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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/controllers/ControllerLayout.h
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/controllers/ControllerLayout.h')
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diff --git a/xbmc/games/controllers/ControllerLayout.h b/xbmc/games/controllers/ControllerLayout.h
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+/*
+ * Copyright (C) 2015-2018 Team Kodi
+ * This file is part of Kodi - https://kodi.tv
+ *
+ * SPDX-License-Identifier: GPL-2.0-or-later
+ * See LICENSES/README.md for more information.
+ */
+
+#pragma once
+
+#include <memory>
+#include <string>
+#include <vector>
+
+class TiXmlElement;
+
+namespace KODI
+{
+namespace GAME
+{
+class CController;
+class CPhysicalFeature;
+class CPhysicalTopology;
+
+class CControllerLayout
+{
+public:
+ CControllerLayout();
+ CControllerLayout(const CControllerLayout& other);
+ ~CControllerLayout();
+
+ void Reset(void);
+
+ int LabelID(void) const { return m_labelId; }
+ const std::string& Icon(void) const { return m_icon; }
+ const std::string& Image(void) const { return m_strImage; }
+
+ /*!
+ * \brief Ensures the layout was deserialized correctly, and optionally logs if not
+ *
+ * \param bLog If true, output the cause of invalidness to the log
+ *
+ * \return True if the layout is valid and can be used in the GUI, false otherwise
+ */
+ bool IsValid(bool bLog) const;
+
+ /*!
+ * \brief Get the label of the primary layout used when mapping the controller
+ *
+ * \return The label, or empty if unknown
+ */
+ std::string Label(void) const;
+
+ /*!
+ * \brief Get the image path of the primary layout used when mapping the controller
+ *
+ * \return The image path, or empty if unknown
+ */
+ std::string ImagePath(void) const;
+
+ /*!
+ * \brief Get the physical topology of this controller
+ *
+ * The topology of a controller defines its ports and which controllers can
+ * physically be connected to them. Also, the topology defines if the
+ * controller can provide player input, which is false in the case of hubs.
+ *
+ * \return The physical topology of the controller
+ */
+ const CPhysicalTopology& Topology(void) const { return *m_topology; }
+
+ /*!
+ * \brief Deserialize the specified XML element
+ *
+ * \param pLayoutElement The XML element
+ * \param controller The controller, used to obtain read-only properties
+ * \param features The deserialized features, if any
+ */
+ void Deserialize(const TiXmlElement* pLayoutElement,
+ const CController* controller,
+ std::vector<CPhysicalFeature>& features);
+
+private:
+ const CController* m_controller = nullptr;
+ int m_labelId = -1;
+ std::string m_icon;
+ std::string m_strImage;
+ std::unique_ptr<CPhysicalTopology> m_topology;
+};
+
+} // namespace GAME
+} // namespace KODI