d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
102 lines
3.7 KiB
C++
102 lines
3.7 KiB
C++
/*************************************************************************/
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/* joystick_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 JOYSTICK_LINUX_H
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#define JOYSTICK_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 joystick_linux
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{
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public:
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joystick_linux(InputDefault *in);
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~joystick_linux();
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uint32_t process_joysticks(uint32_t p_event_id);
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private:
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enum {
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JOYSTICKS_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 Joystick {
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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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Joystick();
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~Joystick();
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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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Joystick joysticks[JOYSTICKS_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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int get_free_joy_slot() const;
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void setup_joystick_properties(int p_id);
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void close_joystick(int p_id = -1);
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#ifdef UDEV_ENABLED
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void enumerate_joysticks(struct udev *_udev);
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void monitor_joysticks(struct udev *_udev);
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#endif
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void monitor_joysticks();
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void run_joystick_thread();
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void open_joystick(const char* path);
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void joystick_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 joystick_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 // JOYSTICK_LINUX_H
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