430 lines
14 KiB
C#
430 lines
14 KiB
C#
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 BizHawk.Client.EmuHawk
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{
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public class OTK_GamePad
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{
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// Modified OpenTK Gamepad Handler
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// OpenTK v3.x.x.x breaks the original OpenTK.Input.Joystick implementation, but enables OpenTK.Input.Gamepad
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// compatibility with OSX / linux. However, the gamepad auto-mapping is a little suspect, so we will have to use both methods
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// This should also give us vibration support (if we ever implement it)
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#region Static Members
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private static readonly object _syncObj = new object();
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private const int MAX_GAMEPADS = 4; //They don't have a way to query this for some reason. 4 is the minimum promised.
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public static List<OTK_GamePad> Devices = new List<OTK_GamePad>();
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/// <summary>
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/// Initialization is only called once when MainForm loads
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/// </summary>
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public static void Initialize()
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{
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Devices.Clear();
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int playerCount = 0;
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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if (OpenTK.Input.GamePad.GetState(i).IsConnected || Joystick.GetState(i).IsConnected)
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{
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Console.WriteLine(string.Format("OTK GamePad/Joystick index: {0}", i));
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OTK_GamePad ogp = new OTK_GamePad(i, ++playerCount);
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Devices.Add(ogp);
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}
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}
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}
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public static IEnumerable<OTK_GamePad> EnumerateDevices()
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{
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lock (_syncObj)
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{
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foreach (var device in Devices)
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{
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yield return device;
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}
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}
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}
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public static void UpdateAll()
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{
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lock (_syncObj)
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{
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foreach (var device in Devices)
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{
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device.Update();
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}
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}
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}
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public static void CloseAll()
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{
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if (Devices != null)
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{
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Devices.Clear();
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}
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}
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#endregion
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#region Instance Members
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/// <summary>
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/// The GUID as detected by OpenTK.Input.Joystick
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/// (or auto generated if this failed)
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/// </summary>
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readonly Guid _guid = Guid.NewGuid();
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/// <summary>
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/// Signs whether OpenTK returned a GUID for this device
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/// </summary>
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readonly bool _guidObtained;
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/// <summary>
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/// The OpenTK device index
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/// </summary>
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readonly int _deviceIndex;
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/// <summary>
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/// The index to lookup into Devices
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/// </summary>
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readonly int _playerIndex;
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/// <summary>
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/// The name (if any) that OpenTK GamePad has resolved via its internal mapping database
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/// </summary>
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readonly string _name;
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/// <summary>
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/// The object as returned by OpenTK.Input.Gamepad.GetCapabilities();
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/// </summary>
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readonly GamePadCapabilities? _gamePadCapabilities;
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/// <summary>
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/// The object as returned by OpenTK.Input.Joystick.GetCapabilities();
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/// </summary>
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readonly JoystickCapabilities? _joystickCapabilities;
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/// <summary>
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/// Public check on whether mapped gamepad config is being used
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/// </summary>
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public bool MappedGamePad
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{
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get
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{
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if (_gamePadCapabilities.HasValue && _gamePadCapabilities.Value.IsMapped)
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return true;
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return false;
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}
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}
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/// <summary>
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/// Gamepad Device state information - updated constantly
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/// </summary>
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GamePadState state = new GamePadState();
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/// <summary>
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/// Joystick Device state information - updated constantly
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/// </summary>
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JoystickState jState = new JoystickState();
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OTK_GamePad(int index, int playerIndex)
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{
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_deviceIndex = index;
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_playerIndex = playerIndex;
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var gameState = OpenTK.Input.GamePad.GetState(_deviceIndex);
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var joyState = Joystick.GetState(_deviceIndex);
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if (joyState.IsConnected)
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{
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_guid = Joystick.GetGuid(_deviceIndex);
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_guidObtained = true;
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_joystickCapabilities = Joystick.GetCapabilities(_deviceIndex);
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}
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else
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{
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_guid = Guid.NewGuid();
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}
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if (gameState.IsConnected)
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{
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_name = OpenTK.Input.GamePad.GetName(_deviceIndex);
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_gamePadCapabilities = OpenTK.Input.GamePad.GetCapabilities(_deviceIndex);
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}
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else
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{
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_name = "OTK GamePad Undetermined Name";
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}
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Update();
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Console.WriteLine("Initialising OpenTK GamePad: " + _guid);
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Console.WriteLine("OpenTK Mapping: " + _name);
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InitializeMappings();
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}
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public void Update()
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{
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// update both here just in case
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var tmpState = OpenTK.Input.GamePad.GetState(_deviceIndex);
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if (!tmpState.Equals(state))
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{
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state = tmpState;
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DebugGamepadState();
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}
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var tmpJstate = Joystick.GetState(_deviceIndex);
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if (!tmpJstate.Equals(jState))
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{
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jState = tmpJstate;
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DebugJoystickState();
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}
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}
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private void DebugGamepadState()
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{
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Debug.WriteLine("GamePad State:\t" + state.ToString());
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}
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private void DebugJoystickState()
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{
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Debug.WriteLine("Joystick State:\t" + jState.ToString());
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}
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/// <summary>
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/// The things that use GetFloats() (analog controls) appear to require values -10000 to 10000
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/// rather than the -1.0 to 1.0 that OpenTK returns (although even then the results may be slightly outside of these bounds)
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/// Note: is there a better/more perfomant way to do this?
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/// </summary>
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/// <param name="num"></param>
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/// <returns></returns>
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private float SetBounds(float num)
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{
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if (num > 1)
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num = 1;
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if (num < -1)
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num = -1;
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return num * 10000;
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}
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public IEnumerable<Tuple<string, float>> GetFloats()
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{
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if (_gamePadCapabilities.HasValue && _gamePadCapabilities.Value.IsMapped)
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{
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// automapping identified - use OpenTK.Input.GamePad class
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yield return new Tuple<string, float>("LeftThumbX", SetBounds(state.ThumbSticks.Left.X));
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yield return new Tuple<string, float>("LeftThumbY", SetBounds(state.ThumbSticks.Left.Y));
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yield return new Tuple<string, float>("RightThumbX", SetBounds(state.ThumbSticks.Right.X));
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yield return new Tuple<string, float>("RightThumbY", SetBounds(state.ThumbSticks.Right.Y));
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yield return new Tuple<string, float>("LeftTrigger", SetBounds(state.Triggers.Left));
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yield return new Tuple<string, float>("RightTrigger", SetBounds(state.Triggers.Right));
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yield break;
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}
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else
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{
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// use OpenTK.Input.Joystick class
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yield return new Tuple<string, float>("X", SetBounds(jState.GetAxis(0)));
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yield return new Tuple<string, float>("Y", SetBounds(jState.GetAxis(1)));
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yield return new Tuple<string, float>("Z", SetBounds(jState.GetAxis(2)));
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yield return new Tuple<string, float>("W", SetBounds(jState.GetAxis(3)));
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yield return new Tuple<string, float>("V", SetBounds(jState.GetAxis(4)));
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yield return new Tuple<string, float>("S", SetBounds(jState.GetAxis(5)));
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yield return new Tuple<string, float>("Q", SetBounds(jState.GetAxis(6)));
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yield return new Tuple<string, float>("P", SetBounds(jState.GetAxis(7)));
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yield return new Tuple<string, float>("N", SetBounds(jState.GetAxis(8)));
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for (int i = 9; i < 64; i++)
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{
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int j = i;
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yield return new Tuple<string, float>(string.Format("Axis{0}", j.ToString()), SetBounds(jState.GetAxis(j)));
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}
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yield break;
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}
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}
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public string Name { get { return "Joystick " + _playerIndex + string.Format(" ({0})", _name); } }
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public string ID { get { return (_playerIndex).ToString(); } }
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public Guid Guid { get { return _guid; } }
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/// <summary>
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/// Contains name and delegate function for all buttons, hats and axis
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/// </summary>
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public List<ButtonObject> buttonObjects = new List<ButtonObject>();
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void AddItem(string _name, Func<bool> pressed)
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{
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ButtonObject b = new ButtonObject
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{
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ButtonName = _name,
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ButtonAction = pressed
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};
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buttonObjects.Add(b);
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}
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public struct ButtonObject
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{
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public string ButtonName;
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public Func<bool> ButtonAction;
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}
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/// <summary>
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/// Setup mappings prior to button initialization
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/// This is also here in case in the future we want users to be able to supply their own mappings for a device,
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/// perhaps via an input form. Possibly wishful thinking/overly complex.
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/// </summary>
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void InitializeMappings()
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{
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if (_guidObtained)
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{
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// placeholder for if/when we figure out how to supply OpenTK with custom GamePadConfigurationDatabase entries
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}
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// currently OpenTK has an internal database of mappings for the GamePad class: https://github.com/opentk/opentk/blob/master/src/OpenTK/Input/GamePadConfigurationDatabase.cs
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// if an internal mapping is detected, use that. otherwise, use the joystick class to instantiate the controller
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if (_gamePadCapabilities.HasValue && _gamePadCapabilities.Value.IsMapped)
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{
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// internal map detected - use the GamePad class
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InitializeGamePadControls();
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}
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else
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{
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// no internal map detected - use the joystick class
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InitializeJoystickControls();
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}
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}
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void InitializeJoystickControls()
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{
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// OpenTK GamePad axis return float values (as opposed to the shorts of SlimDX)
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const float ConversionFactor = 1.0f / short.MaxValue;
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const float dzp = (short)4000 * ConversionFactor;
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const float dzn = (short)-4000 * ConversionFactor;
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//const float dzt = 0.6f;
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// axis
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AddItem("X+", () => jState.GetAxis(0) >= dzp);
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AddItem("X-", () => jState.GetAxis(0) <= dzn);
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AddItem("Y+", () => jState.GetAxis(1) >= dzp);
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AddItem("Y-", () => jState.GetAxis(1) <= dzn);
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AddItem("Z+", () => jState.GetAxis(2) >= dzp);
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AddItem("Z-", () => jState.GetAxis(2) <= dzn);
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AddItem("W+", () => jState.GetAxis(3) >= dzp);
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AddItem("W-", () => jState.GetAxis(3) <= dzn);
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AddItem("V+", () => jState.GetAxis(4) >= dzp);
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AddItem("V-", () => jState.GetAxis(4) <= dzn);
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AddItem("S+", () => jState.GetAxis(5) >= dzp);
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AddItem("S-", () => jState.GetAxis(5) <= dzn);
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AddItem("Q+", () => jState.GetAxis(6) >= dzp);
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AddItem("Q-", () => jState.GetAxis(6) <= dzn);
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AddItem("P+", () => jState.GetAxis(7) >= dzp);
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AddItem("P-", () => jState.GetAxis(7) <= dzn);
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AddItem("N+", () => jState.GetAxis(8) >= dzp);
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AddItem("N-", () => jState.GetAxis(8) <= dzn);
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// should be enough axis, but just in case:
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for (int i = 9; i < 64; i++)
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{
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int j = i;
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AddItem(string.Format("Axis{0}+", j.ToString()), () => jState.GetAxis(j) >= dzp);
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AddItem(string.Format("Axis{0}-", j.ToString()), () => jState.GetAxis(j) <= dzn);
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}
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// buttons
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for (int i = 0; i < _joystickCapabilities.Value.ButtonCount; i++)
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{
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int j = i;
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AddItem(string.Format("B{0}", i + 1), () => jState.GetButton(j) == ButtonState.Pressed);
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}
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// hats
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AddItem("POV1U", () => jState.GetHat(JoystickHat.Hat0).IsUp);
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AddItem("POV1D", () => jState.GetHat(JoystickHat.Hat0).IsDown);
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AddItem("POV1L", () => jState.GetHat(JoystickHat.Hat0).IsLeft);
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AddItem("POV1R", () => jState.GetHat(JoystickHat.Hat0).IsRight);
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AddItem("POV2U", () => jState.GetHat(JoystickHat.Hat1).IsUp);
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AddItem("POV2D", () => jState.GetHat(JoystickHat.Hat1).IsDown);
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AddItem("POV2L", () => jState.GetHat(JoystickHat.Hat1).IsLeft);
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AddItem("POV2R", () => jState.GetHat(JoystickHat.Hat1).IsRight);
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AddItem("POV3U", () => jState.GetHat(JoystickHat.Hat2).IsUp);
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AddItem("POV3D", () => jState.GetHat(JoystickHat.Hat2).IsDown);
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AddItem("POV3L", () => jState.GetHat(JoystickHat.Hat2).IsLeft);
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AddItem("POV3R", () => jState.GetHat(JoystickHat.Hat2).IsRight);
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AddItem("POV4U", () => jState.GetHat(JoystickHat.Hat3).IsUp);
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AddItem("POV4D", () => jState.GetHat(JoystickHat.Hat3).IsDown);
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AddItem("POV4L", () => jState.GetHat(JoystickHat.Hat3).IsLeft);
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AddItem("POV4R", () => jState.GetHat(JoystickHat.Hat3).IsRight);
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}
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void InitializeGamePadControls()
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{
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// OpenTK GamePad axis return float values (as opposed to the shorts of SlimDX)
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const float ConversionFactor = 1.0f / short.MaxValue;
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const float dzp = (short)4000 * ConversionFactor;
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const float dzn = (short)-4000 * ConversionFactor;
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const float dzt = 0.6f;
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// buttons
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AddItem("A", () => state.Buttons.A == ButtonState.Pressed);
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AddItem("B", () => state.Buttons.B == ButtonState.Pressed);
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AddItem("X", () => state.Buttons.X == ButtonState.Pressed);
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AddItem("Y", () => state.Buttons.Y == ButtonState.Pressed);
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AddItem("Guide", () => state.Buttons.BigButton == ButtonState.Pressed);
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AddItem("Start", () => state.Buttons.Start == ButtonState.Pressed);
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AddItem("Back", () => state.Buttons.Back == ButtonState.Pressed);
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AddItem("LeftThumb", () => state.Buttons.LeftStick == ButtonState.Pressed);
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AddItem("RightThumb", () => state.Buttons.RightStick == ButtonState.Pressed);
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AddItem("LeftShoulder", () => state.Buttons.LeftShoulder == ButtonState.Pressed);
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AddItem("RightShoulder", () => state.Buttons.RightShoulder == ButtonState.Pressed);
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// dpad
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AddItem("DpadUp", () => state.DPad.Up == ButtonState.Pressed);
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AddItem("DpadDown", () => state.DPad.Down == ButtonState.Pressed);
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AddItem("DpadLeft", () => state.DPad.Left == ButtonState.Pressed);
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AddItem("DpadRight", () => state.DPad.Right == ButtonState.Pressed);
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// sticks
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AddItem("LStickUp", () => state.ThumbSticks.Left.Y >= dzp);
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AddItem("LStickDown", () => state.ThumbSticks.Left.Y <= dzn);
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AddItem("LStickLeft", () => state.ThumbSticks.Left.X <= dzn);
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AddItem("LStickRight", () => state.ThumbSticks.Left.X >= dzp);
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AddItem("RStickUp", () => state.ThumbSticks.Right.Y >= dzp);
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AddItem("RStickDown", () => state.ThumbSticks.Right.Y <= dzn);
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AddItem("RStickLeft", () => state.ThumbSticks.Right.X <= dzn);
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AddItem("RStickRight", () => state.ThumbSticks.Right.X >= dzp);
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// triggers
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AddItem("LeftTrigger", () => state.Triggers.Left > dzt);
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AddItem("RightTrigger", () => state.Triggers.Right > dzt);
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}
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/// <summary>
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/// Sets the gamepad's left and right vibration
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/// We don't currently use this in Bizhawk - do we have any cores that support this?
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/// </summary>
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/// <param name="left"></param>
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/// <param name="right"></param>
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public void SetVibration(float left, float right)
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{
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float _l = 0;
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float _r = 0;
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if (_gamePadCapabilities.Value.HasLeftVibrationMotor)
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_l = left;
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if (_gamePadCapabilities.Value.HasRightVibrationMotor)
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_r = right;
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OpenTK.Input.GamePad.SetVibration(_deviceIndex, left, right);
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}
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#endregion
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}
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}
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