using System; using SDL2; namespace MoonWorks { public class Gamepad { internal IntPtr Handle; public ButtonState A { get; private set; } public ButtonState B { get; private set; } public ButtonState X { get; private set; } public ButtonState Y { get; private set; } public ButtonState Back { get; private set; } public ButtonState Guide { get; private set; } public ButtonState Start { get; private set; } public ButtonState LeftStick { get; private set; } public ButtonState RightStick { get; private set; } public ButtonState LeftShoulder { get; private set; } public ButtonState RightShoulder { get; private set; } public ButtonState DpadUp { get; private set; } public ButtonState DpadDown { get; private set; } public ButtonState DpadLeft { get; private set; } public ButtonState DpadRight { get; private set; } public float LeftX { get; private set; } public float LeftY { get; private set; } public float RightX { get; private set; } public float RightY { get; private set; } public float TriggerLeft { get; private set; } public float TriggerRight { get; private set; } public Gamepad(IntPtr handle) { Handle = handle; } internal void Update() { A = UpdateState(A, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A); B = UpdateState(B, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B); X = UpdateState(X, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X); Y = UpdateState(Y, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y); Back = UpdateState(Back, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK); Guide = UpdateState(Guide, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE); Start = UpdateState(Start, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START); LeftStick = UpdateState(LeftStick, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK); RightStick = UpdateState(RightStick, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK); LeftShoulder = UpdateState(LeftShoulder, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER); RightShoulder = UpdateState(RightShoulder, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); DpadUp = UpdateState(DpadUp, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP); DpadDown = UpdateState(DpadDown, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN); DpadLeft = UpdateState(DpadLeft, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT); DpadRight = UpdateState(DpadRight, SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT); LeftX = UpdateAxis(SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTX); LeftY = UpdateAxis(SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTY); RightX = UpdateAxis(SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTX); RightY = UpdateAxis(SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTY); TriggerLeft = UpdateTrigger(SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT); TriggerRight = UpdateTrigger(SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT); } private ButtonState UpdateState(ButtonState state, SDL.SDL_GameControllerButton button) { var isPressed = SDL.SDL_GameControllerGetButton(Handle, button); if (isPressed == 1) { if (state == ButtonState.Pressed) { return ButtonState.Held; } else if (state == ButtonState.Released) { return ButtonState.Pressed; } } return ButtonState.Released; } private float UpdateAxis(SDL.SDL_GameControllerAxis axis) { var axisValue = SDL.SDL_GameControllerGetAxis(Handle, axis); return Normalize(axisValue, short.MinValue, short.MaxValue); } // Triggers only go from 0 to short.MaxValue private float UpdateTrigger(SDL.SDL_GameControllerAxis trigger) { var triggerValue = SDL.SDL_GameControllerGetAxis(Handle, trigger); return Normalize(triggerValue, 0, short.MaxValue); } private float Normalize(float value, short min, short max) { return (value - min) / (max - min); } } }