Duckstation/src/core/namco_guncon.h
2020-12-19 17:02:01 +10:00

74 lines
1.9 KiB
C++

#pragma once
#include "controller.h"
#include <memory>
#include <optional>
#include <string_view>
class NamcoGunCon final : public Controller
{
public:
enum class Button : u8
{
Trigger = 0,
A = 1,
B = 2,
ShootOffscreen = 3,
Count
};
NamcoGunCon();
~NamcoGunCon() override;
static std::unique_ptr<NamcoGunCon> Create();
static std::optional<s32> StaticGetAxisCodeByName(std::string_view button_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 LoadSettings(const char* section) override;
bool GetSoftwareCursor(const Common::RGBA8Image** image, float* image_scale) override;
void SetAxisState(s32 axis_code, float value) override;
void SetButtonState(s32 button_code, bool pressed) override;
void ResetTransferState() override;
bool Transfer(const u8 data_in, u8* data_out) override;
void SetButtonState(Button button, bool pressed);
private:
void UpdatePosition();
enum class TransferState : u8
{
Idle,
IDMSB,
ButtonsLSB,
ButtonsMSB,
XLSB,
XMSB,
YLSB,
YMSB
};
Common::RGBA8Image m_crosshair_image;
std::string m_crosshair_image_path;
float m_crosshair_image_scale = 1.0f;
// buttons are active low
u16 m_button_state = UINT16_C(0xFFFF);
u16 m_position_x = 0;
u16 m_position_y = 0;
bool m_shoot_offscreen = false;
TransferState m_transfer_state = TransferState::Idle;
};