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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 "ControllerTypes.h"
#include "addons/Addon.h"
#include "games/controllers/input/PhysicalFeature.h"
#include "input/joysticks/JoystickTypes.h"
#include <map>
#include <memory>
#include <string>
#include <vector>
namespace KODI
{
namespace GAME
{
class CControllerLayout;
class CPhysicalTopology;
using JOYSTICK::FEATURE_TYPE;
class CController : public ADDON::CAddon
{
public:
explicit CController(const ADDON::AddonInfoPtr& addonInfo);
~CController() override;
static const ControllerPtr EmptyPtr;
/*!
* \brief Get all controller features
*
* \return The features
*/
const std::vector<CPhysicalFeature>& Features(void) const { return m_features; }
/*!
* \brief Get a feature by its name
*
* \param name The feature name
*
* \return The feature, or a feature of type FEATURE_TYPE::UNKNOWN if the name is invalid
*/
const CPhysicalFeature& GetFeature(const std::string& name) const;
/*!
* \brief Get the count of controller features matching the specified types
*
* \param type The feature type, or FEATURE_TYPE::UNKNOWN to match all feature types
* \param inputType The input type, or INPUT_TYPE::UNKNOWN to match all input types
*
* \return The feature count
*/
unsigned int FeatureCount(FEATURE_TYPE type = FEATURE_TYPE::UNKNOWN,
JOYSTICK::INPUT_TYPE inputType = JOYSTICK::INPUT_TYPE::UNKNOWN) const;
/*!
* \brief Get the features matching the specified type
*
* \param type The feature type, or FEATURE_TYPE::UNKNOWN to get all features
*/
void GetFeatures(std::vector<std::string>& features,
FEATURE_TYPE type = FEATURE_TYPE::UNKNOWN) const;
/*!
* \brief Get the type of the specified feature
*
* \param feature The feature name to look up
*
* \return The feature type, or FEATURE_TYPE::UNKNOWN if an invalid feature was specified
*/
FEATURE_TYPE FeatureType(const std::string& feature) const;
/*!
* \brief Get the input type of the specified feature
*
* \param feature The feature name to look up
*
* \return The input type of the feature, or INPUT_TYPE::UNKNOWN if unknown
*/
JOYSTICK::INPUT_TYPE GetInputType(const std::string& feature) const;
/*!
* \brief Load the controller layout
*
* \return true if the layout is loaded or was already loaded, false otherwise
*/
bool LoadLayout(void);
/*!
* \brief Get the controller layout
*/
const CControllerLayout& Layout(void) const { return *m_layout; }
/*!
* \brief Get the controller's physical topology
*
* This defines how controllers physically connect to each other.
*
* \return The physical topology of the controller
*/
const CPhysicalTopology& Topology() const;
private:
std::unique_ptr<CControllerLayout> m_layout;
std::vector<CPhysicalFeature> m_features;
bool m_bLoaded = false;
};
} // namespace GAME
} // namespace KODI
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