mirror of
https://github.com/Ryujinx/Opentk.git
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164 lines
5.9 KiB
C#
164 lines
5.9 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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GamePadConfiguration map = GetConfiguration(Joystick.GetGuid(index));
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// Todo: implement mapping
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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 map = GetConfiguration(Joystick.GetGuid(index));
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pad = new GamePadCapabilities(
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GamePadType.GamePad, // Todo: detect different types
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TranslateAxes(map),
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TranslateButtons(map),
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true);
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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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#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(GamePadConfigurationItem item)
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{
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return item.Type != ConfigurationType.Unmapped;
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}
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GamePadAxes TranslateAxes(GamePadConfiguration map)
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{
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GamePadAxes axes = 0;
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axes |= IsMapped(map.LeftAxisX) ? GamePadAxes.LeftX : 0;
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axes |= IsMapped(map.LeftAxisY) ? GamePadAxes.LeftY : 0;
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axes |= IsMapped(map.RightAxisX) ? GamePadAxes.RightX : 0;
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axes |= IsMapped(map.RightAxisY) ? GamePadAxes.RightY : 0;
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axes |= IsMapped(map.LeftTrigger) ? GamePadAxes.LeftTrigger : 0;
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axes |= IsMapped(map.RightTrigger) ? GamePadAxes.RightTrigger : 0;
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return axes;
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}
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Buttons TranslateButtons(GamePadConfiguration map)
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{
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Buttons buttons = 0;
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buttons |= IsMapped(map.A) ? Buttons.A : 0;
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buttons |= IsMapped(map.B) ? Buttons.B : 0;
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buttons |= IsMapped(map.X) ? Buttons.X : 0;
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buttons |= IsMapped(map.Y) ? Buttons.Y : 0;
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buttons |= IsMapped(map.Start) ? Buttons.Start : 0;
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buttons |= IsMapped(map.Back) ? Buttons.Back : 0;
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buttons |= IsMapped(map.BigButton) ? Buttons.BigButton : 0;
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buttons |= IsMapped(map.LeftShoulder) ? Buttons.LeftShoulder : 0;
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buttons |= IsMapped(map.RightShoulder) ? Buttons.RightShoulder : 0;
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buttons |= IsMapped(map.LeftStick) ? Buttons.LeftStick : 0;
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buttons |= IsMapped(map.RightStick) ? Buttons.RightStick : 0;
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return buttons;
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}
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// bool TranslateDPad(GamePadMap map)
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// {
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// pad.HasDPadDownButton = IsMapped(map.DPadDown);
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// pad.HasDPadUpButton = IsMapped(map.DPadUp);
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// pad.HasDPadLeftButton = IsMapped(map.DPadLeft);
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// pad.HasDPadRightButton = IsMapped(map.DPadRight);
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// }
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#endregion
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}
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}
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