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/*
* Copyright (C) 2017-2018 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 "input/joysticks/interfaces/IInputHandler.h"
namespace KODI
{
namespace GAME
{
class CGameClient;
class CInputSink : public JOYSTICK::IInputHandler
{
public:
explicit CInputSink(JOYSTICK::IInputHandler* gameInput);
~CInputSink() override = default;
// Implementation of IInputHandler
std::string ControllerID() const override;
bool HasFeature(const std::string& feature) const override { return true; }
bool AcceptsInput(const std::string& feature) const override;
bool OnButtonPress(const std::string& feature, bool bPressed) override;
void OnButtonHold(const std::string& feature, unsigned int holdTimeMs) override {}
bool OnButtonMotion(const std::string& feature,
float magnitude,
unsigned int motionTimeMs) override;
bool OnAnalogStickMotion(const std::string& feature,
float x,
float y,
unsigned int motionTimeMs) override;
bool OnAccelerometerMotion(const std::string& feature, float x, float y, float z) override;
bool OnWheelMotion(const std::string& feature,
float position,
unsigned int motionTimeMs) override;
bool OnThrottleMotion(const std::string& feature,
float position,
unsigned int motionTimeMs) override;
void OnInputFrame() override {}
private:
// Construction parameters
JOYSTICK::IInputHandler* m_gameInput;
};
} // namespace GAME
} // namespace KODI
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