#region License // // MappedGamePadDriver.cs // // Author: // Stefanos A. // // 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 /// /// Implements IGamePadDriver using OpenTK.Input.Joystick /// and a gamepad-specific axis/button mapping. /// /// /// /// This class supports OpenTK and is not meant to be accessed by user code. /// /// /// 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. /// /// class MappedGamePadDriver : IGamePadDriver { readonly GamePadConfigurationDatabase database = new GamePadConfigurationDatabase(); readonly Dictionary configurations = new Dictionary(); public GamePadState GetState(int index) { JoystickState joy = Joystick.GetState(index); GamePadState pad = new GamePadState(); if (joy.IsConnected) { pad.SetConnected(true); pad.SetPacketNumber(joy.PacketNumber); GamePadConfiguration configuration = GetConfiguration(Joystick.GetGuid(index)); foreach (GamePadConfigurationItem map in configuration) { switch (map.Source.Type) { case ConfigurationType.Axis: { // JoystickAxis -> Buttons/GamePadAxes mapping JoystickAxis source_axis = map.Source.Axis; short value = joy.GetAxisRaw(source_axis); switch (map.Target.Type) { case ConfigurationType.Axis: pad.SetAxis(map.Target.Axis, value); break; case ConfigurationType.Button: // Todo: if SDL2 GameController config is ever updated to // distinguish between negative/positive axes, then remove // Math.Abs below. // Button is considered press when the axis is >= 0.5 from center pad.SetButton(map.Target.Button, Math.Abs(value) >= short.MaxValue >> 1); break; } } break; case ConfigurationType.Button: { // JoystickButton -> Buttons/GamePadAxes mapping JoystickButton source_button = map.Source.Button; bool pressed = joy.GetButton(source_button) == ButtonState.Pressed; switch (map.Target.Type) { case ConfigurationType.Axis: // Todo: if SDL2 GameController config is ever updated to // distinguish between negative/positive axes, then update // the following line to support both. pad.SetAxis(map.Target.Axis, pressed ? short.MaxValue : (short)0); break; case ConfigurationType.Button: pad.SetButton(map.Target.Button, pressed); break; } } break; case ConfigurationType.Hat: { // JoystickHat -> Buttons/GamePadAxes mapping JoystickHat source_hat = map.Source.Hat; JoystickHatState state = joy.GetHat(source_hat); bool pressed = false; switch (map.Source.HatPosition) { case HatPosition.Down: pressed = state.IsDown; break; case HatPosition.Up: pressed = state.IsUp; break; case HatPosition.Left: pressed = state.IsLeft; break; case HatPosition.Right: pressed = state.IsRight; break; } switch (map.Target.Type) { case ConfigurationType.Axis: // Todo: if SDL2 GameController config is ever updated to // distinguish between negative/positive axes, then update // the following line to support both. pad.SetAxis(map.Target.Axis, pressed ? short.MaxValue : (short)0); break; case ConfigurationType.Button: pad.SetButton(map.Target.Button, pressed); break; } } break; } } } return pad; } public GamePadCapabilities GetCapabilities(int index) { JoystickCapabilities joy = Joystick.GetCapabilities(index); GamePadCapabilities pad; if (joy.IsConnected) { GamePadConfiguration configuration = GetConfiguration(Joystick.GetGuid(index)); GamePadAxes mapped_axes = 0; Buttons mapped_buttons = 0; foreach (GamePadConfigurationItem map in configuration) { switch (map.Target.Type) { case ConfigurationType.Axis: mapped_axes |= map.Target.Axis; break; case ConfigurationType.Button: mapped_buttons |= map.Target.Button; break; } } pad = new GamePadCapabilities( GamePadType.GamePad, // Todo: detect different types mapped_axes, mapped_buttons, true); } else { pad = new GamePadCapabilities(); } return pad; } public string GetName(int index) { JoystickCapabilities joy = Joystick.GetCapabilities(index); string name = String.Empty; if (joy.IsConnected) { GamePadConfiguration map = GetConfiguration(Joystick.GetGuid(index)); name = map.Name; } return name; } public bool SetVibration(int index, float left, float right) { return false; } #region Private Members GamePadConfiguration GetConfiguration(Guid guid) { if (!configurations.ContainsKey(guid)) { string config = database[guid]; GamePadConfiguration map = new GamePadConfiguration(config); configurations.Add(guid, map); } return configurations[guid]; } bool IsMapped(GamePadConfigurationSource item) { return item.Type != ConfigurationType.Unmapped; } #endregion } }