2020-04-25 15:18:42 +00:00
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#pragma once
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#include "controller.h"
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#include <memory>
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#include <optional>
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#include <string_view>
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class NamcoGunCon final : public Controller
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{
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public:
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enum class Button : u8
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{
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Trigger = 0,
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A = 1,
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B = 2,
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2020-12-19 03:33:22 +00:00
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ShootOffscreen = 3,
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2020-04-25 15:18:42 +00:00
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Count
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};
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2020-07-31 07:09:18 +00:00
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NamcoGunCon();
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2020-04-25 15:18:42 +00:00
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~NamcoGunCon() override;
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2020-07-31 07:09:18 +00:00
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static std::unique_ptr<NamcoGunCon> Create();
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2020-04-25 15:18:42 +00:00
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static std::optional<s32> StaticGetAxisCodeByName(std::string_view button_name);
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static std::optional<s32> StaticGetButtonCodeByName(std::string_view button_name);
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static AxisList StaticGetAxisNames();
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static ButtonList StaticGetButtonNames();
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static u32 StaticGetVibrationMotorCount();
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2020-06-30 14:35:13 +00:00
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static SettingList StaticGetSettings();
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2020-04-25 15:18:42 +00:00
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ControllerType GetType() const override;
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std::optional<s32> GetAxisCodeByName(std::string_view axis_name) const override;
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std::optional<s32> GetButtonCodeByName(std::string_view button_name) const override;
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void Reset() override;
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2020-12-16 14:09:32 +00:00
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bool DoState(StateWrapper& sw, bool apply_input_state) override;
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2020-07-31 07:09:18 +00:00
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void LoadSettings(const char* section) override;
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2020-12-27 04:08:13 +00:00
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bool GetSoftwareCursor(const Common::RGBA8Image** image, float* image_scale, bool* relative_mode) override;
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2020-04-25 15:18:42 +00:00
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void SetAxisState(s32 axis_code, float value) override;
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void SetButtonState(s32 button_code, bool pressed) override;
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void ResetTransferState() override;
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bool Transfer(const u8 data_in, u8* data_out) override;
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void SetButtonState(Button button, bool pressed);
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private:
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void UpdatePosition();
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enum class TransferState : u8
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{
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Idle,
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2021-02-21 23:20:31 +00:00
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Ready,
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2020-04-25 15:18:42 +00:00
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IDMSB,
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ButtonsLSB,
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ButtonsMSB,
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XLSB,
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XMSB,
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YLSB,
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YMSB
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};
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2020-06-30 14:35:13 +00:00
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Common::RGBA8Image m_crosshair_image;
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std::string m_crosshair_image_path;
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float m_crosshair_image_scale = 1.0f;
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2020-12-19 04:22:59 +00:00
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float m_x_scale = 1.0f;
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2020-04-25 15:18:42 +00:00
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// buttons are active low
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u16 m_button_state = UINT16_C(0xFFFF);
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u16 m_position_x = 0;
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u16 m_position_y = 0;
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2020-12-19 03:33:22 +00:00
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bool m_shoot_offscreen = false;
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2020-04-25 15:18:42 +00:00
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TransferState m_transfer_state = TransferState::Idle;
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};
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