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255 lines
10 KiB
C#
255 lines
10 KiB
C#
#region License
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//
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// MappedGamePadDriver.cs
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//
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// Author:
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// Stefanos A. <stapostol@gmail.com>
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//
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// Copyright (c) 2006-2013 Stefanos Apostolopoulos
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenTK.Input;
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namespace OpenTK.Platform
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{
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/// \internal
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/// <summary>
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/// Implements IGamePadDriver using OpenTK.Input.Joystick
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/// and a gamepad-specific axis/button mapping.
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/// </summary>
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/// <remarks>
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/// <para>
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/// This class supports OpenTK and is not meant to be accessed by user code.
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/// </para>
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/// <para>
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/// To support gamepads on platforms that do not offer a gamepad-optimized API,
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/// we need to use the generic OpenTK.Input.Joystick and implement a custom
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/// mapping scheme to provide a stable mapping to OpenTK.Input.GamePad. This
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/// class implements this mapping scheme.
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/// </para>
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/// </remarks>
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class MappedGamePadDriver : IGamePadDriver
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{
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readonly GamePadConfigurationDatabase database =
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new GamePadConfigurationDatabase();
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readonly Dictionary<Guid, GamePadConfiguration> configurations =
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new Dictionary<Guid, GamePadConfiguration>();
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public GamePadState GetState(int index)
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{
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JoystickState joy = Joystick.GetState(index);
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GamePadState pad = new GamePadState();
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if (joy.IsConnected)
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{
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pad.SetConnected(true);
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pad.SetPacketNumber(joy.PacketNumber);
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GamePadConfiguration configuration = GetConfiguration(Joystick.GetGuid(index));
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foreach (GamePadConfigurationItem map in configuration)
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{
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switch (map.Source.Type)
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{
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case ConfigurationType.Axis:
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{
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// JoystickAxis -> Buttons/GamePadAxes mapping
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JoystickAxis source_axis = map.Source.Axis;
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short value = joy.GetAxisRaw(source_axis);
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switch (map.Target.Type)
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{
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case ConfigurationType.Axis:
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pad.SetAxis(map.Target.Axis, value);
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break;
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case ConfigurationType.Button:
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// Todo: if SDL2 GameController config is ever updated to
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// distinguish between negative/positive axes, then remove
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// Math.Abs below.
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// Button is considered press when the axis is >= 0.5 from center
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pad.SetButton(map.Target.Button, Math.Abs(value) >= short.MaxValue >> 1);
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break;
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}
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}
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break;
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case ConfigurationType.Button:
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{
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// JoystickButton -> Buttons/GamePadAxes mapping
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JoystickButton source_button = map.Source.Button;
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bool pressed = joy.GetButton(source_button) == ButtonState.Pressed;
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switch (map.Target.Type)
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{
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case ConfigurationType.Axis:
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// Todo: if SDL2 GameController config is ever updated to
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// distinguish between negative/positive axes, then update
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// the following line to support both.
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short value = pressed ?
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short.MaxValue :
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(map.Target.Axis & (GamePadAxes.LeftTrigger | GamePadAxes.RightTrigger)) != 0 ?
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short.MinValue :
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(short)0;
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pad.SetAxis(map.Target.Axis, value);
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break;
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case ConfigurationType.Button:
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pad.SetButton(map.Target.Button, pressed);
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break;
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}
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}
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break;
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case ConfigurationType.Hat:
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{
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// JoystickHat -> Buttons/GamePadAxes mapping
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JoystickHat source_hat = map.Source.Hat;
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JoystickHatState state = joy.GetHat(source_hat);
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bool pressed = false;
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switch (map.Source.HatPosition)
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{
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case HatPosition.Down:
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pressed = state.IsDown;
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break;
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case HatPosition.Up:
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pressed = state.IsUp;
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break;
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case HatPosition.Left:
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pressed = state.IsLeft;
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break;
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case HatPosition.Right:
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pressed = state.IsRight;
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break;
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}
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switch (map.Target.Type)
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{
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case ConfigurationType.Axis:
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// Todo: if SDL2 GameController config is ever updated to
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// distinguish between negative/positive axes, then update
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// the following line to support both.
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short value = pressed ?
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short.MaxValue :
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(map.Target.Axis & (GamePadAxes.LeftTrigger | GamePadAxes.RightTrigger)) != 0 ?
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short.MinValue :
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(short)0;
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pad.SetAxis(map.Target.Axis, value);
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break;
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case ConfigurationType.Button:
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pad.SetButton(map.Target.Button, pressed);
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break;
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}
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}
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break;
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}
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}
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}
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return pad;
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}
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public GamePadCapabilities GetCapabilities(int index)
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{
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JoystickCapabilities joy = Joystick.GetCapabilities(index);
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GamePadCapabilities pad;
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if (joy.IsConnected)
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{
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GamePadConfiguration configuration = GetConfiguration(Joystick.GetGuid(index));
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GamePadAxes mapped_axes = 0;
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Buttons mapped_buttons = 0;
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foreach (GamePadConfigurationItem map in configuration)
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{
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switch (map.Target.Type)
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{
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case ConfigurationType.Axis:
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mapped_axes |= map.Target.Axis;
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break;
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case ConfigurationType.Button:
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mapped_buttons |= map.Target.Button;
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break;
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}
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}
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pad = new GamePadCapabilities(
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GamePadType.GamePad, // Todo: detect different types
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mapped_axes,
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mapped_buttons,
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joy.IsConnected,
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configuration.Name != GamePadConfigurationDatabase.UnmappedName);
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}
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else
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{
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pad = new GamePadCapabilities();
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}
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return pad;
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}
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public string GetName(int index)
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{
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JoystickCapabilities joy = Joystick.GetCapabilities(index);
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string name = String.Empty;
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if (joy.IsConnected)
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{
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GamePadConfiguration map = GetConfiguration(Joystick.GetGuid(index));
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name = map.Name;
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}
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return name;
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}
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public bool SetVibration(int index, float left, float right)
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{
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return false;
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}
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#region Private Members
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GamePadConfiguration GetConfiguration(Guid guid)
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{
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if (!configurations.ContainsKey(guid))
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{
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string config = database[guid];
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GamePadConfiguration map = new GamePadConfiguration(config);
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configurations.Add(guid, map);
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}
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return configurations[guid];
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}
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bool IsMapped(GamePadConfigurationSource item)
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{
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return item.Type != ConfigurationType.Unmapped;
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}
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#endregion
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}
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}
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