MoonWorks/src/Input/Gamepad.cs

102 lines
4.6 KiB
C#
Raw Normal View History

2021-01-19 07:29:07 +00:00
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);
}
}
}