MoonWorks/src/Input/Gamepad.cs

198 lines
6.4 KiB
C#
Raw Normal View History

2022-02-23 05:14:32 +00:00
using System;
2022-03-18 18:46:44 +00:00
using System.Collections.Generic;
using MoonWorks.Math;
2021-01-19 07:29:07 +00:00
using SDL2;
namespace MoonWorks.Input
2021-01-19 07:29:07 +00:00
{
2022-02-23 05:14:32 +00:00
public class Gamepad
{
internal IntPtr Handle;
2022-04-27 18:37:35 +00:00
internal int Index;
2021-01-19 07:29:07 +00:00
public Button A { get; } = new Button();
public Button B { get; } = new Button();
public Button X { get; } = new Button();
public Button Y { get; } = new Button();
public Button Back { get; } = new Button();
public Button Guide { get; } = new Button();
public Button Start { get; } = new Button();
public Button LeftStick { get; } = new Button();
public Button RightStick { get; } = new Button();
public Button LeftShoulder { get; } = new Button();
public Button RightShoulder { get; } = new Button();
public Button DpadUp { get; } = new Button();
public Button DpadDown { get; } = new Button();
public Button DpadLeft { get; } = new Button();
public Button DpadRight { get; } = new Button();
public Axis LeftX { get; } = new Axis();
public Axis LeftY { get; } = new Axis();
public Axis RightX { get; } = new Axis();
public Axis RightY { get; } = new Axis();
public Trigger TriggerLeft { get; } = new Trigger();
public Trigger TriggerRight { get; } = new Trigger();
2022-03-18 18:46:44 +00:00
public bool IsDummy => Handle == IntPtr.Zero;
2022-07-08 23:47:12 +00:00
public bool AnyPressed { get; private set; }
public ButtonCode AnyPressedButtonCode { get; private set; }
2022-03-18 18:46:44 +00:00
private Dictionary<SDL.SDL_GameControllerButton, Button> EnumToButton;
private Dictionary<SDL.SDL_GameControllerAxis, Axis> EnumToAxis;
private Dictionary<SDL.SDL_GameControllerAxis, Trigger> EnumToTrigger;
2021-01-19 07:29:07 +00:00
2022-04-27 18:37:35 +00:00
internal Gamepad(IntPtr handle, int index)
2022-02-23 05:14:32 +00:00
{
Handle = handle;
2022-04-27 18:37:35 +00:00
Index = index;
2022-03-18 18:46:44 +00:00
2022-07-08 23:47:12 +00:00
AnyPressed = false;
2022-03-18 18:46:44 +00:00
EnumToButton = new Dictionary<SDL.SDL_GameControllerButton, Button>
{
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_A, A },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_B, B },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_X, X },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_Y, Y },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_BACK, Back },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_GUIDE, Guide },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_START, Start },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSTICK, LeftStick },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSTICK, RightStick },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_LEFTSHOULDER, LeftShoulder },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, RightShoulder },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_UP, DpadUp },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_DOWN, DpadDown },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_LEFT, DpadLeft },
{ SDL.SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_DPAD_RIGHT, DpadRight }
};
EnumToAxis = new Dictionary<SDL.SDL_GameControllerAxis, Axis>
{
{ SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTX, LeftX },
{ SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_LEFTY, LeftY },
{ SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTX, RightX },
{ SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_RIGHTY, RightY }
};
EnumToTrigger = new Dictionary<SDL.SDL_GameControllerAxis, Trigger>
{
{ SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT, TriggerLeft },
{ SDL.SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT, TriggerRight }
};
}
internal void Update()
{
2022-07-08 23:47:12 +00:00
AnyPressed = false;
if (!IsDummy)
2022-03-18 18:46:44 +00:00
{
foreach (var (sdlEnum, button) in EnumToButton)
{
2022-07-08 23:47:12 +00:00
var pressed = CheckPressed(sdlEnum);
button.Update(pressed);
if (button.IsPressed)
{
AnyPressed = true;
AnyPressedButtonCode = (ButtonCode) sdlEnum;
}
}
2022-03-18 18:46:44 +00:00
foreach (var (sdlEnum, axis) in EnumToAxis)
{
var sdlAxisValue = SDL.SDL_GameControllerGetAxis(Handle, sdlEnum);
2022-03-24 06:07:34 +00:00
var axisValue = MathHelper.Normalize(sdlAxisValue, short.MinValue, short.MaxValue, -1, 1);
axis.Update(axisValue);
}
2022-03-18 18:46:44 +00:00
foreach (var (sdlEnum, trigger) in EnumToTrigger)
{
var sdlAxisValue = SDL.SDL_GameControllerGetAxis(Handle, sdlEnum);
2022-03-24 06:07:34 +00:00
var axisValue = MathHelper.Normalize(sdlAxisValue, 0, short.MaxValue, 0, 1);
trigger.Update(axisValue);
}
2022-03-18 18:46:44 +00:00
}
2022-02-23 05:14:32 +00:00
}
2021-01-19 07:29:07 +00:00
/// <summary>
/// Sets vibration values on the left and right motors.
/// </summary>
2022-02-23 05:14:32 +00:00
public bool SetVibration(float leftMotor, float rightMotor, uint durationInMilliseconds)
{
return SDL.SDL_GameControllerRumble(
Handle,
(ushort) (MathHelper.Clamp(leftMotor, 0f, 1f) * 0xFFFF),
(ushort) (MathHelper.Clamp(rightMotor, 0f, 1f) * 0xFFFF),
durationInMilliseconds
) == 0;
}
/// <summary>
/// True if the button is pressed or held.
/// </summary>
2022-03-18 18:46:44 +00:00
public bool IsDown(ButtonCode buttonCode)
2022-02-23 05:14:32 +00:00
{
2022-03-18 18:46:44 +00:00
return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].IsDown;
2022-02-23 05:14:32 +00:00
}
2021-01-19 07:29:07 +00:00
/// <summary>
/// True if the button was pressed this exact frame.
/// </summary>
2022-03-18 18:46:44 +00:00
public bool IsPressed(ButtonCode buttonCode)
2022-02-23 05:14:32 +00:00
{
2022-03-18 18:46:44 +00:00
return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].IsPressed;
2022-02-23 05:14:32 +00:00
}
2021-01-19 07:29:07 +00:00
/// <summary>
/// True if the button has been continuously held for more than one frame.
/// </summary>
2022-03-18 18:46:44 +00:00
public bool IsHeld(ButtonCode buttonCode)
2022-02-23 05:14:32 +00:00
{
2022-03-18 18:46:44 +00:00
return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].IsHeld;
2022-02-23 05:14:32 +00:00
}
2021-01-19 07:29:07 +00:00
/// <summary>
/// True if the button is not pressed.
/// </summary>
2022-03-18 18:46:44 +00:00
public bool IsReleased(ButtonCode buttonCode)
2022-02-23 05:14:32 +00:00
{
2022-03-18 18:46:44 +00:00
return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].IsReleased;
}
/// <summary>
/// Obtains the button state given a ButtonCode.
/// </summary>
2022-03-18 18:46:44 +00:00
public ButtonState ButtonState(ButtonCode buttonCode)
{
return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].State;
}
/// <summary>
/// Obtains the axis value given an AxisCode.
/// </summary>
/// <returns>A value between -1 and 1.</returns>
2022-03-18 18:46:44 +00:00
public float AxisValue(AxisCode axisCode)
{
return EnumToAxis[(SDL.SDL_GameControllerAxis) axisCode].Value;
}
/// <summary>
/// Obtains the trigger value given an TriggerCode.
/// </summary>
/// <returns>A value between 0 and 1.</returns>
2022-03-18 18:46:44 +00:00
public float TriggerValue(TriggerCode triggerCode)
{
return EnumToTrigger[(SDL.SDL_GameControllerAxis) triggerCode].Value;
}
private bool CheckPressed(SDL.SDL_GameControllerButton button)
{
return MoonWorks.Conversions.ByteToBool(SDL.SDL_GameControllerGetButton(Handle, button));
2022-02-23 05:14:32 +00:00
}
}
2021-01-19 07:29:07 +00:00
}