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xn65/inc/platform-dx/gamepad-dx.hpp

390 lines
12 KiB
C++

#ifndef XNA_PLATFORM_GAMEPAD_DX_HPP
#define XNA_PLATFORM_GAMEPAD_DX_HPP
#include "../input/gamepad.hpp"
#include <GamePad.h>
namespace xna {
struct GamePadTriggers: public IGamePadTriggers {
constexpr GamePadTriggers() = default;
constexpr GamePadTriggers(float left, float right) : _left(left), _right(right) {
clamp();
}
constexpr GamePadTriggers(DirectX::GamePad::Triggers const& trigger) {
_left = trigger.left;
_right = trigger.right;
clamp();
}
virtual constexpr float Left() const override {
return _left;
}
virtual constexpr float Right() const override {
return _right;
}
constexpr bool operator==(const GamePadTriggers& other) const {
return _left == other._left && _right == other._right;
}
public:
float _left{ 0 };
float _right{ 0 };
private:
void constexpr clamp() {
_left = _left < 1.0F ? _left : 1.0F;
_left = _left > 0.0F ? _left : 0.0F;
_right = _right < 1.0F ? _right : 1.0F;
_right = _right > 0.0F ? _right : 0.0F;
}
};
struct GamePadThumbSticks : public IGamePadThumbSticks {
constexpr GamePadThumbSticks() = default;
constexpr GamePadThumbSticks(Vector2 left, Vector2 right) : _left(left), _right(right) {
clamp();
}
constexpr GamePadThumbSticks(DirectX::GamePad::ThumbSticks const& sticks) {
_left = Vector2(sticks.leftX, sticks.leftY);
_right = Vector2(sticks.rightX, sticks.rightY);
clamp();
}
virtual constexpr Vector2 Left() const override {
return _left;
}
virtual constexpr Vector2 Right() const override {
return _right;
}
constexpr bool operator==(const GamePadThumbSticks& other) const {
return _left == other._left && _right == other._right;
}
private:
Vector2 _left{};
Vector2 _right{};
private:
constexpr void clamp() {
_left = Vector2::Min(_left, Vector2::One());
_left = Vector2::Max(_left, -Vector2::One());
_right = Vector2::Min(_right, Vector2::One());
_right = Vector2::Max(_right, -Vector2::One());
}
};
struct GamePadDPad : public IGamePadDPad {
constexpr GamePadDPad() = default;
constexpr GamePadDPad(const ButtonState& up, const ButtonState& down,
const ButtonState& left, const ButtonState& right)
: _up(up), _right(right), _down(down), _left(left) {
}
constexpr GamePadDPad(DirectX::GamePad::DPad dpad) {
_up = static_cast<ButtonState>(dpad.up);
_right = static_cast<ButtonState>(dpad.right);
_down = static_cast<ButtonState>(dpad.down);
_left = static_cast<ButtonState>(dpad.left);
}
virtual constexpr ButtonState Up() const override {
return _up;
}
virtual constexpr ButtonState Down() const override {
return _down;
}
virtual constexpr ButtonState Right() const override {
return _right;
}
virtual constexpr ButtonState Left() const override {
return _left;
}
private:
ButtonState _up{};
ButtonState _right{};
ButtonState _down{};
ButtonState _left{};
};
struct GamePadButtons : public IGamePadButtons {
constexpr GamePadButtons() = default;
constexpr GamePadButtons(Buttons buttons) {
_a = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::A))) == Buttons::A ? ButtonState::Pressed : ButtonState::Released;
_b = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::B))) == Buttons::B ? ButtonState::Pressed : ButtonState::Released;
_x = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::X))) == Buttons::X ? ButtonState::Pressed : ButtonState::Released;
_y = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Y))) == Buttons::Y ? ButtonState::Pressed : ButtonState::Released;
_start = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Start))) == Buttons::Start ? ButtonState::Pressed : ButtonState::Released;
_back = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::Back))) == Buttons::Back ? ButtonState::Pressed : ButtonState::Released;
_leftStick = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::LeftStick))) == Buttons::LeftStick ? ButtonState::Pressed : ButtonState::Released;
_rightStick = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::RightStick))) == Buttons::RightStick ? ButtonState::Pressed : ButtonState::Released;
_leftShoulder = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::LeftShoulder))) == Buttons::LeftShoulder ? ButtonState::Pressed : ButtonState::Released;
_rightShoulder = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::RightShoulder))) == Buttons::RightShoulder ? ButtonState::Pressed : ButtonState::Released;
_bigButton = static_cast<Buttons>((static_cast<int>(buttons) & static_cast<int>(Buttons::BigButton))) == Buttons::BigButton ? ButtonState::Pressed : ButtonState::Released;
}
constexpr GamePadButtons(DirectX::GamePad::Buttons const& buttons) {
_a = static_cast<ButtonState>(buttons.a);
_b = static_cast<ButtonState>(buttons.b);
_x = static_cast<ButtonState>(buttons.x);
_y = static_cast<ButtonState>(buttons.y);
_leftStick = static_cast<ButtonState>(buttons.leftStick);
_rightStick = static_cast<ButtonState>(buttons.rightStick);
_leftShoulder = static_cast<ButtonState>(buttons.leftShoulder);
_rightShoulder = static_cast<ButtonState>(buttons.rightShoulder);
_back = static_cast<ButtonState>(buttons.back);
_start = static_cast<ButtonState>(buttons.start);
_bigButton = static_cast<ButtonState>(buttons.view);
}
virtual constexpr ButtonState A() const override {
return _a;
}
virtual constexpr ButtonState B() const override {
return _b;
}
virtual constexpr ButtonState Back() const override{
return _back;
}
virtual constexpr ButtonState X() const override {
return _x;
}
virtual constexpr ButtonState Y() const override {
return _y;
}
virtual constexpr ButtonState Start() const override {
return _start;
}
virtual constexpr ButtonState LeftShoulder() const override {
return _leftShoulder;
}
virtual constexpr ButtonState LeftStick() const override {
return _leftStick;
}
virtual constexpr ButtonState RightShoulder() const override {
return _rightShoulder;
}
virtual constexpr ButtonState RightStick() const override {
return _rightStick;
}
virtual constexpr ButtonState BigButton() const override {
return _bigButton;
}
private:
ButtonState _a{};
ButtonState _b{};
ButtonState _x{};
ButtonState _y{};
ButtonState _leftStick{};
ButtonState _rightStick{};
ButtonState _leftShoulder{};
ButtonState _rightShoulder{};
ButtonState _back{};
ButtonState _start{};
ButtonState _bigButton{};
};
struct GamePadId {
#ifdef USING_GAMEINPUT
APP_LOCAL_DEVICE_ID id;
#elif defined(USING_WINDOWS_GAMING_INPUT)
std::wstring id;
#else
uint64_t id;
#endif
};
struct GamePadCapabilities : public IGamePadCapabilities {
constexpr GamePadCapabilities() = default;
constexpr GamePadCapabilities(DirectX::GamePad::Capabilities const& capabilities) {
_type = static_cast<GamePadCapabilitiesType>(capabilities.gamepadType);
_connected = capabilities.connected;
_id.id = capabilities.id;
_vid = capabilities.vid;
_pid = capabilities.pid;
}
virtual constexpr GamePadCapabilitiesType GamePadType() const override {
return _type;
}
virtual constexpr bool IsConnected() const override {
return _connected;
}
virtual GamePadId Id() const override {
return _id;
}
virtual constexpr Ushort Vid() const override {
return _vid;
}
virtual constexpr Ushort Pid() const override {
return _pid;
}
private:
GamePadCapabilitiesType _type{};
bool _connected{ false };
GamePadId _id{};
Ushort _vid{ 0 };
Ushort _pid{ 0 };
};
struct GamePadState : public IGamePadState {
constexpr GamePadState() = default;
constexpr GamePadState(DirectX::GamePad::State const& state) : _dxState(state){
}
virtual constexpr GamePadButtons Buttons() const override {
const auto buttons = _dxState.buttons;
return GamePadButtons(buttons);
};
virtual constexpr GamePadDPad DPad() const override {
const auto dpad = _dxState.dpad;
return GamePadDPad(dpad);
};
inline virtual bool IsConnected() const override{
return _dxState.IsConnected();
};
virtual constexpr Ulong PacketNumber() const override {
return _dxState.packet;
};
virtual constexpr GamePadThumbSticks ThumbSticks() override{
const auto thumbs = _dxState.thumbSticks;
return GamePadThumbSticks(thumbs);
};
virtual GamePadTriggers Triggers() override {
const auto triggers = _dxState.triggers;
return GamePadTriggers(triggers);
};
virtual bool IsButtonDown(xna::Buttons button) override {
switch (button)
{
case xna::Buttons::A:
return _dxState.IsAPressed();
case xna::Buttons::B:
return _dxState.IsBPressed();
case xna::Buttons::X:
return _dxState.IsXPressed();
case xna::Buttons::Y:
return _dxState.IsYPressed();
case xna::Buttons::Back:
return _dxState.IsBackPressed();
case xna::Buttons::Start:
return _dxState.IsStartPressed();
case xna::Buttons::DPadUp:
return _dxState.IsDPadUpPressed();
case xna::Buttons::DPadDown:
return _dxState.IsDPadDownPressed();
case xna::Buttons::DPadLeft:
return _dxState.IsDPadLeftPressed();
case xna::Buttons::DPadRight:
return _dxState.IsDPadRightPressed();
case xna::Buttons::LeftShoulder:
return _dxState.IsLeftShoulderPressed();
case xna::Buttons::RightShoulder:
return _dxState.IsRightShoulderPressed();
case xna::Buttons::LeftStick:
return _dxState.IsLeftStickPressed();
case xna::Buttons::RightStick:
return _dxState.IsRightStickPressed();
case xna::Buttons::BigButton:
return _dxState.IsViewPressed();
case xna::Buttons::LeftThumbstickLeft:
return _dxState.IsLeftThumbStickLeft();
case xna::Buttons::LeftThumbstickRight:
return _dxState.IsLeftThumbStickRight();
case xna::Buttons::LeftThumbstickDown:
return _dxState.IsLeftThumbStickDown();
case xna::Buttons::LeftThumbstickUp:
return _dxState.IsLeftThumbStickUp();
case xna::Buttons::RightThumbstickLeft:
return _dxState.IsRightThumbStickLeft();
case xna::Buttons::RightThumbstickRight:
return _dxState.IsLeftThumbStickRight();
case xna::Buttons::RightThumbstickDown:
return _dxState.IsRightThumbStickDown();
case xna::Buttons::RightThumbstickUp:
return _dxState.IsRightThumbStickUp();
case xna::Buttons::LeftTrigger:
return _dxState.IsLeftTriggerPressed();
case xna::Buttons::RightTrigger:
return _dxState.IsRightTriggerPressed();
default:
return false;
}
};
virtual bool IsButtonUp(xna::Buttons button) override {
return !IsButtonDown(button);
};
public:
DirectX::GamePad::State _dxState{};
};
class _GamePad : public IGamePad {
public:
constexpr _GamePad() = default;
virtual ~_GamePad() override {
if (_dxGamePad) {
_dxGamePad->Suspend();
_dxGamePad = nullptr;
}
}
void Initialize() {
_dxGamePad = uNew<DirectX::GamePad>();
}
virtual GamePadState GetState(PlayerIndex index) override;
virtual GamePadState GetState(PlayerIndex index, GamePadDeadZone deadZone) override;
virtual GamePadCapabilities GetCapabilities(PlayerIndex index) override;
virtual bool SetVibration(PlayerIndex index, float leftMotor, float rightMotor, float leftTrigger, float rightTrigger) override;
public:
uptr<DirectX::GamePad> _dxGamePad = nullptr;
private:
constexpr _GamePad(_GamePad&&) = default;
};
inline static _GamePad GamePad = _GamePad();
}
#endif