MoonWorks/src/Input/Gamepad.cs

198 lines
6.4 KiB
C#

using System;
using System.Collections.Generic;
using MoonWorks.Math;
using SDL2;
namespace MoonWorks.Input
{
public class Gamepad
{
internal IntPtr Handle;
internal int Index;
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();
public bool IsDummy => Handle == IntPtr.Zero;
public bool AnyPressed { get; private set; }
public ButtonCode AnyPressedButtonCode { get; private set; }
private Dictionary<SDL.SDL_GameControllerButton, Button> EnumToButton;
private Dictionary<SDL.SDL_GameControllerAxis, Axis> EnumToAxis;
private Dictionary<SDL.SDL_GameControllerAxis, Trigger> EnumToTrigger;
internal Gamepad(IntPtr handle, int index)
{
Handle = handle;
Index = index;
AnyPressed = false;
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()
{
AnyPressed = false;
if (!IsDummy)
{
foreach (var (sdlEnum, button) in EnumToButton)
{
var pressed = CheckPressed(sdlEnum);
button.Update(pressed);
if (button.IsPressed)
{
AnyPressed = true;
AnyPressedButtonCode = (ButtonCode) sdlEnum;
}
}
foreach (var (sdlEnum, axis) in EnumToAxis)
{
var sdlAxisValue = SDL.SDL_GameControllerGetAxis(Handle, sdlEnum);
var axisValue = MathHelper.Normalize(sdlAxisValue, short.MinValue, short.MaxValue, -1, 1);
axis.Update(axisValue);
}
foreach (var (sdlEnum, trigger) in EnumToTrigger)
{
var sdlAxisValue = SDL.SDL_GameControllerGetAxis(Handle, sdlEnum);
var axisValue = MathHelper.Normalize(sdlAxisValue, 0, short.MaxValue, 0, 1);
trigger.Update(axisValue);
}
}
}
/// <summary>
/// Sets vibration values on the left and right motors.
/// </summary>
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>
public bool IsDown(ButtonCode buttonCode)
{
return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].IsDown;
}
/// <summary>
/// True if the button was pressed this exact frame.
/// </summary>
public bool IsPressed(ButtonCode buttonCode)
{
return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].IsPressed;
}
/// <summary>
/// True if the button has been continuously held for more than one frame.
/// </summary>
public bool IsHeld(ButtonCode buttonCode)
{
return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].IsHeld;
}
/// <summary>
/// True if the button is not pressed.
/// </summary>
public bool IsReleased(ButtonCode buttonCode)
{
return EnumToButton[(SDL.SDL_GameControllerButton) buttonCode].IsReleased;
}
/// <summary>
/// Obtains the button state given a ButtonCode.
/// </summary>
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>
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>
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));
}
}
}