BizHawk/BizHawk.Client.Common/inputAdapters/InputAdapters.cs

740 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using BizHawk.Common;
using BizHawk.Common.StringExtensions;
using BizHawk.Emulation.Common;
namespace BizHawk.Client.Common
{
/// <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 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);
}
}
public void SetBool(string button, bool value)
{
if (value)
{
_pressed.Remove(button);
}
else
{
_pressed.Add(button);
}
}
private readonly HashSet<string> _pressed = new HashSet<string>();
}
/// <summary>
/// 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
/// </summary>
public class UD_LR_ControllerAdapter : IController
{
public ControllerDefinition Type
{
get { return Source.Type; }
}
public bool this[string button]
{
get { return IsPressed(button); }
}
public IController Source { get; set; }
// 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);
}
HashSet<string> Unpresses = new HashSet<string>();
public bool IsPressed(string button)
{
bool PriorityUD_LR = !Global.Config.AllowUD_LR && !Global.Config.ForbidUD_LR; //implied by neither of the others being set (left as non-enum for back-compatibility)
if (Global.Config.AllowUD_LR)
{
return Source.IsPressed(button);
}
string prefix;
//" C " is for N64 "P1 C Up" and the like, which should not be subject to mutexing
//regarding the unpressing and UDLR logic...... don't think about it. don't question it. don't look at it.
if (button.Contains("Down") && !button.Contains(" C "))
{
if (!Source.IsPressed(button)) Unpresses.Remove(button);
prefix = button.GetPrecedingString("Down");
string other = prefix + "Up";
if (Source.IsPressed(other))
{
if (Unpresses.Contains(button)) return false;
if (Global.Config.ForbidUD_LR) return false;
Unpresses.Add(other);
}
else Unpresses.Remove(button);
}
if (button.Contains("Up") && !button.Contains(" C "))
{
if (!Source.IsPressed(button)) Unpresses.Remove(button);
prefix = button.GetPrecedingString("Up");
string other = prefix + "Down";
if (Source.IsPressed(other))
{
if (Unpresses.Contains(button)) return false;
if (Global.Config.ForbidUD_LR) return false;
Unpresses.Add(other);
}
else Unpresses.Remove(button);
}
if (button.Contains("Right") && !button.Contains(" C "))
{
if (!Source.IsPressed(button)) Unpresses.Remove(button);
prefix = button.GetPrecedingString("Right");
string other = prefix + "Left";
if (Source.IsPressed(other))
{
if (Unpresses.Contains(button)) return false;
if (Global.Config.ForbidUD_LR) return false;
Unpresses.Add(other);
}
else Unpresses.Remove(button);
}
if (button.Contains("Left") && !button.Contains(" C "))
{
if (!Source.IsPressed(button)) Unpresses.Remove(button);
prefix = button.GetPrecedingString("Left");
string other = prefix + "Right";
if (Source.IsPressed(other))
{
if (Unpresses.Contains(button)) return false;
if (Global.Config.ForbidUD_LR) return false;
Unpresses.Add(other);
}
else Unpresses.Remove(button);
}
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 void Clear()
{
Buttons = new WorkingDictionary<string, bool>();
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 IEnumerable<KeyValuePair<string, bool>> BoolButtons()
{
return Buttons;
}
public virtual void LatchFrom(IController source)
{
foreach (var 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;
}
}
}
// Used by input display, to determine if either autofire or regular stickies are "in effect" because we color this scenario differently
public class StickyOrAdapter : 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)
{
int i = Source.Type.FloatControls.IndexOf(name);
return Source.Type.FloatRanges[i].Mid; // Floats don't make sense in sticky land
}
public ISticky Source { get; set; }
public ISticky SourceStickyOr { get; set; }
public ControllerDefinition Type { get { return Source.Type; } set { throw new InvalidOperationException(); } }
public bool this[string button]
{
get
{
return Source.StickyIsInEffect(button) ||
SourceStickyOr.StickyIsInEffect(button);
}
set
{
throw new InvalidOperationException();
}
}
}
public interface ISticky : IController
{
bool StickyIsInEffect(string button);
}
public class StickyXorAdapter : IController, ISticky
{
protected HashSet<string> stickySet = new HashSet<string>();
public IController Source { get; set; }
public ControllerDefinition Type
{
get { return Source.Type; }
set { throw new InvalidOperationException(); }
}
public bool Locked { get; set; } // 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.
protected readonly 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)
{
var val = _floatSet[name];
if (val.HasValue)
{
return val.Value;
}
if (Source == null)
{
return 0;
}
return Source.GetFloat(name);
}
public void ClearStickyFloats()
{
_floatSet.Clear();
}
public bool this[string button]
{
get
{
var source = Source[button];
source ^= stickySet.Contains(button);
return source;
}
set
{
throw new InvalidOperationException();
}
}
/// <summary>
/// Determines if a sticky is current mashing the button itself,
/// If sticky is not set then false, if set, it returns true if the Source is not pressed, else false
/// </summary>
public bool StickyIsInEffect(string button)
{
if (IsSticky(button))
{
return !Source.IsPressed(button);
}
return false;
}
public void SetSticky(string button, bool isSticky)
{
if (isSticky)
{
stickySet.Add(button);
}
else
{
stickySet.Remove(button);
}
}
public void Unset(string button)
{
stickySet.Remove(button);
_floatSet.Remove(button);
}
public bool IsSticky(string button)
{
return stickySet.Contains(button);
}
public HashSet<string> CurrentStickies
{
get
{
return stickySet;
}
}
public void ClearStickies()
{
stickySet.Clear();
_floatSet.Clear();
}
public void MassToggleStickyState(List<string> buttons)
{
foreach (var button in buttons.Where(button => !_justPressed.Contains(button)))
{
if (stickySet.Contains(button))
{
stickySet.Remove(button);
}
else
{
stickySet.Add(button);
}
}
_justPressed = buttons;
}
private List<string> _justPressed = new List<string>();
}
// commenting this out, it breaks the autofire hotkey
public class AutoFireStickyXorAdapter : IController, ISticky
{
// TODO: Change the AutoHold adapter to be one of these, with an 'Off' value of 0?
// Probably would have slightly lower performance, but it seems weird to have such a similar class that is only used once.
private int On;
private int Off;
public void SetOnOffPatternFromConfig()
{
On = Global.Config.AutofireOn < 1 ? 0 : Global.Config.AutofireOn;
Off = Global.Config.AutofireOff < 1 ? 0 : Global.Config.AutofireOff;
}
private WorkingDictionary<string, AutoPatternBool> _boolPatterns = new WorkingDictionary<string, AutoPatternBool>();
private WorkingDictionary<string, AutoPatternFloat> _floatPatterns = new WorkingDictionary<string, AutoPatternFloat>();
public AutoFireStickyXorAdapter()
{
On = 1; Off = 1;
}
public IController Source { get; set; }
public ControllerDefinition Type
{
get { return Source.Type; }
}
public bool Locked { get; set; } // Pretty much a hack,
public bool IsPressed(string button)
{
return this[button];
}
public void SetFloat(string name, float? value, AutoPatternFloat pattern = null)
{
if (value.HasValue)
{
if (pattern == null)
pattern = new AutoPatternFloat(value.Value, On, 0, Off);
_floatPatterns[name] = pattern;
}
else
{
_floatPatterns.Remove(name);
}
}
public float GetFloat(string name)
{
if (_floatPatterns.ContainsKey(name))
return _floatPatterns[name].PeekNextValue();
if (Source == null)
return 0;
return Source.GetFloat(name);
}
public void ClearStickyFloats()
{
_floatPatterns.Clear();
}
public bool this[string button]
{
get
{
var source = Source[button];
bool patternValue = false;
if (_boolPatterns.ContainsKey(button))
{ // I can't figure a way to determine right here if it should Peek or Get.
patternValue = _boolPatterns[button].PeekNextValue();
}
source ^= patternValue;
return source;
}
}
/// <summary>
/// Determines if a sticky is current mashing the button itself,
/// If sticky is not set then false, if set, it returns true if the Source is not pressed, else false
/// </summary>
public bool StickyIsInEffect(string button)
{
if (IsSticky(button))
{
return !Source.IsPressed(button);
}
return false;
}
public void SetSticky(string button, bool isSticky, AutoPatternBool pattern = null)
{
if (isSticky)
{
if (pattern == null)
pattern = new AutoPatternBool(On, Off);
_boolPatterns[button] = pattern;
}
else
{
_boolPatterns.Remove(button);
}
}
public void Unset(string button)
{
_boolPatterns.Remove(button);
_floatPatterns.Remove(button);
}
public bool IsSticky(string button)
{
return _boolPatterns.ContainsKey(button) || _floatPatterns.ContainsKey(button);
}
public HashSet<string> CurrentStickies
{
get
{
return new HashSet<string>(_boolPatterns.Keys);
}
}
public void ClearStickies()
{
_boolPatterns.Clear();
_floatPatterns.Clear();
}
public void IncrementLoops(bool lagged)
{
for (int i = 0; i < _boolPatterns.Count; i++)
_boolPatterns.ElementAt(i).Value.GetNextValue(lagged);
for (int i = 0; i < _floatPatterns.Count; i++)
_floatPatterns.ElementAt(i).Value.GetNextValue(lagged);
}
private List<string> _justPressed = new List<string>();
public void MassToggleStickyState(List<string> buttons)
{
foreach (var button in buttons.Where(button => !_justPressed.Contains(button)))
{
if (_boolPatterns.ContainsKey(button))
SetSticky(button, false);
else
SetSticky(button, true);
}
_justPressed = buttons;
}
}
/// <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 { get; set; }
private readonly NullController _null = new NullController();
private 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);
}
}
/// <summary>
/// Used to pass into an Override method to manage the logic overriding input
/// This only works with bool buttons!
/// </summary>
public class OverrideAdaptor : IController
{
private readonly Dictionary<string, bool> _overrides = new Dictionary<string, bool>();
private readonly Dictionary<string, float> _floatOverrides = new Dictionary<string, float>();
private readonly List<string> _inverses = new List<string>();
public bool this[string button]
{
get
{
if (_overrides.ContainsKey(button))
{
return _overrides[button];
}
throw new InvalidOperationException();
}
set
{
if (_overrides.ContainsKey(button))
{
_overrides[button] = value;
}
else
{
_overrides.Add(button, value);
}
}
}
public ControllerDefinition Type { get; set; }
public IEnumerable<string> Overrides
{
get
{
foreach (var kvp in _overrides)
{
yield return kvp.Key;
}
}
}
public IEnumerable<string> FloatOverrides
{
get
{
foreach (var kvp in _floatOverrides)
{
yield return kvp.Key;
}
}
}
public IEnumerable<string> InversedButtons
{
get
{
foreach (var name in _inverses)
{
yield return name;
}
}
}
public void SetFloat(string name, float value)
{
if (_floatOverrides.ContainsKey(name))
{
_floatOverrides[name] = value;
}
else
{
_floatOverrides.Add(name, value);
}
}
public float GetFloat(string name)
{
if (_floatOverrides.ContainsKey(name))
{
return _floatOverrides[name];
}
return 0.0F;
}
public bool IsPressed(string button) { return this[button]; }
public void SetButton(string button, bool value)
{
this[button] = value;
_inverses.Remove(button);
}
public void UnSet(string button)
{
_overrides.Remove(button);
_inverses.Remove(button);
}
public void SetInverse(string button)
{
_inverses.Add(button);
}
public void FrameTick()
{
_overrides.Clear();
_floatOverrides.Clear();
_inverses.Clear();
}
}
}