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openmw-tes3mp/apps/openmw/mwinput/controllermanager.hpp

65 lines
2.2 KiB
C++

#ifndef MWINPUT_MWCONTROLLERMANAGER_H
#define MWINPUT_MWCONTROLLERMANAGER_H
#include <string>
#include <components/settings/settings.hpp>
#include <components/sdlutil/events.hpp>
namespace MWInput
{
class ActionManager;
class BindingsManager;
class MouseManager;
class ControllerManager : public SDLUtil::ControllerListener
{
public:
ControllerManager(BindingsManager* bindingsManager,
ActionManager* actionManager,
MouseManager* mouseManager,
const std::string& userControllerBindingsFile,
const std::string& controllerBindingsFile);
virtual ~ControllerManager() = default;
bool update(float dt);
void buttonPressed(int deviceID, const SDL_ControllerButtonEvent &arg) override;
void buttonReleased(int deviceID, const SDL_ControllerButtonEvent &arg) override;
void axisMoved(int deviceID, const SDL_ControllerAxisEvent &arg) override;
void controllerAdded(int deviceID, const SDL_ControllerDeviceEvent &arg) override;
void controllerRemoved(const SDL_ControllerDeviceEvent &arg) override;
void processChangedSettings(const Settings::CategorySettingVector& changed);
void setJoystickLastUsed(bool enabled) { mJoystickLastUsed = enabled; }
bool joystickLastUsed() { return mJoystickLastUsed; }
void setGuiCursorEnabled(bool enabled) { mGuiCursorEnabled = enabled; }
void setGamepadGuiCursorEnabled(bool enabled) { mGamepadGuiCursorEnabled = enabled; }
bool gamepadGuiCursorEnabled() { return mGamepadGuiCursorEnabled; }
private:
// Return true if GUI consumes input.
bool gamepadToGuiControl(const SDL_ControllerButtonEvent &arg);
bool gamepadToGuiControl(const SDL_ControllerAxisEvent &arg);
BindingsManager* mBindingsManager;
ActionManager* mActionManager;
MouseManager* mMouseManager;
bool mJoystickEnabled;
float mGamepadCursorSpeed;
float mSneakToggleShortcutTimer;
float mGamepadZoom;
bool mGamepadGuiCursorEnabled;
bool mGuiCursorEnabled;
bool mJoystickLastUsed;
bool mSneakGamepadShortcut;
bool mGamepadPreviewMode;
};
}
#endif