285 lines
7.5 KiB
C#
285 lines
7.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Linq;
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namespace BizHawk.MultiClient
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{
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public class Controller : IController
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{
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private ControllerDefinition type;
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private WorkingDictionary<string, List<string>> bindings = new WorkingDictionary<string, List<string>>();
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private WorkingDictionary<string, bool> buttons = new WorkingDictionary<string, bool>();
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public Controller(ControllerDefinition definition)
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{
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type = definition;
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}
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public ControllerDefinition Type { get { return type; } }
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/// <summary>don't do this</summary>
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public void ForceType(ControllerDefinition newtype) { this.type = newtype; }
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public bool this[string button] { get { return IsPressed(button); } }
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public bool IsPressed(string button)
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{
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return buttons[button];
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}
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public float GetFloat(string name) { throw new NotImplementedException(); }
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public void UpdateControls(int frame) { }
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//look for bindings which are activated by the supplied physical button.
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public List<string> SearchBindings(string button)
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{
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var ret = new List<string>();
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foreach (var kvp in bindings)
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{
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foreach (var bound_button in kvp.Value)
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{
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if (bound_button == button)
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ret.Add(kvp.Key);
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}
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}
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return ret;
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}
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//Searches bindings for the controller and returns true if this binding is mapped somewhere in this controller
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public bool HasBinding(string button)
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{
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foreach (var kvp in bindings)
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{
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foreach (var bound_button in kvp.Value)
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{
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if (bound_button == button)
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{
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return true;
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}
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}
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}
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return false;
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}
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/// <summary>
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/// 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).
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/// this will clobber any existing data (use OR_* or other functions to layer in additional input sources)
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/// </summary>
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public void LatchFromPhysical(IController controller)
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{
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buttons.Clear();
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foreach (var kvp in bindings)
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{
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buttons[kvp.Key] = false;
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foreach (var bound_button in kvp.Value)
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{
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if(controller[bound_button])
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buttons[kvp.Key] = true;
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}
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}
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}
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/// <summary>
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/// merges pressed logical buttons from the supplied controller, effectively ORing it with the current state
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/// </summary>
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public void OR_FromLogical(IController controller)
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{
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// change: or from each button that the other input controller has
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//foreach (string button in type.BoolButtons)
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if (controller.Type != null)
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foreach (string button in controller.Type.BoolButtons)
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{
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if (controller.IsPressed(button))
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{
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buttons[button] = true;
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//Console.WriteLine(button);
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}
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}
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}
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public void BindButton(string button, string control)
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{
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bindings[button].Add(control);
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}
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public void BindMulti(string button, string controlString)
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{
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if (string.IsNullOrEmpty(controlString))
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return;
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string[] controlbindings = controlString.Split(',');
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foreach (string control in controlbindings)
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bindings[button].Add(control.Trim());
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}
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/// <summary>
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/// Returns a list of all keys mapped and the name of the button they are mapped to
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/// </summary>
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/// <returns></returns>
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public List<KeyValuePair<string, string>> MappingList()
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{
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List<KeyValuePair<string, string>> list = new List<KeyValuePair<string, string>>();
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foreach (KeyValuePair<string, List<string>> key in bindings)
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{
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foreach (string binding in key.Value)
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{
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list.Add(new KeyValuePair<string, string>(binding, key.Key));
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}
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}
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return list;
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}
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public List<string> PressedButtons
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{
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get
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{
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List<string> list = new List<string>();
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foreach (var button in buttons)
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{
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if (button.Value)
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{
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list.Add(button.Key);
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}
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}
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return list;
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}
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}
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}
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public class AutofireController : IController
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{
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private ControllerDefinition type;
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private WorkingDictionary<string, List<string>> bindings = new WorkingDictionary<string, List<string>>();
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private WorkingDictionary<string, bool> buttons = new WorkingDictionary<string, bool>();
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public WorkingDictionary<string, int> buttonStarts = new WorkingDictionary<string, int>();
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private bool autofire = true;
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public bool Autofire { get { return false; } set { autofire = value; } }
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public int On { get; set; }
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public int Off { get; set; }
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public AutofireController(ControllerDefinition definition)
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{
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On = Global.Config.AutofireOn < 1 ? 0 : Global.Config.AutofireOn;
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Off = Global.Config.AutofireOff < 1 ? 0 : Global.Config.AutofireOff;
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type = definition;
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}
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public ControllerDefinition Type { get { return type; } }
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public bool this[string button] { get { return IsPressed(button); } }
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public bool IsPressed(string button)
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{
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if (autofire)
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{
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int a = (Global.Emulator.Frame - buttonStarts[button]) % (On + Off);
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if (a < On)
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return buttons[button];
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else
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return false;
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}
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else
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return buttons[button];
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}
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public float GetFloat(string name) { throw new NotImplementedException(); }
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public void UpdateControls(int frame) { }
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//look for bindings which are activated by the supplied physical button.
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public List<string> SearchBindings(string button)
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{
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var ret = new List<string>();
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foreach (var kvp in bindings)
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{
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foreach (var bound_button in kvp.Value)
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{
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if (bound_button == button)
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ret.Add(kvp.Key);
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}
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}
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return ret;
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}
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/// <summary>
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/// 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).
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/// this will clobber any existing data (use OR_* or other functions to layer in additional input sources)
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/// </summary>
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public void LatchFromPhysical(IController controller)
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{
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foreach (var kvp in bindings)
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{
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foreach (var bound_button in kvp.Value)
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{
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if (buttons[kvp.Key] == false && controller[bound_button] == true)
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buttonStarts[kvp.Key] = Global.Emulator.Frame;
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}
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}
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buttons.Clear();
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foreach (var kvp in bindings)
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{
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buttons[kvp.Key] = false;
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foreach (var bound_button in kvp.Value)
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{
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if (controller[bound_button])
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{
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buttons[kvp.Key] = true;
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}
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}
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}
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}
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/// <summary>
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/// merges pressed logical buttons from the supplied controller, effectively ORing it with the current state
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/// </summary>
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public void OR_FromLogical(IController controller)
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{
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foreach (string button in type.BoolButtons)
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{
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if (controller.IsPressed(button))
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{
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buttons[button] = true;
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Console.WriteLine(button);
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}
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}
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}
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public void BindButton(string button, string control)
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{
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bindings[button].Add(control);
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}
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public void BindMulti(string button, string controlString)
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{
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if (string.IsNullOrEmpty(controlString))
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return;
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string[] controlbindings = controlString.Split(',');
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foreach (string control in controlbindings)
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bindings[button].Add(control.Trim());
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}
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public void IncrementStarts()
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{
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foreach (var key in buttonStarts.Keys.ToArray()) buttonStarts[key]++;
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}
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public List<string> PressedButtons
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{
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get
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{
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List<string> list = new List<string>();
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foreach (var button in buttons)
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{
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if (button.Value)
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{
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list.Add(button.Key);
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}
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}
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return list;
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}
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}
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}
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} |