mirror of
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234 lines
8.7 KiB
C#
234 lines
8.7 KiB
C#
#region License
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//
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// GamePadMapping.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.Diagnostics;
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using System.Text;
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namespace OpenTK.Input
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{
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sealed class GamePadConfiguration
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{
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static readonly char[] ConfigurationSeparator = new char[] { ',' };
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Guid guid;
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string name;
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readonly List<GamePadConfigurationItem> configuration_items =
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new List<GamePadConfigurationItem>();
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public Guid Guid
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{
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get { return guid; }
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private set { guid = value; }
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}
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public string Name
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{
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get { return name; }
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private set { name = value; }
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}
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public GamePadConfiguration(string configuration)
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{
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ParseConfiguration(configuration);
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}
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public List<GamePadConfigurationItem>.Enumerator GetEnumerator()
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{
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return configuration_items.GetEnumerator();
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}
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#region Private Members
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// Parses a GamePad configuration string. The string
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// follows the rules for SDL2 GameController, outlined here:
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// http://wiki.libsdl.org/SDL_GameControllerAddMapping
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void ParseConfiguration(string configuration)
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{
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if (String.IsNullOrEmpty(configuration))
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{
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throw new ArgumentNullException();
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}
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// The mapping string has the format "GUID,name,config"
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// - GUID is a unigue identifier returned by Joystick.GetGuid()
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// - name is a human-readable name for the controller
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// - config is a comma-separated list of configurations as follows:
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// - [gamepad axis or button name]:[joystick axis, button or hat number]
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string[] items = configuration.Split(ConfigurationSeparator, StringSplitOptions.RemoveEmptyEntries);
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if (items.Length < 3)
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{
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throw new ArgumentException();
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}
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GamePadConfiguration map = this;
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map.Guid = new Guid(items[0]);
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map.Name = items[1];
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for (int i = 2; i < items.Length; i++)
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{
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string[] config = items[i].Split(':');
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GamePadConfigurationTarget target = ParseTarget(config[0]);
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GamePadConfigurationSource source = ParseSource(config[1]);
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configuration_items.Add(new GamePadConfigurationItem(source, target));
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}
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}
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static GamePadConfigurationTarget ParseTarget(string target)
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{
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switch (target)
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{
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// Buttons
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case "a":
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return new GamePadConfigurationTarget(Buttons.A);
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case "b":
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return new GamePadConfigurationTarget(Buttons.B);
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case "x":
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return new GamePadConfigurationTarget(Buttons.X);
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case "y":
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return new GamePadConfigurationTarget(Buttons.Y);
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case "start":
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return new GamePadConfigurationTarget(Buttons.Start);
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case "back":
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return new GamePadConfigurationTarget(Buttons.Back);
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case "guide":
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return new GamePadConfigurationTarget(Buttons.BigButton);
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case "leftshoulder":
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return new GamePadConfigurationTarget(Buttons.LeftShoulder);
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case "rightshoulder":
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return new GamePadConfigurationTarget(Buttons.RightShoulder);
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case "leftstick":
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return new GamePadConfigurationTarget(Buttons.LeftStick);
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case "rightstick":
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return new GamePadConfigurationTarget(Buttons.RightStick);
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case "dpup":
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return new GamePadConfigurationTarget(Buttons.DPadUp);
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case "dpdown":
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return new GamePadConfigurationTarget(Buttons.DPadDown);
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case "dpleft":
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return new GamePadConfigurationTarget(Buttons.DPadLeft);
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case "dpright":
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return new GamePadConfigurationTarget(Buttons.DPadRight);
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// Axes
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case "leftx":
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return new GamePadConfigurationTarget(GamePadAxes.LeftX);
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case "lefty":
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return new GamePadConfigurationTarget(GamePadAxes.LeftY);
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case "rightx":
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return new GamePadConfigurationTarget(GamePadAxes.RightX);
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case "righty":
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return new GamePadConfigurationTarget(GamePadAxes.RightY);
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// Triggers
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case "lefttrigger":
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return new GamePadConfigurationTarget(GamePadAxes.LeftTrigger);
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case "righttrigger":
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return new GamePadConfigurationTarget(GamePadAxes.RightTrigger);
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// Unmapped
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default:
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return new GamePadConfigurationTarget();
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}
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}
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static GamePadConfigurationSource ParseSource(string item)
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{
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if (String.IsNullOrEmpty(item))
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{
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return new GamePadConfigurationSource();
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}
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switch (item[0])
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{
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case 'a':
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return new GamePadConfigurationSource(ParseAxis(item));
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case 'b':
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return new GamePadConfigurationSource(ParseButton(item));
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case 'h':
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{
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HatPosition position;
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JoystickHat hat = ParseHat(item, out position);
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return new GamePadConfigurationSource(hat, position);
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}
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default:
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throw new InvalidOperationException("[Input] Invalid GamePad configuration value");
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}
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}
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static JoystickAxis ParseAxis(string item)
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{
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// item is in the format "a#" where # a zero-based integer number
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JoystickAxis axis = JoystickAxis.Axis0;
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int id = Int32.Parse(item.Substring(1));
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return axis + id;
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}
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static JoystickButton ParseButton(string item)
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{
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// item is in the format "b#" where # a zero-based integer number
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JoystickButton button = JoystickButton.Button0;
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int id = Int32.Parse(item.Substring(1));
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return button + id;
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}
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static JoystickHat ParseHat(string item, out HatPosition position)
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{
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// item is in the format "h#.#" where:
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// - the 1st # is the zero-based hat id
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// - the 2nd # is a bit-flag defining the hat position
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JoystickHat hat = JoystickHat.Hat0;
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int id = Int32.Parse(item.Substring(1, 1));
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int pos = Int32.Parse(item.Substring(3));
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position = HatPosition.Centered;
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switch (pos)
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{
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case 1: position = HatPosition.Up; break;
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case 2: position = HatPosition.Right; break;
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case 3: position = HatPosition.UpRight; break;
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case 4: position = HatPosition.Down ; break;
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case 6: position = HatPosition.DownRight; break;
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case 8: position = HatPosition.Left; break;
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case 9: position = HatPosition.UpLeft; break;
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case 12: position = HatPosition.DownLeft; break;
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default: position = HatPosition.Centered; break;
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}
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return hat + id;
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}
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#endregion
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}
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}
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