mirror of
https://github.com/borgesdan/xn65
synced 2024-12-29 21:54:47 +01:00
92 lines
3.1 KiB
C++
92 lines
3.1 KiB
C++
#include "xna/platform-dx/dx.hpp"
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#include "xna/input/gamepad.hpp"
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namespace xna {
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void GamePad::Initialize() {
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impl = unew<PlatformImplementation>();
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}
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GamePadState GamePad::GetState(PlayerIndex index) {
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if (!impl || !impl->_dxGamePad)
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return GamePadState();
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const auto state = impl->_dxGamePad->GetState(
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static_cast<int>(index)
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);
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GamePadState pad;
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pad.Dpad = GamePadDPad(
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static_cast<ButtonState>(state.dpad.up),
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static_cast<ButtonState>(state.dpad.right),
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static_cast<ButtonState>(state.dpad.down),
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static_cast<ButtonState>(state.dpad.left));
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pad.IsConnected = state.connected;
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pad.PackedNumber = state.packet;
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pad.ThumbSticks = GamePadThumbSticks(
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Vector2(state.thumbSticks.leftX, state.thumbSticks.leftY),
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Vector2(state.thumbSticks.rightX, state.thumbSticks.rightY));
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pad.Triggers = GamePadTriggers(state.triggers.left, state.triggers.right);
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pad.Buttons = GamePadButtons(
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static_cast<ButtonState>(state.buttons.a),
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static_cast<ButtonState>(state.buttons.b),
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static_cast<ButtonState>(state.buttons.x),
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static_cast<ButtonState>(state.buttons.y),
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static_cast<ButtonState>(state.buttons.leftStick),
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static_cast<ButtonState>(state.buttons.rightStick),
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static_cast<ButtonState>(state.buttons.leftShoulder),
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static_cast<ButtonState>(state.buttons.rightShoulder),
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static_cast<ButtonState>(state.buttons.back),
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static_cast<ButtonState>(state.buttons.start),
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static_cast<ButtonState>(state.buttons.view));
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return pad;
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}
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GamePadState GamePad::GetState(PlayerIndex index, GamePadDeadZone deadZone) {
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if (!impl || !impl->_dxGamePad)
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return GamePadState();
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const auto state = impl->_dxGamePad->GetState(
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static_cast<int>(index),
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static_cast<DirectX::GamePad::DeadZone>(deadZone)
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);
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GamePadState pad;
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pad.Dpad = GamePadDPad(
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static_cast<ButtonState>(state.dpad.up),
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static_cast<ButtonState>(state.dpad.right),
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static_cast<ButtonState>(state.dpad.down),
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static_cast<ButtonState>(state.dpad.left));
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pad.IsConnected = state.connected;
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pad.PackedNumber = state.packet;
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pad.ThumbSticks = GamePadThumbSticks(
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Vector2(state.thumbSticks.leftX, state.thumbSticks.leftY),
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Vector2(state.thumbSticks.rightX, state.thumbSticks.rightY));
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pad.Triggers = GamePadTriggers(state.triggers.left, state.triggers.right);
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return pad;
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}
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GamePadCapabilities GamePad::GetCapabilities(PlayerIndex index) {
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if (!impl || !impl->_dxGamePad)
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return GamePadCapabilities();
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const auto capabilities = impl->_dxGamePad->GetCapabilities(static_cast<int>(index));
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GamePadCapabilities cap;
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cap.Connected = capabilities.connected;
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cap.Id = capabilities.id;
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cap.Pid = capabilities.pid;
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cap.Type = static_cast<GamePadCapabilitiesType>(capabilities.gamepadType);
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cap.Vid = capabilities.vid;
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return cap;
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}
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bool GamePad::SetVibration(PlayerIndex index, float leftMotor, float rightMotor, float leftTrigger, float rightTrigger) {
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if (!impl || !impl->_dxGamePad)
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return false;
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return impl->_dxGamePad->SetVibration(static_cast<int>(index), leftMotor, rightMotor, leftTrigger, rightTrigger);
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}
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} |