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- /*
- * Copyright (C) 2023 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_GAMEPAD_HPP
- #define ANTKEEPER_INPUT_GAMEPAD_HPP
-
- #include "input/device.hpp"
- #include "input/input-events.hpp"
- #include "input/gamepad-axis.hpp"
- #include "input/gamepad-button.hpp"
- #include "event/publisher.hpp"
-
- namespace input {
-
- /// Gamepad axis activation response curves.
- enum class gamepad_response_curve
- {
- /// Linear response curve.
- linear,
-
- /// Squared response curve.
- square,
-
- /// Cubed response curve.
- cube
- };
-
- /**
- * A virtual gamepad which generates gamepad-related input events.
- */
- class gamepad: public device
- {
- public:
- /**
- * Constructs a gamepad input device.
- */
- gamepad();
-
- /// Destructs a gamepad input device.
- virtual ~gamepad() = default;
-
- /**
- * Sets the activation threshold for a gamepad axis.
- *
- * @param axis Gamepad axis.
- * @param min Axis minimum activation threshold.
- * @param max Axis maximum activation threshold.
- */
- void set_activation_threshold(gamepad_axis axis, float min, float max);
-
- /**
- * Sets the activation response curve of an axis.
- *
- * @param axis Gamepad axis.
- * @param curve Activation response curve.
- */
- void set_response_curve(gamepad_axis axis, gamepad_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 gamepad button press.
- *
- * @param button Button to press.
- */
- void press(gamepad_button button);
-
- /**
- * Simulates a gamepad button release.
- *
- * @param button Button to release.
- */
- void release(gamepad_button button);
-
- /**
- * Simulates a gamepad axis movement.
- *
- * @param axis Gamepad axis.
- * @param position Position on the axis, on `[-1, 1]`.
- */
- void move(gamepad_axis axis, float position);
-
- /// Returns the channel through which gamepad button pressed events are published.
- [[nodiscard]] inline ::event::channel<gamepad_button_pressed_event>& get_button_pressed_channel() noexcept
- {
- return button_pressed_publisher.channel();
- }
-
- /// Returns the channel through which gamepad button released events are published.
- [[nodiscard]] inline ::event::channel<gamepad_button_released_event>& get_button_released_channel() noexcept
- {
- return button_released_publisher.channel();
- }
-
- /// Returns the channel through which gamepad axis moved events are published.
- [[nodiscard]] inline ::event::channel<gamepad_axis_moved_event>& get_axis_moved_channel() noexcept
- {
- return axis_moved_publisher.channel();
- }
-
- /// Returns device_type::gamepad.
- [[nodiscard]] inline virtual constexpr device_type get_device_type() const noexcept
- {
- return device_type::gamepad;
- }
-
- private:
- void handle_axial_motion(gamepad_axis axis);
- void handle_biaxial_motion(gamepad_axis axis_x, gamepad_axis axis_y);
- float curve_response(gamepad_axis axis, float response) const;
-
- float axis_positions[6];
- float axis_activation_min[6];
- float axis_activation_max[6];
- gamepad_response_curve axis_response_curves[6];
-
- bool left_deadzone_cross;
- bool right_deadzone_cross;
- float left_deadzone_roundness;
- float right_deadzone_roundness;
-
- ::event::publisher<gamepad_button_pressed_event> button_pressed_publisher;
- ::event::publisher<gamepad_button_released_event> button_released_publisher;
- ::event::publisher<gamepad_axis_moved_event> axis_moved_publisher;
- };
-
- } // namespace input
-
- #endif // ANTKEEPER_INPUT_GAMEPAD_HPP
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