BizHawk/BizHawk.Client.EmuHawk/Input/OTK_Gamepad.cs

149 lines
3.7 KiB
C#

using System;
using System.Collections.Generic;
using OpenTK.Input;
namespace BizHawk.Client.EmuHawk
{
public class OTK_GamePad
{
//Note: OpenTK has both Gamepad and Joystick classes. An OpenTK Gamepad is a simplified version of Joystick
//with pre-defined features that match an XInput controller. They did this to mimic XNA's controller API.
//We're going to use Joystick directly, because it gives us full access to all possible buttons.
//And it looks like GamePad itself isn't supported on OpenTK OS X.
public static List<OTK_GamePad> Devices;
private const int MAX_JOYSTICKS = 4; //They don't have a way to query this for some reason. 4 is the minimum promised.
public static void Initialize()
{
Devices = new List<OTK_GamePad>();
for (int i = 0; i < MAX_JOYSTICKS; i++)
{
JoystickState jss = Joystick.GetState(i);
if (jss.IsConnected)
{
Console.WriteLine($"joydevice index: {i}"); //OpenTK doesn't expose the GUID, even though it stores it internally...
OTK_GamePad ogp = new OTK_GamePad(i);
Devices.Add(ogp);
}
}
}
public static void UpdateAll()
{
foreach (var device in Devices)
device.Update();
}
public static void CloseAll()
{
if (Devices != null)
{
Devices.Clear();
}
}
// ********************************** Instance Members **********************************
readonly Guid _guid;
readonly int _stickIdx;
JoystickState state = new JoystickState();
OTK_GamePad(int index)
{
_guid = Guid.NewGuid();
_stickIdx = index;
Update();
InitializeCallbacks();
}
public void Update()
{
state = Joystick.GetState(_stickIdx);
}
public IEnumerable<Tuple<string, float>> GetFloats()
{
for (int pi = 0; pi < 64; pi++)
yield return new Tuple<string, float>(pi.ToString(), 10.0f * state.GetAxis(pi));
}
/// <summary>FOR DEBUGGING ONLY</summary>
public JoystickState GetInternalState()
{
return state;
}
public string Name { get { return $"Joystick {_stickIdx}"; } }
public Guid Guid { get { return _guid; } }
public string ButtonName(int index)
{
return names[index];
}
public bool Pressed(int index)
{
return actions[index]();
}
public int NumButtons { get; private set; }
private readonly List<string> names = new List<string>();
private readonly List<Func<bool>> actions = new List<Func<bool>>();
void AddItem(string _name, Func<bool> callback)
{
names.Add(_name);
actions.Add(callback);
NumButtons++;
}
void InitializeCallbacks()
{
const int dzp = 400;
const int dzn = -400;
names.Clear();
actions.Clear();
NumButtons = 0;
AddItem("X+", () => state.GetAxis(0) >= dzp);
AddItem("X-", () => state.GetAxis(0) <= dzn);
AddItem("Y+", () => state.GetAxis(1) >= dzp);
AddItem("Y-", () => state.GetAxis(1) <= dzn);
AddItem("Z+", () => state.GetAxis(2) >= dzp);
AddItem("Z-", () => state.GetAxis(2) <= dzn);
// Enjoy our delicious sliders. They're smaller than regular burgers but cost more.
int jb = 1;
for (int i = 0; i < 64; i++)
{
AddItem($"B{jb}", () => state.GetButton(i)==ButtonState.Pressed);
jb++;
}
jb = 1;
foreach (JoystickHat enval in Enum.GetValues(typeof(JoystickHat)))
{
AddItem($"POV{jb}U", () => state.GetHat(enval).IsUp);
AddItem($"POV{jb}D", () => state.GetHat(enval).IsDown);
AddItem($"POV{jb}L", () => state.GetHat(enval).IsLeft);
AddItem($"POV{jb}R", () => state.GetHat(enval).IsRight);
jb++;
}
}
// Note that this does not appear to work at this time. I probably need to have more infos.
public void SetVibration(int left, int right)
{
//Not supported in OTK Joystick. It is supported for OTK Gamepad, but I have to use Joystick for reasons mentioned above.
}
}
}