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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ANTKEEPER_INPUT_GAMEPAD_HPP
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#define ANTKEEPER_INPUT_GAMEPAD_HPP
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#include "input/device.hpp"
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#include "input/gamepad-events.hpp"
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#include "input/gamepad-axis.hpp"
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#include "input/gamepad-button.hpp"
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#include "event/publisher.hpp"
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namespace input {
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/// Gamepad axis activation response curves.
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enum class gamepad_response_curve
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{
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/// Linear response curve.
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linear,
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/// Squared response curve.
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square,
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/// Cubed response curve.
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cube
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};
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/**
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* A virtual gamepad which generates gamepad-related input events.
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*/
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class gamepad: public device
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{
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public:
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/**
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* Constructs a gamepad input device.
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*/
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gamepad();
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/// Destructs a gamepad input device.
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virtual ~gamepad() = default;
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/**
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* Sets the activation threshold for a gamepad axis.
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*
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* @param axis Gamepad axis.
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* @param min Axis minimum activation threshold.
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* @param max Axis maximum activation threshold.
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*/
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void set_activation_threshold(gamepad_axis axis, float min, float max);
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/**
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* Sets the activation response curve of an axis.
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*
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* @param axis Gamepad axis.
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* @param curve Activation response curve.
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*/
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void set_response_curve(gamepad_axis axis, gamepad_response_curve curve);
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/**
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* Sets the type of deadzone shape for the axes on the left stick.
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*
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* @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.
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*/
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void set_left_deadzone_cross(bool cross);
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/**
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* Sets the type of deadzone shape for the axes on the right stick.
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*
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* @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.
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*/
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void set_right_deadzone_cross(bool cross);
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/**
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* Sets the roundness of the deadzone for the axes on the left stick.
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*
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* @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.
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*/
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void set_left_deadzone_roundness(float roundness);
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/**
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* Sets the roundness of the deadzone for the axes on the right stick.
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*
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* @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.
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*/
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void set_right_deadzone_roundness(float roundness);
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/**
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* Simulates a gamepad button press.
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*
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* @param button Button to press.
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*/
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void press(gamepad_button button);
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/**
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* Simulates a gamepad button release.
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*
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* @param button Button to release.
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*/
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void release(gamepad_button button);
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/**
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* Simulates a gamepad axis movement.
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*
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* @param axis Gamepad axis.
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* @param position Position on the axis, on `[-1, 1]`.
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*/
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void move(gamepad_axis axis, float position);
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/// Returns the channel through which gamepad button pressed events are published.
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[[nodiscard]] inline ::event::channel<gamepad_button_pressed_event>& get_button_pressed_channel() noexcept
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{
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return button_pressed_publisher.channel();
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}
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/// Returns the channel through which gamepad button released events are published.
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[[nodiscard]] inline ::event::channel<gamepad_button_released_event>& get_button_released_channel() noexcept
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{
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return button_released_publisher.channel();
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}
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/// Returns the channel through which gamepad axis moved events are published.
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[[nodiscard]] inline ::event::channel<gamepad_axis_moved_event>& get_axis_moved_channel() noexcept
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{
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return axis_moved_publisher.channel();
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}
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/// Returns device_type::gamepad.
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[[nodiscard]] inline virtual constexpr device_type get_device_type() const noexcept
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{
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return device_type::gamepad;
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}
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private:
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void handle_axial_motion(gamepad_axis axis);
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void handle_biaxial_motion(gamepad_axis axis_x, gamepad_axis axis_y);
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float curve_response(gamepad_axis axis, float response) const;
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float axis_positions[6];
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float axis_activation_min[6];
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float axis_activation_max[6];
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gamepad_response_curve axis_response_curves[6];
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bool left_deadzone_cross;
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bool right_deadzone_cross;
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float left_deadzone_roundness;
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float right_deadzone_roundness;
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::event::publisher<gamepad_button_pressed_event> button_pressed_publisher;
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::event::publisher<gamepad_button_released_event> button_released_publisher;
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::event::publisher<gamepad_axis_moved_event> axis_moved_publisher;
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};
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} // namespace input
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#endif // ANTKEEPER_INPUT_GAMEPAD_HPP
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