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////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#ifndef SFML_JOYSTICKIMPL_HPP
#define SFML_JOYSTICKIMPL_HPP
////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Config.hpp>
#include <SFML/Window/Joystick.hpp>
#include <SFML/System/String.hpp>
#include <algorithm>
namespace sf
{
namespace priv
{
////////////////////////////////////////////////////////////
/// \brief Structure holding a joystick's information
///
////////////////////////////////////////////////////////////
struct JoystickCaps
{
JoystickCaps()
{
buttonCount = 0;
std::fill(axes, axes + Joystick::AxisCount, false);
}
unsigned int buttonCount; ///< Number of buttons supported by the joystick
bool axes[Joystick::AxisCount]; ///< Support for each axis
};
////////////////////////////////////////////////////////////
/// \brief Structure holding a joystick's state
///
////////////////////////////////////////////////////////////
struct JoystickState
{
JoystickState()
{
connected = false;
std::fill(axes, axes + Joystick::AxisCount, 0.f);
std::fill(buttons, buttons + Joystick::ButtonCount, false);
}
bool connected; ///< Is the joystick currently connected?
float axes[Joystick::AxisCount]; ///< Position of each axis, in range [-100, 100]
bool buttons[Joystick::ButtonCount]; ///< Status of each button (true = pressed)
};
} // namespace priv
} // namespace sf
#if defined(SFML_SYSTEM_WINDOWS)
#include <SFML/Window/Win32/JoystickImpl.hpp>
#elif defined(SFML_SYSTEM_LINUX)
#include <SFML/Window/Unix/JoystickImpl.hpp>
#elif defined(SFML_SYSTEM_FREEBSD)
#include <SFML/Window/FreeBSD/JoystickImpl.hpp>
#elif defined(SFML_SYSTEM_OPENBSD)
#include <SFML/Window/OpenBSD/JoystickImpl.hpp>
#elif defined(SFML_SYSTEM_MACOS)
#include <SFML/Window/OSX/JoystickImpl.hpp>
#elif defined(SFML_SYSTEM_IOS)
#include <SFML/Window/iOS/JoystickImpl.hpp>
#elif defined(SFML_SYSTEM_ANDROID)
#include <SFML/Window/Android/JoystickImpl.hpp>
#endif
#endif // SFML_JOYSTICKIMPL_HPP
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