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- /*
- * Copyright (C) 2021 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #ifndef ANTKEEPER_INPUT_GAME_CONTROLLER_HPP
- #define ANTKEEPER_INPUT_GAME_CONTROLLER_HPP
-
- #include "device.hpp"
-
- namespace input {
-
- /// Game controller buttons.
- enum class game_controller_button
- {
- a,
- b,
- x,
- y,
- back,
- guide,
- start,
- left_stick,
- right_stick,
- left_shoulder,
- right_shoulder,
- dpad_up,
- dpad_down,
- dpad_left,
- dpad_right
- };
-
- /// Game controller axes.
- enum class game_controller_axis
- {
- /// Left stick x-axis.
- left_x,
-
- /// Left stick y-axis.
- left_y,
-
- /// Right stick x-axis.
- right_x,
-
- /// Right stick y-axis.
- right_y,
-
- /// Left trigger.
- left_trigger,
-
- /// Right trigger.
- right_trigger,
- };
-
- /// Game controller axis activation response curves.
- enum class game_controller_response_curve
- {
- /// Linear response curve.
- linear,
-
- /// Squared response curve.
- square,
-
- /// Cubed response curve.
- cube
- };
-
- /**
- * A virtual game controller which can generate game controller-related input events and pass them to an event dispatcher.
- *
- * @ingroup input
- */
- class game_controller: public device
- {
- public:
- /**
- * Creates a game controller input device.
- */
- game_controller();
-
- /// Destroys a game controller input device.
- virtual ~game_controller() = default;
-
- /**
- * Sets the activation threshold for a game controller axis.
- *
- * @param axis Game controller axis.
- * @param min Axis minimum activation threshold.
- * @param max Axis maximum activation threshold.
- */
- void set_activation_threshold(game_controller_axis axis, float min, float max);
-
- /**
- * Sets the activation response curve of an axis.
- *
- * @param axis Game controller axis.
- * @param curve Activation response curve.
- */
- void set_response_curve(game_controller_axis axis, game_controller_response_curve curve);
-
- /**
- * Sets the type of deadzone shape for the axes on the left stick.
- *
- * @param cross If `true`, the x and y axes are independently activated, if `false`, activation of the x and y axes are dependent on their combined magnitude.
- */
- void set_left_deadzone_cross(bool cross);
-
- /**
- * Sets the type of deadzone shape for the axes on the right stick.
- *
- * @param cross If `true`, the x and y axes are independently activated, if `false`, activation of the x and y axes are dependent on their combined magnitude.
- */
- void set_right_deadzone_cross(bool cross);
-
- /**
- * Sets the roundness of the deadzone for the axes on the left stick.
- *
- * @param roundness Roundness of the deadzone shape for non-cross deadzones. A value of `0.0` results in a square deadzone, while a value of `1.0` results in a circular deadzone. Values between `0.0` and `1.0` result in a rounded rectangle deadzone.
- */
- void set_left_deadzone_roundness(float roundness);
-
- /**
- * Sets the roundness of the deadzone for the axes on the right stick.
- *
- * @param roundness Roundness of the deadzone shape for non-cross deadzones. A value of `0.0` results in a square deadzone, while a value of `1.0` results in a circular deadzone. Values between `0.0` and `1.0` result in a rounded rectangle deadzone.
- */
- void set_right_deadzone_roundness(float roundness);
-
- /**
- * Simulates a game controller button press.
- *
- * @param button Index of the pressed button.
- */
- void press(game_controller_button button);
-
- /**
- * Simulates a game controller button release.
- *
- * @param button Index of the released button.
- */
- void release(game_controller_button button);
-
- /**
- * Simulates a game controller axis movement.
- *
- * @param axis Index of the moved axis.
- * @param negative Whether the movement was negative or positive.
- * @param value Normalized degree of movement.
- */
- void move(game_controller_axis axis, float value);
-
- /**
- * Simulates a game controller being connected.
- *
- * @param reconnected `true` if the controller is being reconnected, or `false` if the controller is being connected for the first time.
- */
- void connect(bool reconnnected);
-
- /// Simulates a game controller being disconnected.
- void disconnect();
-
- /// Returns `true` if the controller is currently connected.
- bool is_connected() const;
-
- private:
- void handle_axial_motion(game_controller_axis axis);
- void handle_biaxial_motion(game_controller_axis axis_x, game_controller_axis axis_y);
- float curve_response(game_controller_axis axis, float response) const;
-
- bool connected;
- float axis_values[6];
- float axis_activation_min[6];
- float axis_activation_max[6];
- game_controller_response_curve axis_response_curves[6];
-
- bool left_deadzone_cross;
- bool right_deadzone_cross;
- float left_deadzone_roundness;
- float right_deadzone_roundness;
- };
-
- inline bool game_controller::is_connected() const
- {
- return connected;
- }
-
- } // namespace input
-
- #endif // ANTKEEPER_INPUT_GAME_CONTROLLER_HPP
-
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