Remove JoyStick files

This commit is contained in:
Thomas Edvalson
2016-01-01 03:20:21 -05:00
parent ca065829f9
commit b980934d85
3 changed files with 0 additions and 195 deletions
-1
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@@ -5,7 +5,6 @@
#include <cpp3ds/Window/Game.hpp>
#include <cpp3ds/Window/Event.hpp>
#include <cpp3ds/Window/EventManager.hpp>
#include <cpp3ds/Window/Joystick.hpp>
#include <cpp3ds/Window/Keyboard.hpp>
#include <cpp3ds/Window/Touch.hpp>
#include <cpp3ds/Window/Sensor.hpp>
-1
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@@ -2,7 +2,6 @@
#define CPP3DS_EVENT_HPP
#include <cpp3ds/Config.hpp>
#include <cpp3ds/Window/Joystick.hpp>
#include <cpp3ds/Window/Keyboard.hpp>
#include <cpp3ds/Window/Sensor.hpp>
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#ifndef CPP3DS_JOYSTICK_HPP
#define CPP3DS_JOYSTICK_HPP
#include <cpp3ds/System/String.hpp>
namespace cpp3ds {
////////////////////////////////////////////////////////////
/// \brief Give access to the real-time state of the joysticks
///
////////////////////////////////////////////////////////////
class Joystick {
public :
////////////////////////////////////////////////////////////
/// \brief Constants related to joysticks capabilities
///
////////////////////////////////////////////////////////////
enum {
Count = 8, ///< Maximum number of supported joysticks
ButtonCount = 32, ///< Maximum number of supported buttons
AxisCount = 8 ///< Maximum number of supported axes
};
////////////////////////////////////////////////////////////
/// \brief Axes supported by SFML joysticks
///
////////////////////////////////////////////////////////////
enum Axis {
X, ///< The X axis
Y, ///< The Y axis
Z, ///< The Z axis
R, ///< The R axis
U, ///< The U axis
V, ///< The V axis
PovX, ///< The X axis of the point-of-view hat
PovY ///< The Y axis of the point-of-view hat
};
////////////////////////////////////////////////////////////
/// \brief Structure holding a joystick's identification
///
////////////////////////////////////////////////////////////
struct Identification {
Identification();
cpp3ds::String name; ///< Name of the joystick
unsigned int vendorId; ///< Manufacturer identifier
unsigned int productId; ///< Product identifier
};
////////////////////////////////////////////////////////////
/// \brief Check if a joystick is connected
///
/// \param joystick Index of the joystick to check
///
/// \return True if the joystick is connected, false otherwise
///
////////////////////////////////////////////////////////////
static bool isConnected(unsigned int joystick);
////////////////////////////////////////////////////////////
/// \brief Return the number of buttons supported by a joystick
///
/// If the joystick is not connected, this function returns 0.
///
/// \param joystick Index of the joystick
///
/// \return Number of buttons supported by the joystick
///
////////////////////////////////////////////////////////////
static unsigned int getButtonCount(unsigned int joystick);
////////////////////////////////////////////////////////////
/// \brief Check if a joystick supports a given axis
///
/// If the joystick is not connected, this function returns false.
///
/// \param joystick Index of the joystick
/// \param axis Axis to check
///
/// \return True if the joystick supports the axis, false otherwise
///
////////////////////////////////////////////////////////////
static bool hasAxis(unsigned int joystick, Axis axis);
////////////////////////////////////////////////////////////
/// \brief Check if a joystick button is pressed
///
/// If the joystick is not connected, this function returns false.
///
/// \param joystick Index of the joystick
/// \param button Button to check
///
/// \return True if the button is pressed, false otherwise
///
////////////////////////////////////////////////////////////
static bool isButtonPressed(unsigned int joystick, unsigned int button);
////////////////////////////////////////////////////////////
/// \brief Get the current position of a joystick axis
///
/// If the joystick is not connected, this function returns 0.
///
/// \param joystick Index of the joystick
/// \param axis Axis to check
///
/// \return Current position of the axis, in range [-100 .. 100]
///
////////////////////////////////////////////////////////////
static float getAxisPosition(unsigned int joystick, Axis axis);
////////////////////////////////////////////////////////////
/// \brief Get the joystick information
///
/// \param joystick Index of the joystick
///
/// \return Structure containing joystick information.
///
////////////////////////////////////////////////////////////
static Identification getIdentification(unsigned int joystick);
////////////////////////////////////////////////////////////
/// \brief Update the states of all joysticks
///
/// This function is used internally by SFML, so you normally
/// don't have to call it explicitely. However, you may need to
/// call it if you have no window yet (or no window at all):
/// in this case the joysticks states are not updated automatically.
///
////////////////////////////////////////////////////////////
static void update();
};
}
#endif
////////////////////////////////////////////////////////////
/// \class cpp3ds::Joystick
/// \ingroup window
///
/// cpp3ds::Joystick provides an interface to the state of the
/// joysticks. It only contains static functions, so it's not
/// meant to be instantiated. Instead, each joystick is identified
/// by an index that is passed to the functions of this class.
///
/// This class allows users to query the state of joysticks at any
/// time and directly, without having to deal with a window and
/// its events. Compared to the JoystickMoved, JoystickButtonPressed
/// and JoystickButtonReleased events, cpp3ds::Joystick can retrieve the
/// state of axes and buttons of joysticks at any time
/// (you don't need to store and update a boolean on your side
/// in order to know if a button is pressed or released), and you
/// always get the real state of joysticks, even if they are
/// moved, pressed or released when your window is out of focus
/// and no event is triggered.
///
/// SFML supports:
/// \li 8 joysticks (cpp3ds::Joystick::Count)
/// \li 32 buttons per joystick (cpp3ds::Joystick::ButtonCount)
/// \li 8 axes per joystick (cpp3ds::Joystick::AxisCount)
///
/// Unlike the keyboard or mouse, the state of joysticks is sometimes
/// not directly available (depending on the OS), therefore an update()
/// function must be called in order to update the current state of
/// joysticks. When you have a window with event handling, this is done
/// automatically, you don't need to call anything. But if you have no
/// window, or if you want to check joysticks state before creating one,
/// you must call cpp3ds::Joystick::update explicitely.
///
/// Usage example:
/// \code
/// // Is joystick #0 connected?
/// bool connected = cpp3ds::Joystick::isConnected(0);
///
/// // How many buttons does joystick #0 support?
/// unsigned int buttons = cpp3ds::Joystick::getButtonCount(0);
///
/// // Does joystick #0 define a X axis?
/// bool hasX = cpp3ds::Joystick::hasAxis(0, cpp3ds::Joystick::X);
///
/// // Is button #2 pressed on joystick #0?
/// bool pressed = cpp3ds::Joystick::isButtonPressed(0, 2);
///
/// // What's the current position of the Y axis on joystick #0?
/// float position = cpp3ds::Joystick::getAxisPosition(0, cpp3ds::Joystick::Y);
/// \endcode
///
/// \see cpp3ds::Keyboard, cpp3ds::Touch
///
////////////////////////////////////////////////////////////