85 lines
2.6 KiB
C++
85 lines
2.6 KiB
C++
#pragma once
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#include "../Controller.h"
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#include "../../IInputDevice.h"
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#include "../../../Input/KeyConfig/Config.h"
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#include "GuState.h"
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#include <unordered_map>
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namespace TLAC::Input
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{
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class GenericUsbInput : public Controller, public IInputDevice
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{
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public:
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GenericUsbInput();
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~GenericUsbInput();
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static bool TryInitializeInstance();
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bool Initialize();
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bool PollInput() override;
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bool IsDown(GuButton button);
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bool IsUp(GuButton button);
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bool IsTapped(GuButton button);
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bool IsReleased(GuButton button);
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bool WasDown(GuButton button);
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bool WasUp(GuButton button);
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inline GuJoystick GetLeftStick() { return currentState.LeftStick; };
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inline GuJoystick GetRightStick() { return currentState.RightStick; };
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inline GuJoystick GetDpad() { return currentState.Dpad.Stick; };
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static inline bool InstanceInitialized() { return instance != nullptr; };
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static inline GenericUsbInput* GetInstance() { return instance; };
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static inline void DeleteInstance() { delete instance; instance = nullptr; };
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private:
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static GenericUsbInput* instance;
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GuState lastState;
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GuState currentState;
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std::unordered_map<std::string, std::string> customKeyMapping;
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std::vector<std::string> buttonNames = { "GU_BUTTON1",
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"GU_BUTTON2",
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"GU_BUTTON3",
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"GU_BUTTON4",
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"GU_BUTTON5",
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"GU_BUTTON6",
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"GU_BUTTON7",
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"GU_BUTTON8",
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"GU_BUTTON9",
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"GU_BUTTON10",
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"GU_BUTTON11",
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"GU_BUTTON12",
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"GU_BUTTON13",
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"GU_DPAD_UP",
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"GU_DPAD_RIGHT",
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"GU_DPAD_DOWN",
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"GU_DPAD_LEFT",
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"GU_L_STICK_UP",
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"GU_L_STICK_RIGHT",
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"GU_L_STICK_DOWN",
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"GU_L_STICK_LEFT",
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"GU_R_STICK_UP",
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"GU_R_STICK_RIGHT",
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"GU_R_STICK_DOWN",
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"GU_R_STICK_LEFT",
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"GU_BUTTON_MAX"
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};
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const float triggerThreshold = 0.5f;
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const float joystickThreshold = 0.5f;
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const float dpadThreshold = 0.5f;
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inline float NormalizeTrigger(long value) { return (float)value / USHRT_MAX; };
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inline float NormalizeStick(long value) { return (float)value / USHRT_MAX * 2.0f - 1.0f; };
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inline GuJoystick NormalizeStick(long x, long y) { return GuJoystick(NormalizeStick(x), NormalizeStick(y)); };
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void UpdateInternalGuState(GuState &state);
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bool MatchesDirection(GuJoystick joystick, GuDirection directionEnum, float threshold);
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bool GetButtonState(GuState &state, GuButton button);
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};
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} |