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

263 lines
8.4 KiB
C#

using System;
using System.Collections.Generic;
using SlimDX;
using SlimDX.DirectInput;
namespace BizHawk.Client.EmuHawk
{
public class GamePad
{
// ********************************** Static interface **********************************
private static readonly object _syncObj = new object();
private static readonly List<GamePad> _devices = new List<GamePad>();
private static DirectInput _dinput;
public static void Initialize()
{
lock (_syncObj)
{
Cleanup();
_dinput = new DirectInput();
foreach (DeviceInstance device in _dinput.GetDevices(DeviceClass.GameController, DeviceEnumerationFlags.AttachedOnly))
{
Console.WriteLine("joydevice: {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(_dinput, device.InstanceGuid);
joystick.SetCooperativeLevel(GlobalWin.MainForm.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(device.InstanceName, device.InstanceGuid, 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 (_dinput != null)
{
_dinput.Dispose();
_dinput = null;
}
}
}
// ********************************** Instance Members **********************************
readonly string name;
readonly Guid guid;
readonly Joystick joystick;
JoystickState state = new JoystickState();
GamePad(string name, Guid guid, Joystick joystick, int index)
{
this.name = name;
this.guid = guid;
this.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 string Name { get { return name; } }
public Guid Guid { get { return guid; } }
public int PlayerNumber { get; private set; }
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>>();
void AddItem(string _name, Func<bool> callback)
{
names.Add(_name);
actions.Add(callback);
NumButtons++;
}
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(string.Format("B{0}", i + 1), () => state.IsPressed(j));
}
for (int i = 0; i < state.GetPointOfViewControllers().Length; i++)
{
int j = i;
AddItem(string.Format("POV{0}U", i + 1),
() => { int t = state.GetPointOfViewControllers()[j]; return (t >= 0 && t <= 4500) || (t >= 31500 && t < 36000); });
AddItem(string.Format("POV{0}D", i + 1),
() => { int t = state.GetPointOfViewControllers()[j]; return t >= 13500 && t <= 22500; });
AddItem(string.Format("POV{0}L", i + 1),
() => { int t = state.GetPointOfViewControllers()[j]; return t >= 22500 && t <= 31500; });
AddItem(string.Format("POV{0}R", i + 1),
() => { int t = state.GetPointOfViewControllers()[j]; return t >= 4500 && t <= 13500; });
}
}
// 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)
{
int[] temp1, temp2;
// my first clue that it doesnt work is that LEFT and RIGHT _ARENT 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 temp1, out temp2);
parameters.SetAxes(temp1, temp2);
var effect = new Effect(joystick, EffectGuid.ConstantForce);
effect.SetParameters(parameters);
effect.Start(1);
}
}
}