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sys-con/ControllerUSB/include/IController.h

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2019-10-31 18:00:42 +00:00
#pragma once
#include "IUSBDevice.h"
#include "ControllerTypes.h"
#include <memory>
#include "Status.h"
struct NormalizedButtonData
{
//ABXY; BAYX; square triangle cross circle; etc.
bool bottom_action;
bool right_action;
bool left_action;
bool top_action;
//dpad directions
bool dpad_up;
bool dpad_down;
bool dpad_left;
bool dpad_right;
// back start; select start; view and menu; share and options; etc.
bool back;
bool start;
//bumpers
bool left_bumper;
bool right_bumper;
//stick buttons
bool left_stick_click;
bool right_stick_click;
//reserved for switch's capture and home buttons
bool capture;
bool home;
//reserved for xbox's large led button or dualshock's PS button
bool guide;
//trigger values from 0.0f to 1.0f
float left_trigger;
float right_trigger;
//stick position values from -1.0f to 1.0f
float left_stick_x;
float left_stick_y;
float right_stick_x;
float right_stick_y;
};
class IController
{
protected:
std::unique_ptr<IUSBDevice> m_device;
public:
IController(std::unique_ptr<IUSBDevice> &&interface) : m_device(std::move(interface)) {}
virtual ~IController() = default;
virtual Status Initialize() = 0;
//Since Exit is used to clean up resources, no status report should be needed
virtual void Exit() = 0;
virtual Status GetInput() = 0;
virtual NormalizedButtonData GetNormalizedButtonData() = 0;
inline IUSBDevice *GetDevice() { return m_device.get(); }
virtual ControllerType GetType() = 0;
virtual Status SetRumble(uint8_t strong_magnitude,uint8_t weak_magnitude) = 0;
};