libultraship
Reimplementations of libultra (N64 SDK) functions for modern hardware
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SDLButtonToAnyMapping.h
Go to the documentation of this file.
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#pragma once
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#include "
ship/controller/controldevice/controller/mapping/sdl/SDLMapping.h
"
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#include "
ship/controller/controldevice/controller/mapping/ControllerInputMapping.h
"
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namespace
Ship
{
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class
SDLButtonToAnyMapping
:
virtual
public
ControllerInputMapping
{
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public
:
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SDLButtonToAnyMapping
(int32_t sdlControllerButton);
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virtual
~SDLButtonToAnyMapping
();
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std::string
GetPhysicalInputName
()
override
;
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std::string
GetPhysicalDeviceName
()
override
;
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protected
:
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SDL_GameControllerButton
mControllerButton
;
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private
:
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std::string GetGenericButtonName();
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};
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}
// namespace Ship
ControllerInputMapping.h
SDLMapping.h
Ship::ControllerInputMapping
Base class for controller mappings that represent a physical input.
Definition
ControllerInputMapping.h:16
Ship::SDLButtonToAnyMapping
Base class for mappings that bind an SDL gamepad button to any controller input.
Definition
SDLButtonToAnyMapping.h:15
Ship::SDLButtonToAnyMapping::SDLButtonToAnyMapping
SDLButtonToAnyMapping(int32_t sdlControllerButton)
Constructs an SDL button mapping.
Ship::SDLButtonToAnyMapping::~SDLButtonToAnyMapping
virtual ~SDLButtonToAnyMapping()
Destructor.
Ship::SDLButtonToAnyMapping::GetPhysicalInputName
std::string GetPhysicalInputName() override
Returns the human-readable name of the bound button.
Ship::SDLButtonToAnyMapping::mControllerButton
SDL_GameControllerButton mControllerButton
Definition
SDLButtonToAnyMapping.h:33
Ship::SDLButtonToAnyMapping::GetPhysicalDeviceName
std::string GetPhysicalDeviceName() override
Returns the human-readable name of the SDL gamepad device.
Ship
Core namespace for the libultraship engine framework.
Definition
gfx_direct3d_common.h:14
include
ship
controller
controldevice
controller
mapping
sdl
SDLButtonToAnyMapping.h
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