metaforce/Runtime/Input/CInputGenerator.cpp

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#include "Runtime/Input/CInputGenerator.hpp"
#include "Runtime/CArchitectureMessage.hpp"
#include "Runtime/CArchitectureQueue.hpp"
#include <magic_enum.hpp>
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namespace metaforce {
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void CInputGenerator::Update(float dt, CArchitectureQueue& queue) {
if (m_firstFrame) {
m_firstFrame = false;
return;
}
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const CFinalInput& kbInput = getFinalInput(0, dt);
queue.Push(MakeMsg::CreateUserInput(EArchMsgTarget::Game, kbInput));
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/* Dolphin controllers next */
// for (int i = 0; i < 4; ++i) {
// bool connected;
// EStatusChange change = m_dolphinCb.getStatusChange(i, connected);
// if (change != EStatusChange::NoChange)
// queue.Push(MakeMsg::CreateControllerStatus(EArchMsgTarget::Game, i, connected));
// if (connected) {
// CFinalInput input = m_dolphinCb.getFinalInput(i, dt, m_leftDiv, m_rightDiv);
// if (i == 0) /* Merge KB input with first controller */
// {
// input |= kbInput;
// kbUsed = true;
// }
// m_lastUpdate = input;
// queue.Push(MakeMsg::CreateUserInput(EArchMsgTarget::Game, input));
// }
// }
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// /* Send straight keyboard input if no first controller present */
// if (!kbUsed) {
// m_lastUpdate = kbInput;
// }
}
void CInputGenerator::controllerAdded(uint32_t which) noexcept {
s32 player = aurora::get_controller_player_index(which);
if (player < 0) {
player = 0;
aurora::set_controller_player_index(which, 0);
}
if (m_state[player].m_hasRumble && m_state[player].m_isGamecube) {
/* The GameCube controller can get stuck in a state where it's always rumbling if the game crashes
* (this can actually happen on hardware in certain cases)
* so lets toggle the motors to ensure they're off, this happens so quickly the player doesn't notice
*/
aurora::controller_rumble(which, 1, 1);
aurora::controller_rumble(which, 0, 0);
}
m_state[player] =
SAuroraControllerState(which, aurora::is_controller_gamecube(which), aurora::controller_has_rumble(which));
}
void CInputGenerator::controllerRemoved(uint32_t which) noexcept {
auto it = std::find_if(m_state.begin(), m_state.end(), [&which](const auto& s) { return s.m_which == which; });
if (it == m_state.end()) {
return;
}
(*it) = SAuroraControllerState();
}
void CInputGenerator::controllerButton(uint32_t which, aurora::ControllerButton button, bool pressed) noexcept {
s32 player = aurora::get_controller_player_index(which);
if (player < 0) {
return;
}
m_state[player].m_btns.set(size_t(button), pressed);
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}
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void CInputGenerator::controllerAxis(uint32_t which, aurora::ControllerAxis axis, int16_t value) noexcept {
s32 player = aurora::get_controller_player_index(which);
if (player < 0) {
return;
}
switch (axis) {
case aurora::ControllerAxis::LeftY:
case aurora::ControllerAxis::RightY:
/* Value is inverted compared to what we expect on the Y axis */
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value = int16_t(-(value + 1));
[[fallthrough]];
case aurora::ControllerAxis::LeftX:
case aurora::ControllerAxis::RightX:
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value /= int16_t(256);
break;
case aurora::ControllerAxis::TriggerLeft:
case aurora::ControllerAxis::TriggerRight:
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value /= int16_t(128);
break;
default:
break;
}
m_state[player].m_axes[size_t(axis)] = value;
}
void CInputGenerator::SetMotorState(EIOPort port, EMotorState state) {
if (m_state[size_t(port)].m_hasRumble && m_state[size_t(port)].m_isGamecube) {
if (state == EMotorState::Rumble) {
aurora::controller_rumble(m_state[size_t(port)].m_which, 1, 1);
} else if (state == EMotorState::Stop) {
aurora::controller_rumble(m_state[size_t(port)].m_which, 0, 1);
} else if (state == EMotorState::StopHard) {
aurora::controller_rumble(m_state[size_t(port)].m_which, 0, 0);
}
} // TODO: Figure out good intensity values for generic controllers with rumble, support HAPTIC?
}
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const CFinalInput& CInputGenerator::getFinalInput(unsigned int idx, float dt) {
auto input = CFinalInput(idx, dt, m_data, m_lastUpdate);
// Merge controller input with kb/m input
auto state = m_state[idx];
state.clamp();
input |= CFinalInput(idx, dt, state, m_lastUpdate, m_leftDiv, m_rightDiv);
m_lastUpdate = input;
return m_lastUpdate;
}
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} // namespace metaforce