/************************************************************************************ Filename : Gamepad.h Content : Cross platform Gamepad interface. Created : May 6, 2013 Authors : Lee Cooper Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ #ifndef OVR_Gamepad_h #define OVR_Gamepad_h #include namespace OVR { namespace Platform { // Buttons on a typical gamepad controller. enum GamepadButtons { Gamepad_A = 0x1000, Gamepad_CROSS = 0x1000, Gamepad_B = 0x2000, Gamepad_CIRCLE = 0x2000, Gamepad_X = 0x4000, Gamepad_SQUARE = 0x4000, Gamepad_Y = 0x8000, Gamepad_TRIANGLE = 0x8000, Gamepad_Up = 0x0001, Gamepad_Down = 0x0002, Gamepad_Left = 0x0004, Gamepad_Right = 0x0008, Gamepad_Start = 0x0010, Gamepad_Back = 0x0020, Gamepad_LStick = 0x0040, Gamepad_RStick = 0x0080, Gamepad_L1 = 0x0100, Gamepad_R1 = 0x0200, }; //------------------------------------------------------------------------------------- // ***** GamepadState // Describes the state of the controller buttons and analog inputs. struct GamepadState { UInt32 Buttons; // Bitfield representing button state. float LX; // Left stick X axis [-1,1] float LY; // Left stick Y axis [-1,1] float RX; // Right stick X axis [-1,1] float RY; // Right stick Y axis [-1,1] float LT; // Left trigger [0,1] float RT; // Right trigger [0,1] GamepadState() : Buttons(0), LX(0), LY(0), RX(0), RY(0), LT(0), RT(0) {} bool operator==(const GamepadState& b) const { return Buttons == b.Buttons && LX == b.LX && LY == b.LY && RX == b.RX && RY == b.RY && LT == b.LT && RT == b.RT; } bool operator!=(const GamepadState& b) const { return !(*this == b); } void Debug() const { OVR_DEBUG_LOG(("Buttons:0x%4x LX:%.2f LY:%.2f RX:%.2f RY:%.2f LT:%.2f RT:%.2f", Buttons, LX, LY, RX, RY, LT, RT)); } }; //------------------------------------------------------------------------------------- // ***** GamepadManager // GamepadManager provides a cross platform interface for accessing gamepad controller // state. class GamepadManager : public RefCountBase { public: // Get the number of connected gamepads. virtual UInt32 GetGamepadCount() = 0; // Get the state of the gamepad with a given index. virtual bool GetGamepadState(UInt32 index, GamepadState* pState) = 0; }; }} // OVR::Platform #endif // OVR_Gamepad_h