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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-10 18:07:22 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-10 18:07:22 +0000
commitc04dcc2e7d834218ef2d4194331e383402495ae1 (patch)
tree7333e38d10d75386e60f336b80c2443c1166031d /xbmc/games/addons/input/GameClientController.cpp
parentInitial commit. (diff)
downloadkodi-c04dcc2e7d834218ef2d4194331e383402495ae1.tar.xz
kodi-c04dcc2e7d834218ef2d4194331e383402495ae1.zip
Adding upstream version 2:20.4+dfsg.upstream/2%20.4+dfsg
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'xbmc/games/addons/input/GameClientController.cpp')
-rw-r--r--xbmc/games/addons/input/GameClientController.cpp138
1 files changed, 138 insertions, 0 deletions
diff --git a/xbmc/games/addons/input/GameClientController.cpp b/xbmc/games/addons/input/GameClientController.cpp
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+++ b/xbmc/games/addons/input/GameClientController.cpp
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+/*
+ * Copyright (C) 2018 Team Kodi
+ * http://kodi.tv
+ *
+ * This Program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2, or (at your option)
+ * any later version.
+ *
+ * This Program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this Program; see the file COPYING. If not, see
+ * <http://www.gnu.org/licenses/>.
+ *
+ */
+
+#include "GameClientController.h"
+
+#include "GameClientInput.h"
+#include "games/controllers/Controller.h"
+#include "games/controllers/ControllerLayout.h"
+#include "games/controllers/input/PhysicalFeature.h"
+#include "games/controllers/input/PhysicalTopology.h"
+
+#include <algorithm>
+#include <vector>
+
+using namespace KODI;
+using namespace GAME;
+
+CGameClientController::CGameClientController(CGameClientInput& input, ControllerPtr controller)
+ : m_input(input), m_controller(std::move(controller)), m_controllerId(m_controller->ID())
+{
+ // Generate arrays of features
+ for (const CPhysicalFeature& feature : m_controller->Features())
+ {
+ // Skip feature if not supported by the game client
+ if (!m_input.HasFeature(m_controller->ID(), feature.Name()))
+ continue;
+
+ // Add feature to array of the appropriate type
+ switch (feature.Type())
+ {
+ case FEATURE_TYPE::SCALAR:
+ {
+ switch (feature.InputType())
+ {
+ case JOYSTICK::INPUT_TYPE::DIGITAL:
+ m_digitalButtons.emplace_back(const_cast<char*>(feature.Name().c_str()));
+ break;
+ case JOYSTICK::INPUT_TYPE::ANALOG:
+ m_analogButtons.emplace_back(const_cast<char*>(feature.Name().c_str()));
+ break;
+ default:
+ break;
+ }
+ break;
+ }
+ case FEATURE_TYPE::ANALOG_STICK:
+ m_analogSticks.emplace_back(const_cast<char*>(feature.Name().c_str()));
+ break;
+ case FEATURE_TYPE::ACCELEROMETER:
+ m_accelerometers.emplace_back(const_cast<char*>(feature.Name().c_str()));
+ break;
+ case FEATURE_TYPE::KEY:
+ m_keys.emplace_back(const_cast<char*>(feature.Name().c_str()));
+ break;
+ case FEATURE_TYPE::RELPOINTER:
+ m_relPointers.emplace_back(const_cast<char*>(feature.Name().c_str()));
+ break;
+ case FEATURE_TYPE::ABSPOINTER:
+ m_absPointers.emplace_back(const_cast<char*>(feature.Name().c_str()));
+ break;
+ case FEATURE_TYPE::MOTOR:
+ m_motors.emplace_back(const_cast<char*>(feature.Name().c_str()));
+ break;
+ default:
+ break;
+ }
+ }
+
+ //! @todo Sort vectors
+}
+
+game_controller_layout CGameClientController::TranslateController() const
+{
+ game_controller_layout controllerStruct{};
+
+ controllerStruct.controller_id = const_cast<char*>(m_controllerId.c_str());
+ controllerStruct.provides_input = m_controller->Layout().Topology().ProvidesInput();
+
+ if (!m_digitalButtons.empty())
+ {
+ controllerStruct.digital_buttons = const_cast<char**>(m_digitalButtons.data());
+ controllerStruct.digital_button_count = static_cast<unsigned int>(m_digitalButtons.size());
+ }
+ if (!m_analogButtons.empty())
+ {
+ controllerStruct.analog_buttons = const_cast<char**>(m_analogButtons.data());
+ controllerStruct.analog_button_count = static_cast<unsigned int>(m_analogButtons.size());
+ }
+ if (!m_analogSticks.empty())
+ {
+ controllerStruct.analog_sticks = const_cast<char**>(m_analogSticks.data());
+ controllerStruct.analog_stick_count = static_cast<unsigned int>(m_analogSticks.size());
+ }
+ if (!m_accelerometers.empty())
+ {
+ controllerStruct.accelerometers = const_cast<char**>(m_accelerometers.data());
+ controllerStruct.accelerometer_count = static_cast<unsigned int>(m_accelerometers.size());
+ }
+ if (!m_keys.empty())
+ {
+ controllerStruct.keys = const_cast<char**>(m_keys.data());
+ controllerStruct.key_count = static_cast<unsigned int>(m_keys.size());
+ }
+ if (!m_relPointers.empty())
+ {
+ controllerStruct.rel_pointers = const_cast<char**>(m_relPointers.data());
+ controllerStruct.rel_pointer_count = static_cast<unsigned int>(m_relPointers.size());
+ }
+ if (!m_absPointers.empty())
+ {
+ controllerStruct.abs_pointers = const_cast<char**>(m_absPointers.data());
+ controllerStruct.abs_pointer_count = static_cast<unsigned int>(m_absPointers.size());
+ }
+ if (!m_motors.empty())
+ {
+ controllerStruct.motors = const_cast<char**>(m_motors.data());
+ controllerStruct.motor_count = static_cast<unsigned int>(m_motors.size());
+ }
+
+ return controllerStruct;
+}