Duckstation/src/core/analog_joystick.h

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#pragma once
#include "controller.h"
#include <array>
#include <memory>
#include <optional>
#include <string_view>
class AnalogJoystick final : public Controller
{
public:
enum class Axis : u8
{
LeftX,
LeftY,
RightX,
RightY,
Count
};
enum class Button : u8
{
Select = 0,
L3 = 1,
R3 = 2,
Start = 3,
Up = 4,
Right = 5,
Down = 6,
Left = 7,
L2 = 8,
R2 = 9,
L1 = 10,
R1 = 11,
Triangle = 12,
Circle = 13,
Cross = 14,
Square = 15,
Mode = 16,
Count
};
AnalogJoystick(u32 index);
~AnalogJoystick() override;
static std::unique_ptr<AnalogJoystick> Create(u32 index);
static std::optional<s32> StaticGetAxisCodeByName(std::string_view axis_name);
static std::optional<s32> StaticGetButtonCodeByName(std::string_view button_name);
static AxisList StaticGetAxisNames();
static ButtonList StaticGetButtonNames();
static u32 StaticGetVibrationMotorCount();
static SettingList StaticGetSettings();
ControllerType GetType() const override;
std::optional<s32> GetAxisCodeByName(std::string_view axis_name) const override;
std::optional<s32> GetButtonCodeByName(std::string_view button_name) const override;
void Reset() override;
bool DoState(StateWrapper& sw, bool apply_input_state) override;
void SetAxisState(s32 axis_code, float value) override;
void SetButtonState(s32 button_code, bool pressed) override;
2020-12-06 05:47:00 +00:00
u32 GetButtonStateBits() const override;
std::optional<u32> GetAnalogInputBytes() const override;
void ResetTransferState() override;
bool Transfer(const u8 data_in, u8* data_out) override;
void LoadSettings(const char* section) override;
private:
enum class TransferState : u8
{
Idle,
Ready,
IDMSB,
ButtonsLSB,
ButtonsMSB,
RightAxisX,
RightAxisY,
LeftAxisX,
LeftAxisY
};
void SetAxisState(Axis axis, u8 value);
void SetButtonState(Button button, bool pressed);
u16 GetID() const;
void ToggleAnalogMode();
u32 m_index;
float m_axis_scale = 1.00f;
// On original hardware, the mode toggle is a switch rather than a button, so we'll enable Analog Mode by default
bool m_analog_mode = true;
// buttons are active low
u16 m_button_state = UINT16_C(0xFFFF);
std::array<u8, static_cast<u8>(Axis::Count)> m_axis_state{};
TransferState m_transfer_state = TransferState::Idle;
};