/* Copyright 2025 Jaakko Keränen Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include iDeclareType(Widget); iDeclareType(Window); #if !defined (iPlatformTerminal) && defined (LAGRANGE_ENABLE_GAMEPAD) # define LAGRANGE_USE_GAMEPAD #endif /* Device ID used for emulated mouse events. */ #define mouseId_Gamepad ((uint32_t) -2) enum iGamepadAction { primary_GamepadAction, secondary_GamepadAction, cancel_GamepadAction, openNavMenu_GamepadAction, openPageMenu_GamepadAction, openSidebar_GamepadAction, reloadPage_GamepadAction, focusUrl_GamepadAction, max_GamepadAction, }; #define unassigned_Gamepad -1 #define triggerMod_Gamepad 0x1000 extern int actions_Gamepad[max_GamepadAction]; int findAction_Gamepad (int button, iBool trigger); /*----------------------------------------------------------------------------------------------*/ iDeclareType(Gamepad); iDeclareTypeConstruction(Gamepad); iBool isAvailable_Gamepad (void); iBool isConnected_Gamepad (const iGamepad *); iBool isPointing_Gamepad (const iGamepad *); iInt2 pointerCoord_Gamepad (const iGamepad *); int modState_Gamepad (const iGamepad *); const char *buttonName_Gamepad (const iGamepad *, int sdlGameControllerButton); iLocalDef iBool isPointerHidden_Gamepad(const iGamepad *d) { return isConnected_Gamepad(d) && !isPointing_Gamepad(d); } void movePointer_Gamepad (iGamepad *, iInt2 coord, int span); void movePointerOntoWidget_Gamepad (iGamepad *, iWidget *widget, int span); iBool processEvent_Gamepad (iGamepad *, const void *sdlEvent); void draw_Gamepad (const iGamepad *);