mirror of
https://github.com/Ryujinx/Opentk.git
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722 lines
26 KiB
C#
722 lines
26 KiB
C#
#region License
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//
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// The Open Toolkit Library License
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//
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// Copyright (c) 2006 - 2013 Stefanos Apostolopoulos for the Open Toolkit library.
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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 to
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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// the Software, and to permit persons to whom the Software is furnished to do
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// 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 all
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// 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,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN 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 OpenTK.Input;
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namespace OpenTK.Platform.SDL2
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{
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class Sdl2JoystickDriver : IJoystickDriver, IJoystickDriver2, IGamePadDriver, IDisposable
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{
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const float RangeMultiplier = 1.0f / 32768.0f;
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readonly MappedGamePadDriver gamepad_driver = new MappedGamePadDriver();
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bool disposed;
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class Sdl2JoystickDetails
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{
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public IntPtr Handle { get; set; }
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public Guid Guid { get; set; }
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public int PacketNumber { get; set; }
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public int HatCount { get; set; }
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public int BallCount { get; set; }
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public bool IsConnected { get; set; }
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public readonly JoystickHatState[] Hat =
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new JoystickHatState[JoystickState.MaxHats];
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}
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// For IJoystickDriver2 implementation
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int last_joystick_instance = 0;
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readonly List<JoystickDevice> joysticks = new List<JoystickDevice>(4);
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readonly Dictionary<int, int> sdl_instanceid_to_joysticks = new Dictionary<int, int>();
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// For IJoystickDriver implementation
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IList<JoystickDevice> joysticks_readonly;
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#if USE_SDL2_GAMECONTROLLER
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class Sdl2GamePad
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{
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public IntPtr Handle { get; private set; }
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public GamePadState State;
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public GamePadCapabilities Capabilities;
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public Sdl2GamePad(IntPtr handle)
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{
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Handle = handle;
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}
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}
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int last_controllers_instance = 0;
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readonly List<Sdl2GamePad> controllers = new List<Sdl2GamePad>(4);
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readonly Dictionary<int, int> sdl_instanceid_to_controllers = new Dictionary<int, int>();
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#endif
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public Sdl2JoystickDriver()
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{
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joysticks_readonly = joysticks.AsReadOnly();
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}
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#region Private Members
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JoystickDevice<Sdl2JoystickDetails> OpenJoystick(int id)
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{
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JoystickDevice<Sdl2JoystickDetails> joystick = null;
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int num_axes = 0;
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int num_buttons = 0;
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int num_hats = 0;
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int num_balls = 0;
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IntPtr handle = SDL.JoystickOpen(id);
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if (handle != IntPtr.Zero)
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{
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num_axes = SDL.JoystickNumAxes(handle);
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num_buttons = SDL.JoystickNumButtons(handle);
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num_hats = SDL.JoystickNumHats(handle);
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num_balls = SDL.JoystickNumBalls(handle);
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joystick = new JoystickDevice<Sdl2JoystickDetails>(id, num_axes, num_buttons);
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joystick.Description = SDL.JoystickName(handle);
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joystick.Details.Handle = handle;
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joystick.Details.Guid = SDL.JoystickGetGUID(handle).ToGuid();
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joystick.Details.HatCount = num_hats;
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joystick.Details.BallCount = num_balls;
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Debug.Print("[SDL2] Joystick device {0} opened successfully. ", id);
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Debug.Print("\t\t'{0}' has {1} axes, {2} buttons, {3} hats, {4} balls",
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joystick.Description, joystick.Axis.Count, joystick.Button.Count,
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joystick.Details.HatCount, joystick.Details.BallCount);
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}
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else
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{
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Debug.Print("[SDL2] Failed to open joystick device {0}", id);
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}
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return joystick;
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}
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bool IsJoystickValid(int id)
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{
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return id >= 0 && id < joysticks.Count;
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}
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bool IsJoystickInstanceValid(int instance_id)
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{
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return sdl_instanceid_to_joysticks.ContainsKey(instance_id);
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}
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OpenTK.Input.HatPosition TranslateHat(HatPosition value)
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{
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if ((value & HatPosition.LeftUp) == value)
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return OpenTK.Input.HatPosition.UpLeft;
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if ((value & HatPosition.RightUp) == value)
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return OpenTK.Input.HatPosition.UpRight;
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if ((value & HatPosition.LeftDown) == value)
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return OpenTK.Input.HatPosition.DownLeft;
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if ((value & HatPosition.RightDown) == value)
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return OpenTK.Input.HatPosition.DownRight;
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if ((value & HatPosition.Up) == value)
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return OpenTK.Input.HatPosition.Up;
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if ((value & HatPosition.Right) == value)
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return OpenTK.Input.HatPosition.Right;
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if ((value & HatPosition.Down) == value)
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return OpenTK.Input.HatPosition.Down;
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if ((value & HatPosition.Left) == value)
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return OpenTK.Input.HatPosition.Left;
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return OpenTK.Input.HatPosition.Centered;
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}
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#if USE_SDL2_GAMECONTROLLER
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bool IsControllerValid(int id)
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{
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return id >= 0 && id < controllers.Count;
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}
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bool IsControllerInstanceValid(int instance_id)
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{
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return sdl_instanceid_to_controllers.ContainsKey(instance_id);
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}
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GamePadAxes GetBoundAxes(IntPtr gamecontroller)
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{
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GamePadAxes axes = 0;
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axes |= IsAxisBind(gamecontroller, GameControllerAxis.LeftX) ? GamePadAxes.LeftX : 0;
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axes |= IsAxisBind(gamecontroller, GameControllerAxis.LeftY) ? GamePadAxes.LeftY : 0;
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axes |= IsAxisBind(gamecontroller, GameControllerAxis.RightX) ? GamePadAxes.RightX : 0;
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axes |= IsAxisBind(gamecontroller, GameControllerAxis.RightY) ? GamePadAxes.RightY : 0;
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axes |= IsAxisBind(gamecontroller, GameControllerAxis.TriggerLeft) ? GamePadAxes.LeftTrigger : 0;
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axes |= IsAxisBind(gamecontroller, GameControllerAxis.TriggerRight) ? GamePadAxes.RightTrigger : 0;
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return axes;
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}
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Buttons GetBoundButtons(IntPtr gamecontroller)
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{
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Buttons buttons = 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.A) ? Buttons.A : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.B) ? Buttons.B : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.X) ? Buttons.X : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.Y) ? Buttons.Y : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.START) ? Buttons.Start : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.BACK) ? Buttons.Back : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.LEFTSHOULDER) ? Buttons.LeftShoulder : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.RIGHTSHOULDER) ? Buttons.RightShoulder : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.LEFTSTICK) ? Buttons.LeftStick : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.RIGHTSTICK) ? Buttons.RightStick : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.GUIDE) ? Buttons.BigButton : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.DPAD_DOWN) ? Buttons.DPadDown : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.DPAD_UP) ? Buttons.DPadUp : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.DPAD_LEFT) ? Buttons.DPadLeft : 0;
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buttons |= IsButtonBind(gamecontroller, GameControllerButton.DPAD_RIGHT) ? Buttons.DPadRight : 0;
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return buttons;
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}
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bool IsAxisBind(IntPtr gamecontroller, GameControllerAxis axis)
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{
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GameControllerButtonBind bind =
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SDL.GameControllerGetBindForAxis(gamecontroller, axis);
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return bind.BindType == GameControllerBindType.Axis;
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}
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bool IsButtonBind(IntPtr gamecontroller, GameControllerButton button)
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{
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GameControllerButtonBind bind =
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SDL.GameControllerGetBindForButton(gamecontroller, button);
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return bind.BindType == GameControllerBindType.Button;
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}
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GamePadAxes TranslateAxis(GameControllerAxis axis)
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{
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switch (axis)
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{
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case GameControllerAxis.LeftX:
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return GamePadAxes.LeftX;
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case GameControllerAxis.LeftY:
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return GamePadAxes.LeftY;
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case GameControllerAxis.RightX:
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return GamePadAxes.RightX;
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case GameControllerAxis.RightY:
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return GamePadAxes.RightY;
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case GameControllerAxis.TriggerLeft:
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return GamePadAxes.LeftTrigger;
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case GameControllerAxis.TriggerRight:
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return GamePadAxes.RightTrigger;
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default:
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throw new ArgumentOutOfRangeException(
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String.Format("[SDL] Unknown axis {0}", axis));
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}
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}
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Buttons TranslateButton(GameControllerButton button)
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{
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switch (button)
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{
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case GameControllerButton.A:
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return Buttons.A;
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case GameControllerButton.B:
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return Buttons.B;
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case GameControllerButton.X:
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return Buttons.X;
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case GameControllerButton.Y:
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return Buttons.Y;
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case GameControllerButton.LEFTSHOULDER:
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return Buttons.LeftShoulder;
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case GameControllerButton.RIGHTSHOULDER:
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return Buttons.RightShoulder;
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case GameControllerButton.LEFTSTICK:
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return Buttons.LeftStick;
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case GameControllerButton.RIGHTSTICK:
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return Buttons.RightStick;
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case GameControllerButton.DPAD_UP:
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return Buttons.DPadUp;
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case GameControllerButton.DPAD_DOWN:
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return Buttons.DPadDown;
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case GameControllerButton.DPAD_LEFT:
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return Buttons.DPadLeft;
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case GameControllerButton.DPAD_RIGHT:
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return Buttons.DPadRight;
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case GameControllerButton.BACK:
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return Buttons.Back;
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case GameControllerButton.START:
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return Buttons.Start;
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case GameControllerButton.GUIDE:
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return Buttons.BigButton;
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default:
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Debug.Print("[SDL2] Unknown button {0}", button);
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return 0;
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}
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}
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#endif
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#endregion
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#region Public Members
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public void ProcessJoystickEvent(JoyDeviceEvent ev)
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{
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int id = ev.Which;
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if (id < 0)
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{
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Debug.Print("[SDL2] Invalid joystick id {0} in {1}", id, ev.Type);
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return;
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}
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switch (ev.Type)
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{
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case EventType.JOYDEVICEADDED:
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{
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IntPtr handle = SDL.JoystickOpen(id);
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if (handle != IntPtr.Zero)
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{
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int device_id = id;
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int instance_id = last_joystick_instance++;
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JoystickDevice<Sdl2JoystickDetails> joystick = OpenJoystick(id);
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if (joystick != null)
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{
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joystick.Details.IsConnected = true;
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if (device_id < joysticks.Count)
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{
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joysticks[device_id] = joystick;
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}
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else
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{
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joysticks.Add(joystick);
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}
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sdl_instanceid_to_joysticks.Add(instance_id, device_id);
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}
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}
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}
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break;
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case EventType.JOYDEVICEREMOVED:
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if (IsJoystickInstanceValid(id))
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{
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int instance_id = id;
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int device_id = sdl_instanceid_to_joysticks[instance_id];
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JoystickDevice<Sdl2JoystickDetails> joystick = (JoystickDevice<Sdl2JoystickDetails>)joysticks[device_id];
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joystick.Details.IsConnected = false;
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sdl_instanceid_to_joysticks.Remove(instance_id);
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}
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else
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{
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Debug.Print("[SDL2] Invalid joystick id {0} in {1}", id, ev.Type);
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}
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break;
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}
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}
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public void ProcessJoystickEvent(JoyAxisEvent ev)
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{
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int id = ev.Which;
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if (IsJoystickInstanceValid(id))
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{
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int index = sdl_instanceid_to_joysticks[id];
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JoystickDevice<Sdl2JoystickDetails> joystick = (JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
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float value = ev.Value * RangeMultiplier;
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joystick.SetAxis((JoystickAxis)ev.Axis, value);
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joystick.Details.PacketNumber = Math.Max(0, unchecked(joystick.Details.PacketNumber + 1));
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}
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else
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{
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Debug.Print("[SDL2] Invalid joystick id {0} in {1}", id, ev.Type);
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}
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}
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public void ProcessJoystickEvent(JoyBallEvent ev)
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{
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int id = ev.Which;
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if (IsJoystickInstanceValid(id))
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{
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int index = sdl_instanceid_to_joysticks[id];
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JoystickDevice<Sdl2JoystickDetails> joystick = (JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
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// Todo: does it make sense to support balls?
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joystick.Details.PacketNumber = Math.Max(0, unchecked(joystick.Details.PacketNumber + 1));
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}
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else
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{
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Debug.Print("[SDL2] Invalid joystick id {0} in {1}", id, ev.Type);
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}
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}
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public void ProcessJoystickEvent(JoyButtonEvent ev)
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{
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int id = ev.Which;
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if (IsJoystickInstanceValid(id))
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{
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int index = sdl_instanceid_to_joysticks[id];
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JoystickDevice<Sdl2JoystickDetails> joystick = (JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
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joystick.SetButton((JoystickButton)ev.Button, ev.State == State.Pressed);
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joystick.Details.PacketNumber = Math.Max(0, unchecked(joystick.Details.PacketNumber + 1));
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}
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else
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{
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Debug.Print("[SDL2] Invalid joystick id {0} in {1}", id, ev.Type);
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}
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}
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public void ProcessJoystickEvent(JoyHatEvent ev)
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{
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int id = ev.Which;
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if (IsJoystickInstanceValid(id))
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{
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int index = sdl_instanceid_to_joysticks[id];
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JoystickDevice<Sdl2JoystickDetails> joystick = (JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
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if (ev.Hat >= 0 && ev.Hat < JoystickState.MaxHats)
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{
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joystick.Details.Hat[ev.Hat] = new JoystickHatState(TranslateHat(ev.Value));
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}
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else
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{
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Debug.Print("[SDL2] Hat {0} out of range [0, {1}]", ev.Hat, JoystickState.MaxHats);
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}
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joystick.Details.PacketNumber = Math.Max(0, unchecked(joystick.Details.PacketNumber + 1));
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}
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else
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{
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Debug.Print("[SDL2] Invalid joystick id {0} in {1}", id, ev.Type);
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}
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}
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#if USE_SDL2_GAMECONTROLLER
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public void ProcessControllerEvent(ControllerDeviceEvent ev)
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{
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int id = ev.Which;
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if (id < 0)
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{
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Debug.Print("[SDL2] Invalid controller id {0} in {1}", id, ev.Type);
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return;
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}
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switch (ev.Type)
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{
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case EventType.CONTROLLERDEVICEADDED:
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IntPtr handle = SDL.GameControllerOpen(id);
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if (handle != IntPtr.Zero)
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{
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// The id variable here corresponds to a device_id between 0 and Sdl.NumJoysticks().
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// It is only used in the ADDED event. All other events use an instance_id which increases
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// monotonically in each ADDED event.
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// The idea is that device_id refers to the n-th connected joystick, whereas instance_id
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// refers to the actual hardware device behind the n-th joystick.
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// Yes, it's confusing.
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int device_id = id;
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int instance_id = last_controllers_instance++;
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Sdl2GamePad pad = new Sdl2GamePad(handle);
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IntPtr joystick = SDL.GameControllerGetJoystick(handle);
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if (joystick != IntPtr.Zero)
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{
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pad.Capabilities = new GamePadCapabilities(
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GamePadType.GamePad,
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GetBoundAxes(joystick),
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GetBoundButtons(joystick),
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true);
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pad.State.SetConnected(true);
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// Connect this device and add the relevant device index
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if (controllers.Count <= id)
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{
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controllers.Add(pad);
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}
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else
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{
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controllers[device_id] = pad;
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}
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sdl_instanceid_to_controllers.Add(instance_id, device_id);
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}
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else
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{
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Debug.Print("[SDL2] Failed to retrieve joystick from game controller. Error: {0}", SDL.GetError());
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}
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}
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break;
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case EventType.CONTROLLERDEVICEREMOVED:
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if (IsControllerInstanceValid(id))
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{
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int instance_id = id;
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int device_id = sdl_instanceid_to_controllers[instance_id];
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controllers[device_id].State.SetConnected(false);
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sdl_instanceid_to_controllers.Remove(device_id);
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}
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else
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{
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Debug.Print("[SDL2] Invalid game controller instance {0} in {1}", id, ev.Type);
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}
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break;
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case EventType.CONTROLLERDEVICEREMAPPED:
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if (IsControllerInstanceValid(id))
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{
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// Todo: what should we do in this case?
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}
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else
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{
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Debug.Print("[SDL2] Invalid game controller instance {0} in {1}", id, ev.Type);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void ProcessControllerEvent(ControllerAxisEvent ev)
|
|
{
|
|
int instance_id = ev.Which;
|
|
if (IsControllerInstanceValid(instance_id))
|
|
{
|
|
int id = sdl_instanceid_to_controllers[instance_id];
|
|
controllers[id].State.SetAxis(TranslateAxis(ev.Axis), ev.Value);
|
|
}
|
|
else
|
|
{
|
|
Debug.Print("[SDL2] Invalid game controller instance {0} in {1}", instance_id, ev.Type);
|
|
}
|
|
}
|
|
|
|
public void ProcessControllerEvent(ControllerButtonEvent ev)
|
|
{
|
|
int instance_id = ev.Which;
|
|
if (IsControllerInstanceValid(instance_id))
|
|
{
|
|
int id = sdl_instanceid_to_controllers[instance_id];
|
|
controllers[id].State.SetButton(TranslateButton(ev.Button), ev.State == State.Pressed);
|
|
}
|
|
else
|
|
{
|
|
Debug.Print("[SDL2] Invalid game controller instance {0} in {1}", instance_id, ev.Type);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#endregion
|
|
|
|
#region IJoystickDriver Members
|
|
|
|
public IList<JoystickDevice> Joysticks
|
|
{
|
|
get
|
|
{
|
|
return joysticks_readonly;
|
|
}
|
|
}
|
|
|
|
public void Poll()
|
|
{
|
|
// Do nothing
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region IGamePadDriver Members
|
|
|
|
#if USE_SDL2_GAMECONTOLLER
|
|
public GamePadCapabilities GetCapabilities(int index)
|
|
{
|
|
if (IsControllerValid(index))
|
|
{
|
|
return controllers[index].Capabilities;
|
|
}
|
|
return new GamePadCapabilities();
|
|
}
|
|
|
|
public GamePadState GetState(int index)
|
|
{
|
|
if (IsControllerValid(index))
|
|
{
|
|
return controllers[index].State;
|
|
}
|
|
return new GamePadState();
|
|
}
|
|
|
|
public string GetName(int index)
|
|
{
|
|
return String.Empty;
|
|
}
|
|
#else
|
|
public GamePadCapabilities GetCapabilities(int index)
|
|
{
|
|
return gamepad_driver.GetCapabilities(index);
|
|
}
|
|
|
|
public GamePadState GetState(int index)
|
|
{
|
|
return gamepad_driver.GetState(index);
|
|
}
|
|
|
|
public string GetName(int index)
|
|
{
|
|
return gamepad_driver.GetName(index);
|
|
}
|
|
|
|
public bool SetVibration(int index, float left, float right)
|
|
{
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
#endregion
|
|
|
|
#region IJoystickDriver2 Members
|
|
|
|
JoystickState IJoystickDriver2.GetState(int index)
|
|
{
|
|
JoystickState state = new JoystickState();
|
|
if (IsJoystickValid(index))
|
|
{
|
|
JoystickDevice<Sdl2JoystickDetails> joystick =
|
|
(JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
|
|
|
|
for (int i = 0; i < joystick.Axis.Count; i++)
|
|
{
|
|
state.SetAxis(JoystickAxis.Axis0 + i, (short)(joystick.Axis[i] * short.MaxValue + 0.5f));
|
|
}
|
|
|
|
for (int i = 0; i < joystick.Button.Count; i++)
|
|
{
|
|
state.SetButton(JoystickButton.Button0 + i, joystick.Button[i]);
|
|
}
|
|
|
|
for (int i = 0; i < joystick.Details.HatCount; i++)
|
|
{
|
|
state.SetHat(JoystickHat.Hat0 + i, joystick.Details.Hat[i]);
|
|
}
|
|
|
|
state.SetIsConnected(joystick.Details.IsConnected);
|
|
state.SetPacketNumber(joystick.Details.PacketNumber);
|
|
}
|
|
|
|
return state;
|
|
}
|
|
|
|
JoystickCapabilities IJoystickDriver2.GetCapabilities(int index)
|
|
{
|
|
if (IsJoystickValid(index))
|
|
{
|
|
JoystickDevice<Sdl2JoystickDetails> joystick =
|
|
(JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
|
|
|
|
return new JoystickCapabilities(
|
|
joystick.Axis.Count,
|
|
joystick.Button.Count,
|
|
joystick.Details.HatCount,
|
|
joystick.Details.IsConnected);
|
|
}
|
|
return new JoystickCapabilities();
|
|
}
|
|
|
|
Guid IJoystickDriver2.GetGuid(int index)
|
|
{
|
|
Guid guid = new Guid();
|
|
if (IsJoystickValid(index))
|
|
{
|
|
JoystickDevice<Sdl2JoystickDetails> joystick =
|
|
(JoystickDevice<Sdl2JoystickDetails>)joysticks[index];
|
|
|
|
return joystick.Details.Guid;
|
|
}
|
|
return guid;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region IDisposable Members
|
|
|
|
void Dispose(bool manual)
|
|
{
|
|
if (!disposed)
|
|
{
|
|
if (manual)
|
|
{
|
|
Debug.Print("Disposing {0}", GetType());
|
|
|
|
foreach (var j in joysticks)
|
|
{
|
|
var joystick = (JoystickDevice<Sdl2JoystickDetails>)j;
|
|
IntPtr handle = joystick.Details.Handle;
|
|
SDL.JoystickClose(handle);
|
|
}
|
|
|
|
joysticks.Clear();
|
|
}
|
|
else
|
|
{
|
|
Debug.Print("{0} leaked, did you forget to call Dispose()?", GetType());
|
|
}
|
|
disposed = true;
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Dispose(true);
|
|
GC.SuppressFinalize(this);
|
|
}
|
|
|
|
~Sdl2JoystickDriver()
|
|
{
|
|
Dispose(false);
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|
|
|