enum Axis { // general axi LeftTriggerAxis = 0, // 0.0f .. 1.0f RightTriggerAxis, // 0.0f .. 1.0f LeftThumbXAxis, // -1.0f .. 1.0f LeftThumbYAxis, // -1.0f .. 1.0f RightThumbXAxis, // -1.0f .. 1.0f RightThumbYAxis, // -1.0f .. 1.0f NumAxes, InvalidAxis, }; /// constructor InputGamePadBase(); /// destructor virtual ~InputGamePadBase(); /// convert button code to string static Util::String ButtonAsString(Button btn); /// convert axis to string static Util::String AxisAsString(Axis a); /// return true if this game pad is currently connected bool IsConnected() const; /// set player index -> TODO make threadsafe void SetPlayerIndex(IndexT i); /// get the player index of this game pad IndexT GetPlayerIndex() const; /// get maximum number of players static SizeT GetMaxNumPlayers(); /// return true if a button is currently pressed bool ButtonPressed(Button btn) const; /// return true if button was down at least once in current frame bool ButtonDown(Button btn) const; /// return true if button was up at least once in current frame bool ButtonUp(Button btn) const; /// get current axis value float GetAxisValue(Axis axis) const; /// set low-frequency vibration effect (0.0f .. 1.0f) void SetLowFrequencyVibrator(float f); /// get low-frequency vibration float GetLowFrequencyVibrator() const; /// set high-frequency vibration effect (0.0f .. 1.0f) void SetHighFrequencyVibrator(float f); /// get high-frequency vibration float GetHighFrequencyVibrator() const; /// get current state as an array of input events (override in subclass!) Util::Array GetStateAsInputEvents() const; protected: /// called when the handler is attached to the input server virtual void OnAttach(const GPtr& inputServer); /// reset the input handler virtual void OnReset(); struct ButtonState { public: /// constructor ButtonState() : pressed(false), down(false), up(false) {}; bool pressed; bool down; bool up; }; IndexT playerIndex; bool isConnected; Util::FixedArray buttonStates; Util::FixedArray axisValues; bool vibratorsDirty; float lowFreqVibrator; float highFreqVibrator; Threading::CriticalSection critSect; Threading::ThreadId creatorThreadId; }; //------------------------------------------------------------------------------ /** */ inline bool InputGamePadBase::IsConnected() const { n_assert2(creatorThreadId == Threading::Thread::GetMyThreadId(), "IsConnected can't be called from any thread but the creator thread!"); return this->isConnected; } //------------------------------------------------------------------------------ /** */ inline void InputGamePadBase::SetPlayerIndex(IndexT i) { n_assert(i < this->GetMaxNumPlayers()); this->playerIndex = i; } //------------------------------------------------------------------------------ /** */ inline IndexT InputGamePadBase::GetPlayerIndex() const { return this->playerIndex; } //------------------------------------------------------------------------------ /** */ inline SizeT InputGamePadBase::GetMaxNumPlayers() { return 4; } //------------------------------------------------------------------------------ /** */ inline bool InputGamePadBase::ButtonPressed(Button btn) const { n_assert2(creatorThreadId == Threading::Thread::GetMyThreadId(), "ButtonPressed can't be called from any thread but the creator thread!"); return this->buttonStates[btn].pressed; } //------------------------------------------------------------------------------ /** */ inline bool InputGamePadBase::ButtonDown(Button btn) const { n_assert2(creatorThreadId == Threading::Thread::GetMyThreadId(), "ButtonDown can't be called from any thread but the creator thread!"); return this->buttonStates[btn].down; } //------------------------------------------------------------------------------ /** */ inline bool InputGamePadBase::ButtonUp(Button btn) const { n_assert2(creatorThreadId == Threading::Thread::GetMyThreadId(), "ButtonUp can't be called from any thread but the creator thread!"); return this->buttonStates[btn].up; } //------------------------------------------------------------------------------ /** */ inline float InputGamePadBase::GetAxisValue(Axis axis) const { n_assert2(creatorThreadId == Threading::Thread::GetMyThreadId(), "GetAxisValue can't be called from any thread but the creator thread!"); return this->axisValues[axis]; } //------------------------------------------------------------------------------ /** */ inline void InputGamePadBase::SetLowFrequencyVibrator(float f) { critSect.Enter(); this->vibratorsDirty = true; this->lowFreqVibrator = Math::n_clamp(f, 0.0f, 1.0f); critSect.Leave(); } //------------------------------------------------------------------------------ /** */ inline float InputGamePadBase::GetLowFrequencyVibrator() const { critSect.Enter(); float result = this->lowFreqVibrator; critSect.Leave(); return result; } //------------------------------------------------------------------------------ /** */ inline void InputGamePadBase::SetHighFrequencyVibrator(float f) { critSect.Enter(); this->vibratorsDirty = true; this->highFreqVibrator = Math::n_clamp(f, 0.0f, 1.0f);; critSect.Leave(); } //------------------------------------------------------------------------------ /** */ inline float InputGamePadBase::GetHighFrequencyVibrator() const { critSect.Enter(); float result = this->highFreqVibrator; critSect.Leave(); return result; } } // namespace Input //------------------------------------------------------------------------------ #endif // __inputgamepadbase_H__