using System;
using BizHawk.Client.Common;
namespace BizHawk.Client.ApiHawk
{
///
/// This class holds a joypad for any type of console
///
public sealed class Joypad
{
#region Fields
private SystemInfo _System;
private JoypadButton _PressedButtons;
private float _AnalogX;
private float _AnalogY;
private int _Player;
#endregion
#region cTor(s)
///
/// Initialize a new instance of
///
/// What this is used for
/// Which player this controller is assigned to
internal Joypad(SystemInfo system, int player)
{
if (player < 1 || player > system.MaxControllers)
{
throw new InvalidOperationException($"{player} is invalid for {system.DisplayName}");
}
_System = system;
_Player = player;
}
#endregion
#region Methods
///
/// Add specified input to current ones
///
/// Input to add
public void AddInput(JoypadButton input)
{
input &= _System.AvailableButtons;
_PressedButtons |= input;
}
///
/// Clear inputs
///
public void ClearInputs()
{
_PressedButtons = 0;
}
///
/// Remove specified input to current ones
///
/// Input to remove
public void RemoveInput(JoypadButton input)
{
_PressedButtons ^= input;
}
#endregion
#region Properties
///
/// Gets or sets X value for Analog stick
///
/// The value you get will aways be rounded to 0 decimal
public float AnalogX
{
get => (float)Math.Round(_AnalogX, 0);
set => _AnalogX = value;
}
///
/// Gets or sets Y value for Analog stick
///
/// The value you get will aways be rounded to 0 decimal
public float AnalogY
{
get => (float)Math.Round(_AnalogY, 0);
set => _AnalogY = value;
}
///
/// Gets or sets inputs
/// If you pass inputs unavailable for current system, they'll be removed
///
/// It overrides all existing inputs
public JoypadButton Inputs
{
get => _PressedButtons;
set
{
value &= _System.AvailableButtons;
_PressedButtons = value;
}
}
///
/// Gets for current
///
public SystemInfo System => _System;
#endregion
}
}