BizHawk/BizHawk.Client.Common/ControllerBinding.cs

283 lines
8.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
namespace BizHawk.Client.Common
{
public class Controller : IController
{
private ControllerDefinition type;
private readonly WorkingDictionary<string, List<string>> bindings = new WorkingDictionary<string, List<string>>();
private readonly WorkingDictionary<string, bool> buttons = new WorkingDictionary<string, bool>();
private readonly WorkingDictionary<string, float> FloatButtons = new WorkingDictionary<string, float>();
private readonly Dictionary<string, ControllerDefinition.FloatRange> FloatRanges = new WorkingDictionary<string, ControllerDefinition.FloatRange>();
private readonly Dictionary<string, Config.AnalogBind> FloatBinds = new Dictionary<string, Config.AnalogBind>();
public Controller(ControllerDefinition definition)
{
type = definition;
for (int i = 0; i < type.FloatControls.Count; i++)
{
FloatButtons[type.FloatControls[i]] = type.FloatRanges[i].Mid;
FloatRanges[type.FloatControls[i]] = type.FloatRanges[i];
}
}
public ControllerDefinition Type { get { return type; } }
/// <summary>don't do this</summary>
public void ForceType(ControllerDefinition newtype) { type = newtype; }
public bool this[string button] { get { return IsPressed(button); } }
public bool IsPressed(string button)
{
return buttons[button];
}
public float GetFloat(string name) { return FloatButtons[name]; }
public void UpdateControls(int frame) { }
//look for bindings which are activated by the supplied physical button.
public List<string> SearchBindings(string button)
{
return (from kvp in bindings from bound_button in kvp.Value where bound_button == button select kvp.Key).ToList();
}
//Searches bindings for the controller and returns true if this binding is mapped somewhere in this controller
public bool HasBinding(string button)
{
return bindings.SelectMany(kvp => kvp.Value).Any(bound_button => bound_button == button);
}
/// <summary>
/// uses the bindings to latch our own logical button state from the source controller's button state (which are assumed to be the physical side of the binding).
/// this will clobber any existing data (use OR_* or other functions to layer in additional input sources)
/// </summary>
public void LatchFromPhysical(IController controller)
{
buttons.Clear();
foreach (var kvp in bindings)
{
buttons[kvp.Key] = false;
foreach (var bound_button in kvp.Value)
{
if (controller[bound_button])
buttons[kvp.Key] = true;
}
}
foreach (var kvp in FloatBinds)
{
float input = controller.GetFloat(kvp.Value.Value);
string outkey = kvp.Key;
float multiplier = kvp.Value.Mult;
float deadzone = kvp.Value.Deadzone;
ControllerDefinition.FloatRange range;
if (FloatRanges.TryGetValue(outkey, out range))
{
// input range is assumed to be -10000,0,10000
// first, modify for deadzone
{
float absinput = Math.Abs(input);
float zeropoint = deadzone * 10000.0f;
if (absinput < zeropoint)
input = 0.0f;
else
{
absinput -= zeropoint;
absinput *= 10000.0f;
absinput /= (10000.0f - zeropoint);
input = absinput * Math.Sign(input);
}
}
float output = (input * multiplier + 10000.0f) * (range.Max - range.Min) / 20000.0f + range.Min;
if (output < range.Min) output = range.Min;
if (output > range.Max) output = range.Max;
FloatButtons[outkey] = output;
}
}
}
/// <summary>
/// merges pressed logical buttons from the supplied controller, effectively ORing it with the current state
/// </summary>
public void OR_FromLogical(IController controller)
{
// change: or from each button that the other input controller has
//foreach (string button in type.BoolButtons)
if (controller.Type != null)
foreach (string button in controller.Type.BoolButtons)
{
if (controller.IsPressed(button))
{
buttons[button] = true;
}
}
}
public void BindButton(string button, string control)
{
bindings[button].Add(control);
}
public void BindMulti(string button, string controlString)
{
if (string.IsNullOrEmpty(controlString))
return;
string[] controlbindings = controlString.Split(',');
foreach (string control in controlbindings)
bindings[button].Add(control.Trim());
}
public void BindFloat(string button, Config.AnalogBind bind)
{
FloatBinds[button] = bind;
}
/// <summary>
/// Returns a list of all keys mapped and the name of the button they are mapped to
/// </summary>
/// <returns></returns>
public List<KeyValuePair<string, string>> MappingList()
{
return (from key in bindings from binding in key.Value select new KeyValuePair<string, string>(binding, key.Key)).ToList();
}
public List<string> PressedButtons
{
get
{
return (from button in buttons where button.Value select button.Key).ToList();
}
}
}
public class AutofireController : IController
{
private readonly ControllerDefinition type;
private readonly WorkingDictionary<string, List<string>> bindings = new WorkingDictionary<string, List<string>>();
private readonly WorkingDictionary<string, bool> buttons = new WorkingDictionary<string, bool>();
public WorkingDictionary<string, int> buttonStarts = new WorkingDictionary<string, int>();
private bool autofire = true;
public bool Autofire { get { return false; } set { autofire = value; } }
public int On { get; set; }
public int Off { get; set; }
public AutofireController(ControllerDefinition definition)
{
On = Global.Config.AutofireOn < 1 ? 0 : Global.Config.AutofireOn;
Off = Global.Config.AutofireOff < 1 ? 0 : Global.Config.AutofireOff;
type = definition;
}
public ControllerDefinition Type { get { return type; } }
public bool this[string button] { get { return IsPressed(button); } }
public bool IsPressed(string button)
{
if (autofire)
{
int a = (Global.Emulator.Frame - buttonStarts[button])%(On + Off);
if (a < On)
{
return buttons[button];
}
else
{
return false;
}
}
else
{
return buttons[button];
}
}
public float GetFloat(string name) { throw new NotImplementedException(); }
public void UpdateControls(int frame) { }
//look for bindings which are activated by the supplied physical button.
public List<string> SearchBindings(string button)
{
return (from kvp in bindings from bound_button in kvp.Value where bound_button == button select kvp.Key).ToList();
}
/// <summary>
/// uses the bindings to latch our own logical button state from the source controller's button state (which are assumed to be the physical side of the binding).
/// this will clobber any existing data (use OR_* or other functions to layer in additional input sources)
/// </summary>
public void LatchFromPhysical(IController controller)
{
foreach (var kvp in bindings)
{
foreach (var bound_button in kvp.Value)
{
if (buttons[kvp.Key] == false && controller[bound_button])
buttonStarts[kvp.Key] = Global.Emulator.Frame;
}
}
buttons.Clear();
foreach (var kvp in bindings)
{
buttons[kvp.Key] = false;
foreach (var bound_button in kvp.Value)
{
if (controller[bound_button])
{
buttons[kvp.Key] = true;
}
}
}
}
/// <summary>
/// merges pressed logical buttons from the supplied controller, effectively ORing it with the current state
/// </summary>
public void OR_FromLogical(IController controller)
{
foreach (string button in type.BoolButtons)
{
if (controller.IsPressed(button))
{
buttons[button] = true;
Console.WriteLine(button);
}
}
}
public void BindButton(string button, string control)
{
bindings[button].Add(control);
}
public void BindMulti(string button, string controlString)
{
if (!String.IsNullOrEmpty(controlString))
{
string[] controlbindings = controlString.Split(',');
foreach (string control in controlbindings)
{
bindings[button].Add(control.Trim());
}
}
}
public void IncrementStarts()
{
foreach (var key in buttonStarts.Keys.ToArray()) buttonStarts[key]++;
}
public List<string> PressedButtons
{
get
{
return (from button in buttons where button.Value select button.Key).ToList();
}
}
}
}