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/*
* Copyright (C) 2014-2018 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 "games/controllers/ControllerTypes.h"
#include "input/InputTypes.h"
#include "input/joysticks/JoystickTypes.h"
#include <string>
#include <vector>
class CEvent;
/*!
* \brief Controller configuration window
*
* The configuration window presents a list of controllers. Also on the screen
* is a list of features belonging to that controller.
*
* The configuration utility reacts to several events:
*
* 1) When a controller is focused, the feature list is populated with the
* controller's features.
*
* 2) When a feature is selected, the user is prompted for controller input.
* This initiates a "wizard" that walks the user through the subsequent
* features.
*
* 3) When the wizard's active feature loses focus, the wizard is cancelled
* and the prompt for input ends.
*/
namespace KODI
{
namespace GAME
{
class CPhysicalFeature;
/*!
* \brief A list populated by installed controllers
*/
class IControllerList
{
public:
virtual ~IControllerList() = default;
/*!
* \brief Initialize the resource
* \return true if the resource is initialized and can be used
* false if the resource failed to initialize and must not be used
*/
virtual bool Initialize(void) = 0;
/*!
* \brief Deinitialize the resource
*/
virtual void Deinitialize(void) = 0;
/*!
* \brief Refresh the contents of the list
* \param controllerId The controller to focus, or empty to leave focus unchanged
* \return True if the list was changed
*/
virtual bool Refresh(const std::string& controllerId) = 0;
/*
* \brief The specified controller has been focused
* \param controllerIndex The index of the controller being focused
*/
virtual void OnFocus(unsigned int controllerIndex) = 0;
/*!
* \brief The specified controller has been selected
* \param controllerIndex The index of the controller being selected
*/
virtual void OnSelect(unsigned int controllerIndex) = 0;
/*!
* \brief Get the index of the focused controller
* \return The index of the focused controller, or -1 if no controller has been focused yet
*/
virtual int GetFocusedController() const = 0;
/*!
* \brief Reset the focused controller
*/
virtual void ResetController(void) = 0;
};
/*!
* \brief A list populated by the controller's features
*/
class IFeatureList
{
public:
virtual ~IFeatureList() = default;
/*!
* \brief Initialize the resource
* \return true if the resource is initialized and can be used
* false if the resource failed to initialize and must not be used
*/
virtual bool Initialize(void) = 0;
/*!
* \brief Deinitialize the resource
* \remark This must be called if Initialize() returned true
*/
virtual void Deinitialize(void) = 0;
/*!
* \brief Check if the feature type has any buttons in the GUI
* \param The type of the feature being added to the GUI
* \return True if the type is support, false otherwise
*/
virtual bool HasButton(JOYSTICK::FEATURE_TYPE type) const = 0;
/*!
* \brief Load the features for the specified controller
* \param controller The controller to load
*/
virtual void Load(const ControllerPtr& controller) = 0;
/*!
* \brief Focus has been set to the specified GUI button
* \param buttonIndex The index of the button being focused
*/
virtual void OnFocus(unsigned int buttonIndex) = 0;
/*!
* \brief The specified GUI button has been selected
* \param buttonIndex The index of the button being selected
*/
virtual void OnSelect(unsigned int buttonIndex) = 0;
};
/*!
* \brief A GUI button in a feature list
*/
class IFeatureButton
{
public:
virtual ~IFeatureButton() = default;
/*!
* \brief Get the feature represented by this button
*/
virtual const CPhysicalFeature& Feature(void) const = 0;
/*!
* \brief Allow the wizard to include this feature in a list of buttons
* to map
*/
virtual bool AllowWizard() const { return true; }
/*!
* \brief Prompt the user for a single input element
* \param waitEvent The event to block on while prompting for input
* \return true if input was received (event fired), false if the prompt timed out
*
* After the button has finished prompting the user for all the input
* elements it requires, this will return false until Reset() is called.
*/
virtual bool PromptForInput(CEvent& waitEvent) = 0;
/*!
* \brief Check if the button supports further calls to PromptForInput()
* \return true if the button requires no more input elements from the user
*/
virtual bool IsFinished(void) const = 0;
/*!
* \brief Get the direction of the next analog stick or relative pointer
* prompt
* \return The next direction to be prompted, or UNKNOWN if this isn't a
* cardinal feature or the prompt is finished
*/
virtual INPUT::CARDINAL_DIRECTION GetCardinalDirection(void) const = 0;
/*!
* \brief Get the direction of the next wheel prompt
* \return The next direction to be prompted, or UNKNOWN if this isn't a
* wheel or the prompt is finished
*/
virtual JOYSTICK::WHEEL_DIRECTION GetWheelDirection(void) const = 0;
/*!
* \brief Get the direction of the next throttle prompt
* \return The next direction to be prompted, or UNKNOWN if this isn't a
* throttle or the prompt is finished
*/
virtual JOYSTICK::THROTTLE_DIRECTION GetThrottleDirection(void) const = 0;
/*!
* \brief True if the button is waiting for a key press
*/
virtual bool NeedsKey() const { return false; }
/*!
* \brief Set the pressed key that the user will be prompted to map
*
* \param key The key that was pressed
*/
virtual void SetKey(const CPhysicalFeature& key) {}
/*!
* \brief Reset button after prompting for input has finished
*/
virtual void Reset(void) = 0;
};
/*!
* \brief A wizard to direct user input
*/
class IConfigurationWizard
{
public:
virtual ~IConfigurationWizard() = default;
/*!
* \brief Start the wizard for the specified buttons
* \param controllerId The controller ID being mapped
* \param buttons The buttons to map
*/
virtual void Run(const std::string& strControllerId,
const std::vector<IFeatureButton*>& buttons) = 0;
/*!
* \brief Callback for feature losing focus
* \param button The feature button losing focus
*/
virtual void OnUnfocus(IFeatureButton* button) = 0;
/*!
* \brief Abort a running wizard
* \param bWait True if the call should block until the wizard is fully aborted
* \return true if aborted, or false if the wizard wasn't running
*/
virtual bool Abort(bool bWait = true) = 0;
/*!
* \brief Register a key by its keycode
* \param key A key with a valid keycode
*
* This should be called before Run(). It allows the user to choose a key
* to map instead of scrolling through a long list.
*/
virtual void RegisterKey(const CPhysicalFeature& key) = 0;
/*!
* \brief Unregister all registered keys
*/
virtual void UnregisterKeys() = 0;
};
} // namespace GAME
} // namespace KODI
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