BizHawk/BizHawk.Client.ApiHawk/Classes/Joypad.cs

141 lines
2.6 KiB
C#

using System;
using BizHawk.Client.Common;
namespace BizHawk.Client.ApiHawk
{
/// <summary>
/// This class holds a joypad for any type of console
/// </summary>
public sealed class Joypad
{
#region Fields
private SystemInfo _System;
private JoypadButton _PressedButtons;
private float _AnalogX;
private float _AnalogY;
private int _Player;
#endregion
#region cTor(s)
/// <summary>
/// Initialize a new instance of <see cref="Joypad"/>
/// </summary>
/// <param name="system">What <see cref="SystemInfo"/> this <see cref="Joypad"/> is used for</param>
/// <param name="player">Which player this controller is assigned to</param>
internal Joypad(SystemInfo system, int player)
{
if (player < 1 || player > system.MaxControllers)
{
throw new InvalidOperationException(string.Format("{0} is invalid for {1}", player, system.DisplayName));
}
_System = system;
_Player = player;
}
#endregion
#region Methods
/// <summary>
/// Add specified input to current ones
/// </summary>
/// <param name="input">Input to add</param>
public void AddInput(JoypadButton input)
{
input &= _System.AvailableButtons;
_PressedButtons |= input;
}
/// <summary>
/// Clear inputs
/// </summary>
public void ClearInputs()
{
_PressedButtons = 0;
}
/// <summary>
/// Remove specified input to current ones
/// </summary>
/// <param name="input">Input to remove</param>
public void RemoveInput(JoypadButton input)
{
_PressedButtons ^= input;
}
#endregion
#region Properties
/// <summary>
/// Gets or sets X value for Analog stick
/// </summary>
/// <remarks>The value you get will aways be rounded to 0 decimal</remarks>
public float AnalogX
{
get
{
return (float)Math.Round(_AnalogX, 0);
}
set
{
_AnalogX = value;
}
}
/// <summary>
/// Gets or sets Y value for Analog stick
/// </summary>
/// <remarks>The value you get will aways be rounded to 0 decimal</remarks>
public float AnalogY
{
get
{
return (float)Math.Round(_AnalogY, 0);
}
set
{
_AnalogY = value;
}
}
/// <summary>
/// Gets or sets inputs
/// If you pass inputs unavailable for current system, they'll be removed
/// </summary>
/// <remarks>It overrides all existing inputs</remarks>
public JoypadButton Inputs
{
get
{
return _PressedButtons;
}
set
{
value &= _System.AvailableButtons;
_PressedButtons = value;
}
}
/// <summary>
/// Gets <see cref="SystemInfo"/> for current <see cref="Joypad"/>
/// </summary>
public SystemInfo System
{
get
{
return _System;
}
}
#endregion
}
}