BizHawk/BizHawk.Client.EmuHawk/Input/GamePad.cs

268 lines
8.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Windows.Forms;
using BizHawk.Common;
using SlimDX;
using SlimDX.DirectInput;
namespace BizHawk.Client.EmuHawk
{
public class GamePad
{
private static readonly object SyncObj = new object();
private static readonly List<GamePad> Devices = new List<GamePad>();
private static DirectInput _directInput;
public static void Initialize(Control parent)
{
lock (SyncObj)
{
Cleanup();
_directInput = new DirectInput();
foreach (DeviceInstance device in _directInput.GetDevices(DeviceClass.GameController, DeviceEnumerationFlags.AttachedOnly))
{
Console.WriteLine("joy device: {0} `{1}`", device.InstanceGuid, device.ProductName);
if (device.ProductName.Contains("XBOX 360"))
continue; // Don't input XBOX 360 controllers into here; we'll process them via XInput (there are limitations in some trigger axes when xbox pads go over xinput)
var joystick = new Joystick(_directInput, device.InstanceGuid);
joystick.SetCooperativeLevel(parent.Handle, CooperativeLevel.Background | CooperativeLevel.Nonexclusive);
foreach (DeviceObjectInstance deviceObject in joystick.GetObjects())
{
if ((deviceObject.ObjectType & ObjectDeviceType.Axis) != 0)
{
joystick.GetObjectPropertiesById((int)deviceObject.ObjectType).SetRange(-1000, 1000);
}
}
joystick.Acquire();
GamePad p = new GamePad(joystick, Devices.Count);
Devices.Add(p);
}
}
}
public static IEnumerable<GamePad> EnumerateDevices()
{
lock (SyncObj)
{
foreach (var device in Devices)
{
yield return device;
}
}
}
public static void UpdateAll()
{
lock (SyncObj)
{
foreach (var device in Devices)
{
device.Update();
}
}
}
public static void Cleanup()
{
lock (SyncObj)
{
foreach (var device in Devices)
{
device._joystick.Dispose();
}
Devices.Clear();
if (_directInput != null)
{
_directInput.Dispose();
_directInput = null;
}
}
}
// ********************************** Instance Members **********************************
private readonly Joystick _joystick;
private JoystickState _state = new JoystickState();
GamePad(Joystick joystick, int index)
{
_joystick = joystick;
PlayerNumber = index + 1;
Update();
InitializeCallbacks();
}
public void Update()
{
try
{
if (_joystick.Acquire().IsFailure)
return;
}
catch
{
return;
}
if (_joystick.Poll()
.IsFailure)
{
return;
}
_state = _joystick.GetCurrentState();
if (Result.Last.IsFailure)
// do something?
return;
}
public IEnumerable<Tuple<string, float>> GetFloats()
{
var pis = typeof(JoystickState).GetProperties();
foreach (var pi in pis)
{
yield return new Tuple<string, float>(pi.Name, 10.0f * (float)(int)pi.GetValue(_state, null));
}
}
/// <summary>FOR DEBUGGING ONLY</summary>
public JoystickState GetInternalState()
{
return _state;
}
public int PlayerNumber { get; }
public string ButtonName(int index)
{
return _names[index];
}
public bool Pressed(int index)
{
return _actions[index]();
}
public int NumButtons { get; private set; }
private readonly List<string> _names = new List<string>();
private readonly List<Func<bool>> _actions = new List<Func<bool>>();
private void AddItem(string name, Func<bool> callback)
{
_names.Add(name);
_actions.Add(callback);
NumButtons++;
}
private void InitializeCallbacks()
{
const int dzp = 400;
const int dzn = -400;
_names.Clear();
_actions.Clear();
NumButtons = 0;
AddItem("AccelerationX+", () => _state.AccelerationX >= dzp);
AddItem("AccelerationX-", () => _state.AccelerationX <= dzn);
AddItem("AccelerationY+", () => _state.AccelerationY >= dzp);
AddItem("AccelerationY-", () => _state.AccelerationY <= dzn);
AddItem("AccelerationZ+", () => _state.AccelerationZ >= dzp);
AddItem("AccelerationZ-", () => _state.AccelerationZ <= dzn);
AddItem("AngularAccelerationX+", () => _state.AngularAccelerationX >= dzp);
AddItem("AngularAccelerationX-", () => _state.AngularAccelerationX <= dzn);
AddItem("AngularAccelerationY+", () => _state.AngularAccelerationY >= dzp);
AddItem("AngularAccelerationY-", () => _state.AngularAccelerationY <= dzn);
AddItem("AngularAccelerationZ+", () => _state.AngularAccelerationZ >= dzp);
AddItem("AngularAccelerationZ-", () => _state.AngularAccelerationZ <= dzn);
AddItem("AngularVelocityX+", () => _state.AngularVelocityX >= dzp);
AddItem("AngularVelocityX-", () => _state.AngularVelocityX <= dzn);
AddItem("AngularVelocityY+", () => _state.AngularVelocityY >= dzp);
AddItem("AngularVelocityY-", () => _state.AngularVelocityY <= dzn);
AddItem("AngularVelocityZ+", () => _state.AngularVelocityZ >= dzp);
AddItem("AngularVelocityZ-", () => _state.AngularVelocityZ <= dzn);
AddItem("ForceX+", () => _state.ForceX >= dzp);
AddItem("ForceX-", () => _state.ForceX <= dzn);
AddItem("ForceY+", () => _state.ForceY >= dzp);
AddItem("ForceY-", () => _state.ForceY <= dzn);
AddItem("ForceZ+", () => _state.ForceZ >= dzp);
AddItem("ForceZ-", () => _state.ForceZ <= dzn);
AddItem("RotationX+", () => _state.RotationX >= dzp);
AddItem("RotationX-", () => _state.RotationX <= dzn);
AddItem("RotationY+", () => _state.RotationY >= dzp);
AddItem("RotationY-", () => _state.RotationY <= dzn);
AddItem("RotationZ+", () => _state.RotationZ >= dzp);
AddItem("RotationZ-", () => _state.RotationZ <= dzn);
AddItem("TorqueX+", () => _state.TorqueX >= dzp);
AddItem("TorqueX-", () => _state.TorqueX <= dzn);
AddItem("TorqueY+", () => _state.TorqueY >= dzp);
AddItem("TorqueY-", () => _state.TorqueY <= dzn);
AddItem("TorqueZ+", () => _state.TorqueZ >= dzp);
AddItem("TorqueZ-", () => _state.TorqueZ <= dzn);
AddItem("VelocityX+", () => _state.VelocityX >= dzp);
AddItem("VelocityX-", () => _state.VelocityX <= dzn);
AddItem("VelocityY+", () => _state.VelocityY >= dzp);
AddItem("VelocityY-", () => _state.VelocityY <= dzn);
AddItem("VelocityZ+", () => _state.VelocityZ >= dzp);
AddItem("VelocityZ-", () => _state.VelocityZ <= dzn);
AddItem("X+", () => _state.X >= dzp);
AddItem("X-", () => _state.X <= dzn);
AddItem("Y+", () => _state.Y >= dzp);
AddItem("Y-", () => _state.Y <= dzn);
AddItem("Z+", () => _state.Z >= dzp);
AddItem("Z-", () => _state.Z <= dzn);
// i don't know what the "Slider"s do, so they're omitted for the moment
for (int i = 0; i < _state.GetButtons().Length; i++)
{
int j = i;
AddItem($"B{i + 1}", () => _state.IsPressed(j));
}
for (int i = 0; i < _state.GetPointOfViewControllers().Length; i++)
{
int j = i;
AddItem($"POV{i + 1}U", () => {
var t = _state.GetPointOfViewControllers()[j];
return 0.RangeTo(4500).Contains(t) || 31500.RangeToExclusive(36000).Contains(t);
});
AddItem($"POV{i + 1}D", () => 13500.RangeTo(22500).Contains(_state.GetPointOfViewControllers()[j]));
AddItem($"POV{i + 1}L", () => 22500.RangeTo(31500).Contains(_state.GetPointOfViewControllers()[j]));
AddItem($"POV{i + 1}R", () => 4500.RangeTo(13500).Contains(_state.GetPointOfViewControllers()[j]));
}
}
// Note that this does not appear to work at this time. I probably need to have more infos.
public void SetVibration(int left, int right)
{
// my first clue that it doesn't work is that LEFT and RIGHT _AREN'T USED_
// I should just look for C++ examples instead of trying to look for SlimDX examples
var parameters = new EffectParameters
{
Duration = 0x2710,
Gain = 0x2710,
SamplePeriod = 0,
TriggerButton = 0,
TriggerRepeatInterval = 0x2710,
Flags = EffectFlags.None
};
parameters.GetAxes(out var temp1, out var temp2);
parameters.SetAxes(temp1, temp2);
var effect = new Effect(_joystick, EffectGuid.ConstantForce);
effect.SetParameters(parameters);
effect.Start(1);
}
}
}