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mirror of https://github.com/borgesdan/xn65 synced 2024-12-29 21:54:47 +01:00
xn65/framework/platform-dx/gamepad.cpp
2024-08-01 14:32:23 -03:00

105 lines
3.7 KiB
C++

#include "xna/xna-dx.hpp"
#include "xna/input/gamepad.hpp"
namespace xna {
void GamePad::Initialize() {
impl = unew<PlatformImplementation>();
}
GamePadState GamePad::GetState(PlayerIndex index) {
if (!impl || !impl->_dxGamePad)
return GamePadState();
const auto state = impl->_dxGamePad->GetState(
static_cast<int>(index)
);
const auto buttons = GamePadButtons(
static_cast<ButtonState>(state.buttons.a),
static_cast<ButtonState>(state.buttons.b),
static_cast<ButtonState>(state.buttons.x),
static_cast<ButtonState>(state.buttons.y),
static_cast<ButtonState>(state.buttons.leftStick),
static_cast<ButtonState>(state.buttons.rightStick),
static_cast<ButtonState>(state.buttons.leftShoulder),
static_cast<ButtonState>(state.buttons.rightShoulder),
static_cast<ButtonState>(state.buttons.back),
static_cast<ButtonState>(state.buttons.start),
static_cast<ButtonState>(state.buttons.view));
const auto dpad = GamePadDPad(
static_cast<ButtonState>(state.dpad.up),
static_cast<ButtonState>(state.dpad.right),
static_cast<ButtonState>(state.dpad.down),
static_cast<ButtonState>(state.dpad.left));
const auto isConnected = state.connected;
const auto thumbSticks = GamePadThumbSticks(
Vector2(state.thumbSticks.leftX, state.thumbSticks.leftY),
Vector2(state.thumbSticks.rightX, state.thumbSticks.rightY));
const auto triggers = GamePadTriggers(state.triggers.left, state.triggers.right);
const auto pad = GamePadState(thumbSticks, triggers, buttons, dpad, isConnected);
return pad;
}
GamePadState GamePad::GetState(PlayerIndex index, GamePadDeadZone deadZone) {
if (!impl || !impl->_dxGamePad)
return GamePadState();
const auto state = impl->_dxGamePad->GetState(
static_cast<int>(index),
static_cast<DirectX::GamePad::DeadZone>(deadZone)
);
const auto buttons = GamePadButtons(
static_cast<ButtonState>(state.buttons.a),
static_cast<ButtonState>(state.buttons.b),
static_cast<ButtonState>(state.buttons.x),
static_cast<ButtonState>(state.buttons.y),
static_cast<ButtonState>(state.buttons.leftStick),
static_cast<ButtonState>(state.buttons.rightStick),
static_cast<ButtonState>(state.buttons.leftShoulder),
static_cast<ButtonState>(state.buttons.rightShoulder),
static_cast<ButtonState>(state.buttons.back),
static_cast<ButtonState>(state.buttons.start),
static_cast<ButtonState>(state.buttons.view));
const auto dpad = GamePadDPad(
static_cast<ButtonState>(state.dpad.up),
static_cast<ButtonState>(state.dpad.right),
static_cast<ButtonState>(state.dpad.down),
static_cast<ButtonState>(state.dpad.left));
const auto isConnected = state.connected;
const auto thumbSticks = GamePadThumbSticks(
Vector2(state.thumbSticks.leftX, state.thumbSticks.leftY),
Vector2(state.thumbSticks.rightX, state.thumbSticks.rightY));
const auto triggers = GamePadTriggers(state.triggers.left, state.triggers.right);
const auto pad = GamePadState(thumbSticks, triggers, buttons, dpad, isConnected);
return pad;
}
GamePadCapabilities GamePad::GetCapabilities(PlayerIndex index) {
if (!impl || !impl->_dxGamePad)
return GamePadCapabilities();
const auto capabilities = impl->_dxGamePad->GetCapabilities(static_cast<int>(index));
const auto gamePadType = static_cast<GamePadCapabilitiesType>(capabilities.gamepadType);
const auto cap = GamePadCapabilities(
capabilities.connected,
gamePadType);
return cap;
}
bool GamePad::SetVibration(PlayerIndex index, float leftMotor, float rightMotor, float leftTrigger, float rightTrigger) {
if (!impl || !impl->_dxGamePad)
return false;
return impl->_dxGamePad->SetVibration(static_cast<int>(index), leftMotor, rightMotor, leftTrigger, rightTrigger);
}
}