BizHawk/BizHawk.Emulation.Common/Interfaces/IController.cs

132 lines
3.3 KiB
C#

using System;
using System.Collections.Generic;
namespace BizHawk.Emulation.Common
{
// doesn't do what is desired
// http://connect.microsoft.com/VisualStudio/feedback/details/459307/extension-add-methods-are-not-considered-in-c-collection-initializers
/*
public static class UltimateMagic
{
public static void Add(this List<ControllerDefinition.FloatRange l, float Min, float Mid, float Max)
{
l.Add(new ControllerDefinition.FloatRange(Min, Mid, Max);
}
}
*/
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>();
}
}
public interface IController
{
ControllerDefinition Type { get; }
// TODO - it is obnoxious for this to be here. must be removed.
bool this[string button] { get; }
// TODO - this can stay but it needs to be changed to go through the float
bool IsPressed(string button);
float GetFloat(string name);
}
}