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