Files
FlaxEngine/Source/Engine/Input/Gamepad.cpp

149 lines
4.3 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#include "Gamepad.h"
namespace
{
GamepadAxis GetButtonAxis(GamepadButton button, bool& positive)
{
positive = true;
switch (button)
{
case GamepadButton::LeftTrigger:
return GamepadAxis::LeftTrigger;
case GamepadButton::RightTrigger:
return GamepadAxis::RightTrigger;
case GamepadButton::LeftStickUp:
return GamepadAxis::LeftStickY;
case GamepadButton::LeftStickDown:
positive = false;
return GamepadAxis::LeftStickY;
case GamepadButton::LeftStickLeft:
positive = false;
return GamepadAxis::LeftStickX;
case GamepadButton::LeftStickRight:
return GamepadAxis::LeftStickX;
case GamepadButton::RightStickUp:
return GamepadAxis::RightStickY;
case GamepadButton::RightStickDown:
positive = false;
return GamepadAxis::RightStickY;
case GamepadButton::RightStickLeft:
positive = false;
return GamepadAxis::RightStickX;
case GamepadButton::RightStickRight:
return GamepadAxis::RightStickX;
default:
return GamepadAxis::None;
}
}
bool GetButtonState(const Gamepad::State& state, GamepadButton button, float deadZone)
{
if (deadZone > 0.01f)
{
switch (button)
{
case GamepadButton::LeftTrigger:
case GamepadButton::RightTrigger:
case GamepadButton::LeftStickUp:
case GamepadButton::LeftStickDown:
case GamepadButton::LeftStickLeft:
case GamepadButton::LeftStickRight:
case GamepadButton::RightStickUp:
case GamepadButton::RightStickDown:
case GamepadButton::RightStickLeft:
case GamepadButton::RightStickRight:
{
bool positive;
float axis = state.Axis[(int32)GetButtonAxis(button, positive)];
return positive ? axis >= deadZone : axis <= -deadZone;
}
default:
break;
}
}
return state.Buttons[(int32)button];
}
}
void GamepadLayout::Init()
{
for (int32 i = 0; i < (int32)GamepadButton::MAX; i++)
Buttons[i] = (GamepadButton)i;
for (int32 i = 0; i < (int32)GamepadAxis::MAX; i++)
Axis[i] = (GamepadAxis)i;
for (int32 i = 0; i < (int32)GamepadAxis::MAX; i++)
AxisMap[i] = Float2::UnitX;
}
Gamepad::Gamepad(const Guid& productId, const String& name)
: InputDevice(SpawnParams(Guid::New(), TypeInitializer), name)
, _productId(productId)
{
_state.Clear();
_mappedState.Clear();
_mappedPrevState.Clear();
Layout.Init();
}
void Gamepad::ResetState()
{
InputDevice::ResetState();
_state.Clear();
_mappedState.Clear();
_mappedPrevState.Clear();
}
bool Gamepad::GetButton(GamepadButton button, float deadZone) const
{
return GetButtonState(_mappedState, button, deadZone);
}
bool Gamepad::GetButtonDown(GamepadButton button, float deadZone) const
{
return GetButtonState(_mappedState, button, deadZone) && !GetButtonState(_mappedPrevState, button, deadZone);
}
bool Gamepad::GetButtonUp(GamepadButton button, float deadZone) const
{
return !GetButtonState(_mappedState, button, deadZone) && GetButtonState(_mappedPrevState, button, deadZone);
}
bool Gamepad::IsAnyButtonDown() const
{
// TODO: optimize with SIMD
bool result = false;
for (auto e : _state.Buttons)
result |= e;
return result;
}
bool Gamepad::Update(EventQueue& queue)
{
// Copy state
Platform::MemoryCopy(&_mappedPrevState, &_mappedState, sizeof(State));
_mappedState.Clear();
// Gather current state
if (UpdateState())
return true;
// Map state
for (int32 i = 0; i < (int32)GamepadButton::MAX; i++)
{
auto e = Layout.Buttons[i];
_mappedState.Buttons[static_cast<int32>(e)] = _state.Buttons[i];
}
for (int32 i = 0; i < (int32)GamepadAxis::MAX; i++)
{
auto e = Layout.Axis[i];
float value = _state.Axis[i];
value = Layout.AxisMap[i].X * value + Layout.AxisMap[i].Y;
_mappedState.Axis[static_cast<int32>(e)] = value;
}
return false;
}