Opentk/Source/OpenTK/Platform/MappedGamePadDriver.cs

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#region License
//
// MappedGamePadDriver.cs
//
// Author:
// Stefanos A. <stapostol@gmail.com>
//
// Copyright (c) 2006-2013 Stefanos Apostolopoulos
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#endregion
using System;
using System.Collections.Generic;
using System.Text;
using OpenTK.Input;
namespace OpenTK.Platform
{
/// \internal
/// <summary>
/// Implements IGamePadDriver using OpenTK.Input.Joystick
/// and a gamepad-specific axis/button mapping.
/// </summary>
/// <remarks>
/// <para>
/// This class supports OpenTK and is not meant to be accessed by user code.
/// </para>
/// <para>
/// To support gamepads on platforms that do not offer a gamepad-optimized API,
/// we need to use the generic OpenTK.Input.Joystick and implement a custom
/// mapping scheme to provide a stable mapping to OpenTK.Input.GamePad. This
/// class implements this mapping scheme.
/// </para>
/// </remarks>
class MappedGamePadDriver : IGamePadDriver
{
readonly Dictionary<Guid, GamePadMap> configurations =
new Dictionary<Guid, GamePadMap>();
public GamePadState GetState(int index)
{
JoystickState joy = Joystick.GetState(index);
GamePadState pad = new GamePadState();
if (joy.IsConnected)
{
GamePadMap map = GetConfiguration(Joystick.GetGuid(index));
// Todo: implement mapping
}
return pad;
}
public GamePadCapabilities GetCapabilities(int index)
{
JoystickCapabilities joy = Joystick.GetCapabilities(index);
GamePadCapabilities pad;
if (joy.IsConnected)
{
GamePadMap map = GetConfiguration(Joystick.GetGuid(index));
pad = new GamePadCapabilities(
GamePadType.GamePad, // Todo: detect different types
TranslateAxes(map),
TranslateButtons(map),
true);
}
else
{
pad = new GamePadCapabilities();
}
return pad;
}
public string GetName(int index)
{
throw new NotImplementedException();
}
#region Private Members
GamePadMap GetConfiguration(Guid guid)
{
if (!configurations.ContainsKey(guid))
{
GamePadMap map = GamePadMap.GetConfiguration(guid);
configurations.Add(guid, map);
}
return configurations[guid];
}
bool IsMapped(MapItem item)
{
return item.Type != MapType.Unmapped;
}
GamePadAxes TranslateAxes(GamePadMap map)
{
GamePadAxes axes = 0;
axes |= IsMapped(map.LeftAxisX) ? GamePadAxes.LeftX : 0;
axes |= IsMapped(map.LeftAxisY) ? GamePadAxes.LeftY : 0;
axes |= IsMapped(map.RightAxisX) ? GamePadAxes.RightX : 0;
axes |= IsMapped(map.RightAxisY) ? GamePadAxes.RightY : 0;
axes |= IsMapped(map.LeftTrigger) ? GamePadAxes.LeftTrigger : 0;
axes |= IsMapped(map.RightTrigger) ? GamePadAxes.RightTrigger : 0;
return axes;
}
Buttons TranslateButtons(GamePadMap map)
{
Buttons buttons = 0;
buttons |= IsMapped(map.A) ? Buttons.A : 0;
buttons |= IsMapped(map.B) ? Buttons.B : 0;
buttons |= IsMapped(map.X) ? Buttons.X : 0;
buttons |= IsMapped(map.Y) ? Buttons.Y : 0;
buttons |= IsMapped(map.Start) ? Buttons.Start : 0;
buttons |= IsMapped(map.Back) ? Buttons.Back : 0;
buttons |= IsMapped(map.BigButton) ? Buttons.BigButton : 0;
buttons |= IsMapped(map.LeftShoulder) ? Buttons.LeftShoulder : 0;
buttons |= IsMapped(map.RightShoulder) ? Buttons.RightShoulder : 0;
buttons |= IsMapped(map.LeftStick) ? Buttons.LeftStick : 0;
buttons |= IsMapped(map.RightStick) ? Buttons.RightStick : 0;
return buttons;
}
// bool TranslateDPad(GamePadMap map)
// {
// pad.HasDPadDownButton = IsMapped(map.DPadDown);
// pad.HasDPadUpButton = IsMapped(map.DPadUp);
// pad.HasDPadLeftButton = IsMapped(map.DPadLeft);
// pad.HasDPadRightButton = IsMapped(map.DPadRight);
// }
#endregion
}
}