BizHawk/BizHawk.Client.MultiHawk/Input/GamePad360.cs

145 lines
4.8 KiB
C#

using System;
using System.Collections.Generic;
using SlimDX.XInput;
namespace BizHawk.Client.MultiHawk
{
public class GamePad360
{
// ********************************** Static interface **********************************
public static List<GamePad360> Devices = new List<GamePad360>();
static bool IsAvailable;
public static void Initialize()
{
IsAvailable = false;
try
{
//some users wont even have xinput installed. in order to avoid spurious exceptions and possible instability, check for the library first
IntPtr lib = Win32.LoadLibrary("xinput1_3.dll");
if (lib != IntPtr.Zero)
{
Win32.FreeLibrary(lib);
//don't remove this code. it's important to catch errors on systems with broken xinput installs.
//(probably, checking for the library was adequate, but lets not get rid of this anyway)
var test = new SlimDX.XInput.Controller(UserIndex.One).IsConnected;
IsAvailable = true;
}
}
catch { }
if (!IsAvailable) return;
var c1 = new Controller(UserIndex.One);
var c2 = new Controller(UserIndex.Two);
var c3 = new Controller(UserIndex.Three);
var c4 = new Controller(UserIndex.Four);
if (c1.IsConnected) Devices.Add(new GamePad360(c1));
if (c2.IsConnected) Devices.Add(new GamePad360(c2));
if (c3.IsConnected) Devices.Add(new GamePad360(c3));
if (c4.IsConnected) Devices.Add(new GamePad360(c4));
}
public static void UpdateAll()
{
if(IsAvailable)
foreach (var device in Devices)
device.Update();
}
// ********************************** Instance Members **********************************
readonly Controller controller;
State state;
GamePad360(Controller c)
{
controller = c;
InitializeButtons();
Update();
}
public void Update()
{
if (controller.IsConnected == false)
return;
state = controller.GetState();
}
public IEnumerable<Tuple<string, float>> GetFloats()
{
var g = state.Gamepad;
const float f = 3.2768f;
yield return new Tuple<string, float>("LeftThumbX", g.LeftThumbX / f);
yield return new Tuple<string, float>("LeftThumbY", g.LeftThumbY / f);
yield return new Tuple<string, float>("RightThumbX", g.RightThumbX / f);
yield return new Tuple<string, float>("RightThumbY", g.RightThumbY / f);
yield break;
}
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 InitializeButtons()
{
const int dzp = 9000;
const int dzn = -9000;
const int dzt = 40;
AddItem("A", () => (state.Gamepad.Buttons & GamepadButtonFlags.A) != 0);
AddItem("B", () => (state.Gamepad.Buttons & GamepadButtonFlags.B) != 0);
AddItem("X", () => (state.Gamepad.Buttons & GamepadButtonFlags.X) != 0);
AddItem("Y", () => (state.Gamepad.Buttons & GamepadButtonFlags.Y) != 0);
AddItem("Start", () => (state.Gamepad.Buttons & GamepadButtonFlags.Start) != 0);
AddItem("Back", () => (state.Gamepad.Buttons & GamepadButtonFlags.Back) != 0);
AddItem("LeftThumb", () => (state.Gamepad.Buttons & GamepadButtonFlags.LeftThumb) != 0);
AddItem("RightThumb", () => (state.Gamepad.Buttons & GamepadButtonFlags.RightThumb) != 0);
AddItem("LeftShoulder", () => (state.Gamepad.Buttons & GamepadButtonFlags.LeftShoulder) != 0);
AddItem("RightShoulder", () => (state.Gamepad.Buttons & GamepadButtonFlags.RightShoulder) != 0);
AddItem("DpadUp", () => (state.Gamepad.Buttons & GamepadButtonFlags.DPadUp) != 0);
AddItem("DpadDown", () => (state.Gamepad.Buttons & GamepadButtonFlags.DPadDown) != 0);
AddItem("DpadLeft", () => (state.Gamepad.Buttons & GamepadButtonFlags.DPadLeft) != 0);
AddItem("DpadRight", () => (state.Gamepad.Buttons & GamepadButtonFlags.DPadRight) != 0);
AddItem("LStickUp", () => state.Gamepad.LeftThumbY >= dzp);
AddItem("LStickDown", () => state.Gamepad.LeftThumbY <= dzn);
AddItem("LStickLeft", () => state.Gamepad.LeftThumbX <= dzn);
AddItem("LStickRight", () => state.Gamepad.LeftThumbX >= dzp);
AddItem("RStickUp", () => state.Gamepad.RightThumbY >= dzp);
AddItem("RStickDown", () => state.Gamepad.RightThumbY <= dzn);
AddItem("RStickLeft", () => state.Gamepad.RightThumbX <= dzn);
AddItem("RStickRight", () => state.Gamepad.RightThumbX >= dzp);
AddItem("LeftTrigger", () => state.Gamepad.LeftTrigger > dzt);
AddItem("RightTrigger", () => state.Gamepad.RightTrigger > dzt);
}
void AddItem(string name, Func<bool> pressed)
{
names.Add(name);
actions.Add(pressed);
NumButtons++;
}
public string ButtonName(int index)
{
return names[index];
}
public bool Pressed(int index)
{
return actions[index]();
}
}
}