BizHawk/BizHawk.Client.Common/ControllerBinding.cs

321 lines
8.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using BizHawk.Common;
using BizHawk.Emulation.Common;
namespace BizHawk.Client.Common
{
public class Controller : IController
{
public Controller(ControllerDefinition definition)
{
_type = definition;
for (int i = 0; i < _type.FloatControls.Count; i++)
{
_floatButtons[_type.FloatControls[i]] = _type.FloatRanges[i].Mid;
_floatRanges[_type.FloatControls[i]] = _type.FloatRanges[i];
}
}
public ControllerDefinition Definition => _type;
public bool IsPressed(string button)
{
return _buttons[button];
}
public float GetFloat(string name)
{
return _floatButtons[name];
}
private readonly WorkingDictionary<string, List<string>> _bindings = new WorkingDictionary<string, List<string>>();
private readonly WorkingDictionary<string, bool> _buttons = new WorkingDictionary<string, bool>();
private readonly WorkingDictionary<string, float> _floatButtons = new WorkingDictionary<string, float>();
private readonly Dictionary<string, ControllerDefinition.FloatRange> _floatRanges = new WorkingDictionary<string, ControllerDefinition.FloatRange>();
private readonly Dictionary<string, Config.AnalogBind> _floatBinds = new Dictionary<string, Config.AnalogBind>();
private ControllerDefinition _type;
/// <summary>don't do this</summary>
public void ForceType(ControllerDefinition newType) { _type = newType; }
public bool this[string button] => IsPressed(button);
// Looks for bindings which are activated by the supplied physical button.
public List<string> SearchBindings(string button)
{
return (from kvp in _bindings from boundButton in kvp.Value where boundButton == button select kvp.Key).ToList();
}
// Searches bindings for the controller and returns true if this binding is mapped somewhere in this controller
public bool HasBinding(string button)
{
return _bindings
.SelectMany(kvp => kvp.Value)
.Any(boundButton => boundButton == button);
}
public void NormalizeFloats(IController controller)
{
foreach (var kvp in _floatBinds)
{
var input = _floatButtons[kvp.Key];
string outKey = kvp.Key;
float multiplier = kvp.Value.Mult;
float deadZone = kvp.Value.Deadzone;
if (_floatRanges.TryGetValue(outKey, out var range))
{
// input range is assumed to be -10000,0,10000
// first, modify for deadZone
float absInput = Math.Abs(input);
float zeroPoint = deadZone * 10000.0f;
if (absInput < zeroPoint)
{
input = 0.0f;
}
else
{
absInput -= zeroPoint;
absInput *= 10000.0f;
absInput /= 10000.0f - zeroPoint;
input = absInput * Math.Sign(input);
}
// zero 09-mar-2015 - not sure if adding + 1 here is correct.. but... maybe?
var output = (((input * multiplier) + 10000.0f) * (range.Max - range.Min + 1) / 20000.0f) + range.Min;
// zero 09-mar-2015 - at this point, we should only have integers, since that's all 100% of consoles ever see
// if this becomes a problem we can add flags to the range and update GUIs to be able to display floats
output = (int)output;
float lowerBound = Math.Min(range.Min, range.Max);
float upperBound = Math.Max(range.Min, range.Max);
if (output < lowerBound)
{
output = lowerBound;
}
if (output > upperBound)
{
output = upperBound;
}
_floatButtons[outKey] = output;
}
}
}
/// <summary>
/// uses the bindings to latch our own logical button state from the source controller's button state (which are assumed to be the physical side of the binding).
/// this will clobber any existing data (use OR_* or other functions to layer in additional input sources)
/// </summary>
public void LatchFromPhysical(IController controller)
{
_buttons.Clear();
foreach (var kvp in _bindings)
{
_buttons[kvp.Key] = false;
foreach (var button in kvp.Value)
{
if (controller.IsPressed(button))
{
_buttons[kvp.Key] = true;
}
}
}
foreach (var kvp in _floatBinds)
{
var input = controller.GetFloat(kvp.Value.Value);
string outKey = kvp.Key;
if (_floatRanges.ContainsKey(outKey))
{
_floatButtons[outKey] = input;
}
}
// it's not sure where this should happen, so for backwards compatibility.. do it every time
NormalizeFloats(controller);
}
public void ApplyAxisConstraints(string constraintClass)
{
_type.ApplyAxisConstraints(constraintClass, _floatButtons);
}
/// <summary>
/// merges pressed logical buttons from the supplied controller, effectively ORing it with the current state
/// </summary>
public void OR_FromLogical(IController controller)
{
// change: or from each button that the other input controller has
// foreach (string button in type.BoolButtons)
if (controller.Definition != null)
{
foreach (var button in controller.Definition.BoolButtons)
{
if (controller.IsPressed(button))
{
_buttons[button] = true;
}
}
}
}
public void Overrides(OverrideAdaptor controller)
{
foreach (var button in controller.Overrides)
{
_buttons[button] = controller.IsPressed(button);
}
foreach (var button in controller.FloatOverrides)
{
_floatButtons[button] = controller.GetFloat(button);
}
foreach (var button in controller.InversedButtons)
{
_buttons[button] ^= true;
}
}
public void BindMulti(string button, string controlString)
{
if (string.IsNullOrEmpty(controlString))
{
return;
}
var controlBindings = controlString.Split(',');
foreach (var control in controlBindings)
{
_bindings[button].Add(control.Trim());
}
}
public void BindFloat(string button, Config.AnalogBind bind)
{
_floatBinds[button] = bind;
}
public List<string> PressedButtons => _buttons
.Where(kvp => kvp.Value)
.Select(kvp => kvp.Key)
.ToList();
}
public class AutofireController : IController
{
public AutofireController(ControllerDefinition definition, IEmulator emulator)
{
On = Global.Config.AutofireOn < 1 ? 0 : Global.Config.AutofireOn;
Off = Global.Config.AutofireOff < 1 ? 0 : Global.Config.AutofireOff;
Definition = definition;
_emulator = emulator;
}
private readonly IEmulator _emulator;
private readonly WorkingDictionary<string, List<string>> _bindings = new WorkingDictionary<string, List<string>>();
private readonly WorkingDictionary<string, bool> _buttons = new WorkingDictionary<string, bool>();
private readonly WorkingDictionary<string, int> _buttonStarts = new WorkingDictionary<string, int>();
private bool _autofire = true;
public bool Autofire
{
get => false;
set => _autofire = value;
}
public int On { get; set; }
public int Off { get; set; }
public ControllerDefinition Definition { get; }
public bool IsPressed(string button)
{
if (_autofire)
{
var a = (_emulator.Frame - _buttonStarts[button]) % (On + Off);
return a < On && _buttons[button];
}
return _buttons[button];
}
public void ClearStarts()
{
_buttonStarts.Clear();
}
public float GetFloat(string name)
{
throw new NotImplementedException();
}
/// <summary>
/// uses the bindings to latch our own logical button state from the source controller's button state (which are assumed to be the physical side of the binding).
/// this will clobber any existing data (use OR_* or other functions to layer in additional input sources)
/// </summary>
public void LatchFromPhysical(IController controller)
{
foreach (var kvp in _bindings)
{
foreach (var boundBtn in kvp.Value)
{
if (_buttons[kvp.Key] == false && controller.IsPressed(boundBtn))
{
_buttonStarts[kvp.Key] = _emulator.Frame;
}
}
}
_buttons.Clear();
foreach (var kvp in _bindings)
{
_buttons[kvp.Key] = false;
foreach (var button in kvp.Value)
{
if (controller.IsPressed(button))
{
_buttons[kvp.Key] = true;
}
}
}
}
public void BindMulti(string button, string controlString)
{
if (!string.IsNullOrEmpty(controlString))
{
var controlBindings = controlString.Split(',');
foreach (var control in controlBindings)
{
_bindings[button].Add(control.Trim());
}
}
}
public void IncrementStarts()
{
foreach (var key in _buttonStarts.Keys.ToArray())
{
_buttonStarts[key]++;
}
}
public List<string> PressedButtons => _buttons
.Where(kvp => kvp.Value)
.Select(kvp => kvp.Key)
.ToList();
}
}