95 lines
3.6 KiB
C++
95 lines
3.6 KiB
C++
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "input_common/drivers/virtual_gamepad.h"
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namespace InputCommon {
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constexpr std::size_t PlayerIndexCount = 10;
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VirtualGamepad::VirtualGamepad(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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for (std::size_t i = 0; i < PlayerIndexCount; i++) {
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PreSetController(GetIdentifier(i));
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}
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}
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void VirtualGamepad::SetButtonState(std::size_t player_index, int button_id, bool value) {
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if (player_index > PlayerIndexCount) {
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return;
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}
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const auto identifier = GetIdentifier(player_index);
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SetButton(identifier, button_id, value);
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}
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void VirtualGamepad::SetButtonState(std::size_t player_index, VirtualButton button_id, bool value) {
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SetButtonState(player_index, static_cast<int>(button_id), value);
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}
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void VirtualGamepad::SetStickPosition(std::size_t player_index, int axis_id, float x_value,
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float y_value) {
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if (player_index > PlayerIndexCount) {
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return;
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}
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const auto identifier = GetIdentifier(player_index);
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SetAxis(identifier, axis_id * 2, x_value);
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SetAxis(identifier, (axis_id * 2) + 1, y_value);
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}
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void VirtualGamepad::SetStickPosition(std::size_t player_index, VirtualStick axis_id, float x_value,
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float y_value) {
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SetStickPosition(player_index, static_cast<int>(axis_id), x_value, y_value);
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}
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void VirtualGamepad::SetMotionState(std::size_t player_index, u64 delta_timestamp, float gyro_x,
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float gyro_y, float gyro_z, float accel_x, float accel_y,
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float accel_z) {
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const auto identifier = GetIdentifier(player_index);
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const BasicMotion motion_data{
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.gyro_x = gyro_x,
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.gyro_y = gyro_y,
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.gyro_z = gyro_z,
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.accel_x = accel_x,
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.accel_y = accel_y,
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.accel_z = accel_z,
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.delta_timestamp = delta_timestamp,
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};
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SetMotion(identifier, 0, motion_data);
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}
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void VirtualGamepad::ResetControllers() {
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for (std::size_t i = 0; i < PlayerIndexCount; i++) {
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SetStickPosition(i, VirtualStick::Left, 0.0f, 0.0f);
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SetStickPosition(i, VirtualStick::Right, 0.0f, 0.0f);
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SetButtonState(i, VirtualButton::ButtonA, false);
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SetButtonState(i, VirtualButton::ButtonB, false);
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SetButtonState(i, VirtualButton::ButtonX, false);
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SetButtonState(i, VirtualButton::ButtonY, false);
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SetButtonState(i, VirtualButton::StickL, false);
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SetButtonState(i, VirtualButton::StickR, false);
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SetButtonState(i, VirtualButton::TriggerL, false);
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SetButtonState(i, VirtualButton::TriggerR, false);
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SetButtonState(i, VirtualButton::TriggerZL, false);
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SetButtonState(i, VirtualButton::TriggerZR, false);
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SetButtonState(i, VirtualButton::ButtonPlus, false);
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SetButtonState(i, VirtualButton::ButtonMinus, false);
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SetButtonState(i, VirtualButton::ButtonLeft, false);
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SetButtonState(i, VirtualButton::ButtonUp, false);
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SetButtonState(i, VirtualButton::ButtonRight, false);
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SetButtonState(i, VirtualButton::ButtonDown, false);
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SetButtonState(i, VirtualButton::ButtonSL, false);
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SetButtonState(i, VirtualButton::ButtonSR, false);
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SetButtonState(i, VirtualButton::ButtonHome, false);
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SetButtonState(i, VirtualButton::ButtonCapture, false);
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}
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}
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PadIdentifier VirtualGamepad::GetIdentifier(std::size_t player_index) const {
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return {
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.guid = Common::UUID{},
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.port = player_index,
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.pad = 0,
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};
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}
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} // namespace InputCommon
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