Skip to content
LeviMC
English
AutoLightDark
LeviLamina
Loading...
Searching...
No Matches
GameControllerManager.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/common/SubClientId.h"
7#include "mc/deps/input/interface/ControllerRefreshState.h"
8#include "mc/deps/input/interface/GameControllerErrorType.h"
9#include "mc/deps/input/interface/IGameControllerManager.h"
10
11// auto generated forward declare list
12// clang-format off
13class GameController;
14class IGameController;
15// clang-format on
16
18public:
19 // member variables
20 // NOLINTBEGIN
21 ::ll::TypedStorage<8, 24, ::std::vector<::std::shared_ptr<::GameController>>> mGameControllers;
22 ::ll::TypedStorage<8, 8, uint64> mMaxGameControllerButtons;
23 ::ll::TypedStorage<1, 1, bool> mIsActive;
24 ::ll::TypedStorage<8, 24, ::std::vector<void const*>> mConsumerRegistry;
25 ::ll::TypedStorage<4, 4, ::ControllerRefreshState> mControllerRefreshState;
26 ::ll::TypedStorage<1, 1, uchar> mClientControllerCount;
27 ::ll::TypedStorage<8, 64, ::std::function<::GameControllerErrorType()>>
28 mPlatformSpecificControllerErrorRetrievalFunc;
29 // NOLINTEND
30
31public:
32 // virtual functions
33 // NOLINTBEGIN
34 virtual ~GameControllerManager() /*override*/ = default;
35
36 virtual ::std::weak_ptr<::IGameController> getGameController(int id) /*override*/;
37
38 virtual ::std::vector<::std::weak_ptr<::IGameController>> getConnectedGameControllers() /*override*/;
39
40 virtual ::std::vector<::std::weak_ptr<::IGameController>> getGameControllersInUse() /*override*/;
41
42 virtual bool hasAdequateConnectedGameController() const /*override*/;
43
44 virtual bool hasAdequateConnectedGameControllers(uint64 const playerCount) const /*override*/;
45
46 virtual uint64 getMaxGameControllerButtons() const /*override*/;
47
48 virtual void registerConsumer(void const* token) /*override*/;
49
50 virtual void unregisterConsumer(void const* token) /*override*/;
51
52 virtual void setControllerRefreshState(::ControllerRefreshState state) /*override*/;
53
54 virtual ::ControllerRefreshState getControllerRefreshState() const /*override*/;
55
56 virtual ::GameControllerErrorType getPlatformSpecificControllerError() const /*override*/;
57
58 virtual void
59 setPlatformSpecificControllerErrorRetrievalFunc(::std::function<::GameControllerErrorType()>&& lambda) /*override*/;
60
61 virtual void resetClientControllerCount() /*override*/;
62
63 virtual void
64 addClientHasAdequateConnectedController(int id, bool const isAdequate, ::SubClientId clientId) /*override*/;
65 // NOLINTEND
66
67public:
68 // member functions
69 // NOLINTBEGIN
70 MCNAPI void setGameControllerConnected(int gameControllerId, bool isConnected);
71 // NOLINTEND
72
73public:
74 // static variables
75 // NOLINTBEGIN
77 // NOLINTEND
78
79public:
80 // virtual function thunks
81 // NOLINTBEGIN
82 MCNAPI ::std::weak_ptr<::IGameController> $getGameController(int id);
83
84 MCNAPI ::std::vector<::std::weak_ptr<::IGameController>> $getConnectedGameControllers();
85
86 MCNAPI ::std::vector<::std::weak_ptr<::IGameController>> $getGameControllersInUse();
87
89
90 MCNAPI bool $hasAdequateConnectedGameControllers(uint64 const playerCount) const;
91
92 MCNAPI uint64 $getMaxGameControllerButtons() const;
93
94 MCNAPI void $registerConsumer(void const* token);
95
96 MCNAPI void $unregisterConsumer(void const* token);
97
98 MCNAPI void $setControllerRefreshState(::ControllerRefreshState state);
99
100 MCNAPI ::ControllerRefreshState $getControllerRefreshState() const;
101
102 MCNAPI ::GameControllerErrorType $getPlatformSpecificControllerError() const;
103
104 MCNAPI void $setPlatformSpecificControllerErrorRetrievalFunc(::std::function<::GameControllerErrorType()>&& lambda);
105
107
108 MCNAPI void $addClientHasAdequateConnectedController(int id, bool const isAdequate, ::SubClientId clientId);
109 // NOLINTEND
110};
Definition GameControllerManager.h:5
MCAPI void $resetClientControllerCount()
MCAPI ::std::weak_ptr<::IGameController > $getGameController(int id)
MCAPI void $unregisterConsumer(void const *token)
MCAPI void setGameControllerConnected(int gameControllerId, bool isConnected)
MCAPI bool $hasAdequateConnectedGameControllers(uint64 const playerCount) const
MCAPI void $setPlatformSpecificControllerErrorRetrievalFunc(::std::function<::GameControllerErrorType()> &&lambda)
MCAPI ::std::vector<::std::weak_ptr<::IGameController > > $getGameControllersInUse()
MCAPI ::std::vector<::std::weak_ptr<::IGameController > > $getConnectedGameControllers()
MCAPI::ControllerRefreshState $getControllerRefreshState() const
MCAPI::GameControllerErrorType $getPlatformSpecificControllerError() const
MCAPI uint64 $getMaxGameControllerButtons() const
MCAPI void $registerConsumer(void const *token)
MCAPI void $addClientHasAdequateConnectedController(int id, bool const isAdequate, ::SubClientId clientId)
MCAPI bool $hasAdequateConnectedGameController() const
static MCAPI ::GameControllerManager & sGamePadManager()
MCAPI void $setControllerRefreshState(::ControllerRefreshState state)
Definition GameController.h:5
Definition IGameControllerManager.h:5
Definition IGameController.h:5
STL namespace.