232 lines
6.0 KiB
C#
232 lines
6.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text.RegularExpressions;
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namespace BizHawk.Emulation.Common
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{
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/// <summary>
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/// Defines the schema for all the currently available controls for an IEmulator instance
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/// </summary>
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/// <seealso cref="IEmulator" />
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public class ControllerDefinition
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{
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public ControllerDefinition()
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{
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BoolButtons = new List<string>();
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FloatControls = new List<string>();
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FloatRanges = new List<FloatRange>();
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AxisConstraints = new List<AxisConstraint>();
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CategoryLabels = new Dictionary<string, string>();
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}
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public ControllerDefinition(ControllerDefinition source)
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: this()
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{
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Name = source.Name;
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BoolButtons.AddRange(source.BoolButtons);
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FloatControls.AddRange(source.FloatControls);
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FloatRanges.AddRange(source.FloatRanges);
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AxisConstraints.AddRange(source.AxisConstraints);
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CategoryLabels = source.CategoryLabels;
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}
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/// <summary>
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/// Gets or sets the name of the controller definition
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/// </summary>
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public string Name { get; set; }
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/// <summary>
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/// Gets or sets a list of all button types that have a boolean (on/off) value
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/// </summary>
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public List<string> BoolButtons { get; set; }
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/// <summary>
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/// Gets a list of all non-boolean types, that can be represented by a numerical value (such as analog controls, stylus coordinates, etc
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/// </summary>
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public List<string> FloatControls { get; }
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/// <summary>
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/// Gets a list of all float ranges for each float control (must be one to one with FloatControls)
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/// FloatRanges include the min/max/default values
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/// </summary>
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public List<FloatRange> FloatRanges { get; }
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/// <summary>
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/// Gets the axis constraints that apply artificial constraints to float values
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/// For instance, a N64 controller's analog range is actually larger than the amount allowed by the plastic that artificially constrains it to lower values
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/// Axis constraints provide a way to technically allow the full range but have a user option to constrain down to typical values that a real control would have
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/// </summary>
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public List<AxisConstraint> AxisConstraints { get; }
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/// <summary>
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/// Gets the category labels. These labels provide a means of categorizing controls in various controller display and config screens
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/// </summary>
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public Dictionary<string, string> CategoryLabels { get; }
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public void ApplyAxisConstraints(string constraintClass, IDictionary<string, float> floatButtons)
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{
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if (AxisConstraints == null)
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{
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return;
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}
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foreach (var constraint in AxisConstraints)
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{
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if (constraint.Class != constraintClass)
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{
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continue;
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}
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switch (constraint.Type)
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{
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case AxisConstraintType.Circular:
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{
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string xaxis = constraint.Params[0] as string;
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string yaxis = constraint.Params[1] as string;
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float range = (float)constraint.Params[2];
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if (!floatButtons.ContainsKey(xaxis)) break;
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if (!floatButtons.ContainsKey(yaxis)) break;
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double xval = floatButtons[xaxis];
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double yval = floatButtons[yaxis];
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double length = Math.Sqrt((xval * xval) + (yval * yval));
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if (length > range)
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{
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double ratio = range / length;
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xval *= ratio;
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yval *= ratio;
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}
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floatButtons[xaxis] = (float)xval;
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floatButtons[yaxis] = (float)yval;
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break;
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}
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}
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}
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}
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public struct FloatRange
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{
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public readonly float Min;
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public readonly float Max;
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/// <summary>
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/// default position
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/// </summary>
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public readonly float Mid;
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public FloatRange(float min, float mid, float max)
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{
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Min = min;
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Mid = mid;
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Max = max;
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}
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// for terse construction
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public static implicit operator FloatRange(float[] f)
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{
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if (f.Length != 3)
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{
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throw new ArgumentException();
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}
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return new FloatRange(f[0], f[1], f[2]);
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}
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/// <summary>
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/// Gets maximum decimal digits analog input can occupy. Discards negative sign and possible fractional part (analog devices don't use floats anyway).
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/// </summary>
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public int MaxDigits()
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{
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return Math.Max(
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Math.Abs((int)Min).ToString().Length,
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Math.Abs((int)Max).ToString().Length);
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}
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}
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public enum AxisConstraintType
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{
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Circular
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}
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public struct AxisConstraint
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{
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public string Class;
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public AxisConstraintType Type;
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public object[] Params;
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}
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/// <summary>
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/// Gets a list of controls put in a logical order such as by controller number,
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/// This is a default implementation that should work most of the time
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/// </summary>
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public virtual IEnumerable<IEnumerable<string>> ControlsOrdered
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{
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get
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{
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List<string> list = new List<string>(FloatControls);
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list.AddRange(BoolButtons);
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// starts with console buttons, then each plasyer's buttons individually
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List<string>[] ret = new List<string>[PlayerCount + 1];
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for (int i = 0; i < ret.Length; i++)
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{
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ret[i] = new List<string>();
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}
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foreach (string btn in list)
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{
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ret[PlayerNumber(btn)].Add(btn);
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}
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return ret;
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}
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}
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public int PlayerNumber(string buttonName)
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{
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var match = PlayerRegex.Match(buttonName);
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if (match.Success)
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{
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return int.Parse(match.Groups[1].Value);
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}
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else
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{
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return 0;
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}
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}
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private static readonly Regex PlayerRegex = new Regex("^P(\\d+) ");
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public int PlayerCount
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{
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get
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{
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var allNames = FloatControls.Concat(BoolButtons).ToList();
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var player = allNames
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.Select(PlayerNumber)
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.DefaultIfEmpty(0)
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.Max();
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if (player > 0)
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{
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return player;
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}
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// Hack for things like gameboy/ti-83 as opposed to genesis with no controllers plugged in
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if (allNames.Any(b => b.StartsWith("Up")))
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{
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return 1;
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}
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return 0;
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}
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}
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public bool Any()
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{
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return BoolButtons.Any() || FloatControls.Any();
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}
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}
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}
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