💿🐜 Antkeeper source code https://antkeeper.com
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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