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