161 lines
4.2 KiB
C#
161 lines
4.2 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace BizHawk.Emulation.Common
|
|
{
|
|
public class ControllerDefinition
|
|
{
|
|
public void ApplyAxisConstraints(string constraintClass, IDictionary<string, float> floatButtons)
|
|
{
|
|
if (AxisConstraints == null) return;
|
|
|
|
foreach (var constraint in AxisConstraints)
|
|
{
|
|
if (constraint.Class != constraintClass)
|
|
continue;
|
|
switch (constraint.Type)
|
|
{
|
|
case AxisConstraintType.Circular:
|
|
{
|
|
string xaxis = constraint.Params[0] as string;
|
|
string yaxis = constraint.Params[1] as string;
|
|
float range = (float)constraint.Params[2];
|
|
double xval = floatButtons[xaxis];
|
|
double yval = floatButtons[yaxis];
|
|
double length = Math.Sqrt(xval * xval + yval * yval);
|
|
if (length > range)
|
|
{
|
|
double ratio = range / length;
|
|
xval *= ratio;
|
|
yval *= ratio;
|
|
}
|
|
floatButtons[xaxis] = (float)xval;
|
|
floatButtons[yaxis] = (float)yval;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
public struct FloatRange
|
|
{
|
|
public readonly float Min;
|
|
public readonly float Max;
|
|
|
|
/// <summary>
|
|
/// default position
|
|
/// </summary>
|
|
public readonly float Mid;
|
|
|
|
public FloatRange(float min, float mid, float max)
|
|
{
|
|
Min = min;
|
|
Mid = mid;
|
|
Max = max;
|
|
}
|
|
|
|
// for terse construction
|
|
public static implicit operator FloatRange(float[] f)
|
|
{
|
|
if (f.Length != 3)
|
|
{
|
|
throw new ArgumentException();
|
|
}
|
|
|
|
return new FloatRange(f[0], f[1], f[2]);
|
|
}
|
|
}
|
|
|
|
public enum AxisConstraintType
|
|
{
|
|
Circular
|
|
}
|
|
|
|
public struct AxisConstraint
|
|
{
|
|
public string Class;
|
|
public AxisConstraintType Type;
|
|
public object[] Params;
|
|
}
|
|
|
|
public string Name { get; set; }
|
|
|
|
public List<string> BoolButtons { get; set; }
|
|
public List<string> FloatControls { get; private set; }
|
|
public List<FloatRange> FloatRanges { get; private set; }
|
|
public List<AxisConstraint> AxisConstraints { get; private set; }
|
|
|
|
public ControllerDefinition(ControllerDefinition source)
|
|
: this()
|
|
{
|
|
Name = source.Name;
|
|
BoolButtons.AddRange(source.BoolButtons);
|
|
FloatControls.AddRange(source.FloatControls);
|
|
FloatRanges.AddRange(source.FloatRanges);
|
|
AxisConstraints.AddRange(source.AxisConstraints);
|
|
}
|
|
|
|
public ControllerDefinition()
|
|
{
|
|
BoolButtons = new List<string>();
|
|
FloatControls = new List<string>();
|
|
FloatRanges = new List<FloatRange>();
|
|
AxisConstraints = new List<AxisConstraint>();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Puts the controls in a logical order such as by controller number,
|
|
/// This is a default implementation that should work most of the time
|
|
/// </summary>
|
|
public virtual IEnumerable<IEnumerable<string>> ControlsOrdered
|
|
{
|
|
get
|
|
{
|
|
List<string> list = new List<string>(FloatControls);
|
|
list.AddRange(BoolButtons);
|
|
|
|
List<string>[] ret = new List<string>[9];
|
|
for (int i = 0; i < ret.Length; i++)
|
|
ret[i] = new List<string>();
|
|
|
|
for (int i = 0; i < list.Count; i++)
|
|
{
|
|
int player = 0;
|
|
if (list[i].Length > 3 && list[i].StartsWith("P") && char.IsNumber(list[i][1]))
|
|
player = int.Parse(list[i][1].ToString());
|
|
ret[player].Add(list[i]);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
}
|
|
|
|
// TODO: a more respectable logic here, and possibly per core implementation
|
|
public virtual int PlayerCount
|
|
{
|
|
get
|
|
{
|
|
var list = FloatControls.Union(BoolButtons);
|
|
if (list.Any(b => b.StartsWith("P8"))) { return 8; }
|
|
if (list.Any(b => b.StartsWith("P7"))) { return 7; }
|
|
if (list.Any(b => b.StartsWith("P6"))) { return 6; }
|
|
if (list.Any(b => b.StartsWith("P5"))) { return 5; }
|
|
if (list.Any(b => b.StartsWith("P4"))) { return 4; }
|
|
if (list.Any(b => b.StartsWith("P3"))) { return 3; }
|
|
if (list.Any(b => b.StartsWith("P2"))) { return 2; }
|
|
if (list.Any(b => b.StartsWith("P1"))) { return 1; }
|
|
if (list.Any(b => b.StartsWith("Up"))) { return 1; } // Hack for things like gameboy/ti-83 as opposed to genesis with no controllers plugged in
|
|
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
public virtual bool Any()
|
|
{
|
|
return BoolButtons.Any() || FloatControls.Any();
|
|
}
|
|
}
|
|
|
|
}
|