Opentk/Source/OpenTK/Platform/MappedGamePadDriver.cs

244 lines
9.6 KiB
C#

#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 GamePadConfigurationDatabase database =
new GamePadConfigurationDatabase();
readonly Dictionary<Guid, GamePadConfiguration> configurations =
new Dictionary<Guid, GamePadConfiguration>();
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
}
}