BizHawk/BizHawk.MultiClient/movie/InputAdapters.cs

541 lines
14 KiB
C#

using System;
using System.Text;
using System.Collections.Generic;
namespace BizHawk.MultiClient
{
/// <summary>
/// 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?
/// </summary>
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 void UpdateControls(int frame) { }
public bool IsPressed(string button)
{
return Pressed.Contains(button);
}
/// <summary>
/// call this once per frame to do the timekeeping for the hold and release
/// </summary>
public void FrameTick()
{
Pressed.Clear();
}
/// <summary>
/// call this to hold the button down for one frame
/// </summary>
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);
}
}
readonly HashSet<string> Pressed = new HashSet<string>();
}
//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 IController Source;
public bool this[string button] { get { return IsPressed(button); } }
// 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 void UpdateControls(int frame) { }
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<string, bool> Buttons = new WorkingDictionary<string, bool>();
protected WorkingDictionary<string, float> Floats = new WorkingDictionary<string, float>();
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 void UpdateControls(int frame) { }
public IEnumerable<KeyValuePair<string, bool>> BoolButtons()
{
foreach (var kvp in Buttons) yield return kvp;
}
public virtual void LatchFrom(IController source)
{
foreach (string button in source.Type.BoolButtons)
{
Buttons[button] = source[button];
}
}
public void AcceptNewFloats(IEnumerable<Tuple<string, float>> 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 void UpdateControls(int frame) { }
public IController Source;
public IController SourceOr;
public ControllerDefinition Type { get { return Source.Type; } set { throw new InvalidOperationException(); } }
public bool this[string button]
{
get
{
bool source = Source[button] | SourceOr[button];
return source;
}
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); }
public void UpdateControls(int frame) { }
protected HashSet<string> stickySet = new HashSet<string>();
public IController Source;
public IController SourceOr;
public ControllerDefinition Type { get { return Source.Type; } set { throw new InvalidOperationException(); } }
public bool this[string button]
{
get
{
if (stickySet.Contains(button))
{
return false;
}
else
{
return Source[button];
}
}
set { throw new InvalidOperationException(); }
}
public void SetSticky(string button, bool isSticky)
{
if (isSticky)
stickySet.Add(button);
else stickySet.Remove(button);
}
}
public class StickyXORAdapter : IController
{
protected HashSet<string> stickySet = new HashSet<string>();
public IController Source;
public ControllerDefinition Type { get { return Source.Type; } set { throw new InvalidOperationException(); } }
public bool Locked = false; //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.
WorkingDictionary<string,float?> FloatSet = new WorkingDictionary<string,float?>();
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 void UpdateControls(int frame) { }
public bool this[string button] {
get
{
bool source = Source[button];
if (source)
{
}
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<string> CurrentStickies
{
get
{
return stickySet;
}
}
public void ClearStickies()
{
stickySet.Clear();
}
public void MassToggleStickyState(List<string> buttons)
{
foreach (string button in buttons)
{
if (!JustPressed.Contains(button))
{
if (stickySet.Contains(button))
{
stickySet.Remove(button);
}
else
{
stickySet.Add(button);
}
}
}
JustPressed = buttons;
}
private List<string> JustPressed = new List<string>();
}
public class AutoFireStickyXORAdapter : IController
{
public int On { get; set; }
public int Off { get; set; }
public WorkingDictionary<string, int> buttonStarts = new WorkingDictionary<string, int>();
private readonly HashSet<string> stickySet = new HashSet<string>();
public IController Source;
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))
{
int 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
{
bool source = Source[button];
if (source)
{
}
if (stickySet.Contains(button))
{
int 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 = false; //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 UpdateControls(int frame) { }
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<string> CurrentStickies
{
get
{
return stickySet;
}
}
public void ClearStickies()
{
stickySet.Clear();
}
public void MassToggleStickyState(List<string> buttons)
{
foreach (string button in buttons)
{
if (!JustPressed.Contains(button))
{
if (stickySet.Contains(button))
{
stickySet.Remove(button);
}
else
{
stickySet.Add(button);
}
}
}
JustPressed = buttons;
}
private List<string> JustPressed = new List<string>();
}
/// <summary>
/// just copies source to sink, or returns whatever a NullController would if it is disconnected. useful for immovable hardpoints.
/// </summary>
public class CopyControllerAdapter : IController
{
public IController Source;
private readonly NullController _null = new NullController();
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 void UpdateControls(int frame) { Curr.UpdateControls(frame); }
}
class ButtonNameParser
{
ButtonNameParser()
{
}
public static ButtonNameParser Parse(string button)
{
//see if we're being asked for a button that we know how to rewire
string[] 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;
public string ButtonPart;
public override string ToString()
{
return string.Format("P{0} {1}", PlayerNum, ButtonPart);
}
}
/// <summary>
/// rewires player1 controls to playerN
/// </summary>
public class MultitrackRewiringControllerAdapter : IController
{
public IController Source;
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)); }
public void UpdateControls(int frame) { Source.UpdateControls(frame); }
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
ButtonNameParser 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));
}
}
//not being used..
///// <summary>
///// adapts an IController to force some buttons to a different state.
///// unforced button states will flow through to the adaptee
///// </summary>
//public class ForceControllerAdapter : IController
//{
// public IController Controller;
// public Dictionary<string, bool> Forces = new Dictionary<string, bool>();
// public void Clear()
// {
// Forces.Clear();
// }
// public ControllerDefinition Type { get { return Controller.Type; } }
// public bool this[string button] { get { return IsPressed(button); } }
// public bool IsPressed(string button)
// {
// if (Forces.ContainsKey(button))
// return Forces[button];
// else return Controller.IsPressed(button);
// }
// public float GetFloat(string name)
// {
// return Controller.GetFloat(name); //TODO!
// }
// public void UpdateControls(int frame)
// {
// Controller.UpdateControls(frame);
// }
//}
}