using System; using System.Collections.Generic; using BizHawk.Common; using BizHawk.Emulation.Common; namespace BizHawk.Client.Common { using System.Linq; /// /// will hold buttons for 1 frame and then release them. (Calling Click() from your button click is what you want to do) /// TODO - should the duration be controllable? /// public class ClickyVirtualPadController : IController { public ControllerDefinition Type { get; set; } public bool this[string button] { get { return IsPressed(button); } } public float GetFloat(string name) { return 0.0f; } // TODO public bool IsPressed(string button) { return _pressed.Contains(button); } /// /// call this once per frame to do the timekeeping for the hold and release /// public void FrameTick() { _pressed.Clear(); } /// /// call this to hold the button down for one frame /// public void Click(string button) { _pressed.Add(button); } public void Unclick(string button) { _pressed.Remove(button); } public void Toggle(string button) { if (IsPressed(button)) { _pressed.Remove(button); } else { _pressed.Add(button); } } private readonly HashSet _pressed = new HashSet(); } /// /// Filters input for things called Up and Down while considering the client's AllowUD_LR option. /// This is a bit gross but it is unclear how to do it more nicely /// public class UD_LR_ControllerAdapter : IController { public ControllerDefinition Type { get { return Source.Type; } } public bool this[string button] { get { return IsPressed(button); } } public IController Source { get; set; } // The float format implies no U+D and no L+R no matter what, so just passthru public float GetFloat(string name) { return Source.GetFloat(name); } public bool IsPressed(string button) { if (Global.Config.AllowUD_LR) { return Source.IsPressed(button); } string prefix; if (button.Contains("Down") && !button.Contains(" C ")) { prefix = button.GetPrecedingString("Down"); if (Source.IsPressed(prefix + "Up")) { return false; } } if (button.Contains("Right") && !button.Contains(" C ")) { prefix = button.GetPrecedingString("Right"); if (Source.IsPressed(prefix + "Left")) { return false; } } return Source.IsPressed(button); } } public class SimpleController : IController { public ControllerDefinition Type { get; set; } protected WorkingDictionary Buttons = new WorkingDictionary(); protected WorkingDictionary Floats = new WorkingDictionary(); public virtual void Clear() { Buttons = new WorkingDictionary(); Floats = new WorkingDictionary(); } public virtual bool this[string button] { get { return Buttons[button]; } set { Buttons[button] = value; } } public virtual bool IsPressed(string button) { return this[button]; } public float GetFloat(string name) { return Floats[name]; } public IEnumerable> BoolButtons() { return Buttons; } public virtual void LatchFrom(IController source) { foreach (var button in source.Type.BoolButtons) { Buttons[button] = source[button]; } } public void AcceptNewFloats(IEnumerable> newValues) { foreach (var sv in newValues) { Floats[sv.Item1] = sv.Item2; } } } public class ORAdapter : IController { public bool IsPressed(string button) { return this[button]; } // pass floats solely from the original source // this works in the code because SourceOr is the autofire controller public float GetFloat(string name) { return Source.GetFloat(name); } public IController Source { get; set; } public IController SourceOr { get; set; } public ControllerDefinition Type { get { return Source.Type; } set { throw new InvalidOperationException(); } } public bool this[string button] { get { return Source[button] | SourceOr[button]; } set { throw new InvalidOperationException(); } } } public class ForceOffAdaptor : IController { public bool IsPressed(string button) { return this[button]; } // what exactly would we want to do here with floats? // ForceOffAdaptor is only used by lua, and the code there looks like a big mess... public float GetFloat(string name) { return Source.GetFloat(name); } protected HashSet StickySet = new HashSet(); public IController Source { get; set; } public IController SourceOr { get; set; } public ControllerDefinition Type { get { return Source.Type; } set { throw new InvalidOperationException(); } } public bool this[string button] { get { return !StickySet.Contains(button) && Source[button]; } set { throw new InvalidOperationException(); } } public void SetSticky(string button, bool isSticky) { if (isSticky) { this.StickySet.Add(button); } else { this.StickySet.Remove(button); } } } public class StickyXorAdapter : IController { protected HashSet stickySet = new HashSet(); public IController Source { get; set; } public ControllerDefinition Type { get { return Source.Type; } set { throw new InvalidOperationException(); } } public bool Locked { get; set; } // Pretty much a hack, public bool IsPressed(string button) { return this[button]; } // if SetFloat() is called (typically virtual pads), then that float will entirely override the Source input // otherwise, the source is passed thru. private readonly WorkingDictionary _floatSet = new WorkingDictionary(); public void SetFloat(string name, float? value) { if (value.HasValue) { _floatSet[name] = value; } else { _floatSet.Remove(name); } } public float GetFloat(string name) { return _floatSet[name] ?? Source.GetFloat(name); } public void ClearStickyFloats() { _floatSet.Clear(); } public bool this[string button] { get { var source = Source[button]; source ^= stickySet.Contains(button); return source; } set { throw new InvalidOperationException(); } } public void SetSticky(string button, bool isSticky) { if (isSticky) { stickySet.Add(button); } else { stickySet.Remove(button); } } public bool IsSticky(string button) { return stickySet.Contains(button); } public HashSet CurrentStickies { get { return stickySet; } } public void ClearStickies() { stickySet.Clear(); } public void MassToggleStickyState(List buttons) { foreach (var button in buttons.Where(button => !_justPressed.Contains(button))) { if (stickySet.Contains(button)) { stickySet.Remove(button); } else { stickySet.Add(button); } } _justPressed = buttons; } private List _justPressed = new List(); } public class AutoFireStickyXorAdapter : IController { public int On { get; set; } public int Off { get; set; } public WorkingDictionary buttonStarts = new WorkingDictionary(); private readonly HashSet _stickySet = new HashSet(); public IController Source { get; set; } public void SetOnOffPatternFromConfig() { On = Global.Config.AutofireOn < 1 ? 0 : Global.Config.AutofireOn; Off = Global.Config.AutofireOff < 1 ? 0 : Global.Config.AutofireOff; } public AutoFireStickyXorAdapter() { // On = Global.Config.AutofireOn < 1 ? 0 : Global.Config.AutofireOn; // Off = Global.Config.AutofireOff < 1 ? 0 : Global.Config.AutofireOff; On = 1; Off = 1; } public bool IsPressed(string button) { if (_stickySet.Contains(button)) { var a = (Global.Emulator.Frame - buttonStarts[button]) % (On + Off); if (a < On) { return this[button]; } else { return false; } } else { return Source[button]; } } public bool this[string button] { get { var source = Source[button]; if (_stickySet.Contains(button)) { var a = (Global.Emulator.Frame - buttonStarts[button]) % (On + Off); if (a < On) { source ^= true; } else { source ^= false; } } return source; } set { throw new InvalidOperationException(); } } public ControllerDefinition Type { get { return Source.Type; } set { throw new InvalidOperationException(); } } public bool Locked { get; set; } // Pretty much a hack, // dumb passthrough for floats, because autofire doesn't care about them public float GetFloat(string name) { return Source.GetFloat(name); } public void SetSticky(string button, bool isSticky) { if (isSticky) { this._stickySet.Add(button); } else { this._stickySet.Remove(button); } } public bool IsSticky(string button) { return this._stickySet.Contains(button); } public HashSet CurrentStickies { get { return this._stickySet; } } public void ClearStickies() { this._stickySet.Clear(); } public void MassToggleStickyState(List buttons) { foreach (var button in buttons.Where(button => !_justPressed.Contains(button))) { if (_stickySet.Contains(button)) { _stickySet.Remove(button); } else { _stickySet.Add(button); } } _justPressed = buttons; } private List _justPressed = new List(); } /// /// Just copies source to sink, or returns whatever a NullController would if it is disconnected. useful for immovable hardpoints. /// public class CopyControllerAdapter : IController { public IController Source { get; set; } private readonly NullController _null = new NullController(); private IController Curr { get { if (Source == null) { return _null; } else { return Source; } } } public ControllerDefinition Type { get { return Curr.Type; } } public bool this[string button] { get { return Curr[button]; } } public bool IsPressed(string button) { return Curr.IsPressed(button); } public float GetFloat(string name) { return Curr.GetFloat(name); } } public class ButtonNameParser { public static ButtonNameParser Parse(string button) { // See if we're being asked for a button that we know how to rewire var parts = button.Split(' '); if (parts.Length < 2) { return null; } if (parts[0][0] != 'P') { return null; } int player; if (!int.TryParse(parts[0].Substring(1), out player)) { return null; } else { return new ButtonNameParser { PlayerNum = player, ButtonPart = button.Substring(parts[0].Length + 1) }; } } public int PlayerNum { get; set; } public string ButtonPart { get; private set; } public override string ToString() { return string.Format("P{0} {1}", PlayerNum, ButtonPart); } } /// /// rewires player1 controls to playerN /// public class MultitrackRewiringControllerAdapter : IController { public IController Source { get; set; } public int PlayerSource = 1; public int PlayerTargetMask = 0; public ControllerDefinition Type { get { return Source.Type; } } public bool this[string button] { get { return IsPressed(button); } } // floats can be player number remapped just like boolbuttons public float GetFloat(string name) { return Source.GetFloat(RemapButtonName(name)); } private string RemapButtonName(string button) { // Do we even have a source? if (PlayerSource == -1) { return button; } // See if we're being asked for a button that we know how to rewire var bnp = ButtonNameParser.Parse(button); if (bnp == null) { return button; } // Ok, this looks like a normal `P1 Button` type thing. we can handle it // Were we supposed to replace this one? int foundPlayerMask = (1 << bnp.PlayerNum); if ((PlayerTargetMask & foundPlayerMask) == 0) { return button; } // Ok, we were. swap out the source player and then grab his button bnp.PlayerNum = PlayerSource; return bnp.ToString(); } public bool IsPressed(string button) { return Source.IsPressed(RemapButtonName(button)); } } }