Kodi Development 22.0
for Binary and Script based Add-Ons
 
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Detailed Description

Input operations


Hardware rendering operation parts in interface:
Copy this to your project and extend with your parts or leave functions complete away where not used or supported.

Function Documentation

◆ HasFeature()

virtual bool HasFeature ( const std::string & controller_id,
const std::string & feature_name )
inlinevirtual

Check if input is accepted for a feature on the controller.

If only a subset of the controller profile is used, this can return false for unsupported features to not absorb their input.

If the entire controller profile is used, this should always return true.

Parameters
[in]controller_idThe ID of the controller profile
[in]feature_nameThe name of a feature in that profile
Returns
true if input is accepted for the feature, false otherwise

◆ GetTopology()

virtual game_input_topology * GetTopology ( )
inlinevirtual

Get the input topology that specifies which controllers can be connected.

Returns
The input topology, or null to use the default

If this returns non-null, topology must be freed using FreeTopology().

If this returns null, the topology will default to a single port that can accept all controllers imported by addon.xml. The port ID is set to the DEFAULT_PORT_ID constant.

◆ FreeTopology()

virtual void FreeTopology ( game_input_topology * topology)
inlinevirtual

Free the topology's resources.

Parameters
[in]topologyThe topology returned by GetTopology()

◆ SetControllerLayouts()

virtual void SetControllerLayouts ( const std::vector< kodi::addon::GameControllerLayout > & controllers)
inlinevirtual

Set the layouts for known controllers.

Parameters
[in]controllersThe controller layouts

After loading the input topology, the frontend will call this with controller layouts for all controllers discovered in the topology.

◆ EnableKeyboard()

virtual bool EnableKeyboard ( bool enable,
const std::string & controller_id )
inlinevirtual

Enable/disable keyboard input using the specified controller.

Parameters
[in]enableTrue to enable input, false otherwise
[in]controller_idThe controller ID if enabling, or unused if disabling
Returns
True if keyboard input was enabled, false otherwise

◆ EnableMouse()

virtual bool EnableMouse ( bool enable,
const std::string & controller_id )
inlinevirtual

Enable/disable mouse input using the specified controller.

Parameters
[in]enableTrue to enable input, false otherwise
[in]controller_idThe controller ID if enabling, or unused if disabling
Returns
True if mouse input was enabled, false otherwise

◆ ConnectController()

virtual bool ConnectController ( bool connect,
const std::string & port_address,
const std::string & controller_id )
inlinevirtual

Connect/disconnect a controller to a port on the virtual game console.

Parameters
[in]connectTrue to connect a controller, false to disconnect
[in]port_addressThe address of the port
[in]controller_idThe controller ID if connecting, or unused if disconnecting
Returns
True if the controller was (dis-)connected to the port, false otherwise

The address is a string that allows traversal of the controller topology. It is formed by alternating port IDs and controller IDs separated by "/".

For example, assume that the topology represented in XML for Snes9x is:

<logicaltopology>
<port type="controller" id="1">
<accepts controller="game.controller.snes"/>
<accepts controller="game.controller.snes.multitap">
<port type="controller" id="1">
<accepts controller="game.controller.snes"/>
</port>
<port type="controller" id="2">
<accepts controller="game.controller.snes"/>
</port>
...
</accepts>
</port>
</logicaltopology>

To connect a multitap to the console's first port, the multitap's controller info is set using the port address:

/1

To connect a SNES controller to the second port of the multitap, the controller info is next set using the address:

/1/game.controller.multitap/2

Any attempts to connect a controller to a port on a disconnected multitap will return false.

◆ InputEvent()

virtual bool InputEvent ( const game_input_event & event)
inlinevirtual

Notify the add-on of an input event.

Parameters
[in]eventThe input event
Returns
true if the event was handled, false otherwise

◆ KodiInputEvent()

bool KodiInputEvent ( const game_input_event & event)
inline

Callback to Kodi Function
Notify the port of an input event

Parameters
[in]eventThe input event
Returns
true if the event was handled, false otherwise
Note
Input events can arrive for the following sources:
Remarks
Only called from addon itself