diff options
Diffstat (limited to 'src/input_common/drivers')
-rw-r--r-- | src/input_common/drivers/virtual_gamepad.cpp | 78 | ||||
-rw-r--r-- | src/input_common/drivers/virtual_gamepad.h | 73 |
2 files changed, 151 insertions, 0 deletions
diff --git a/src/input_common/drivers/virtual_gamepad.cpp b/src/input_common/drivers/virtual_gamepad.cpp new file mode 100644 index 000000000..7db945aa6 --- /dev/null +++ b/src/input_common/drivers/virtual_gamepad.cpp @@ -0,0 +1,78 @@ +// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project +// SPDX-License-Identifier: GPL-2.0-or-later + +#include "input_common/drivers/virtual_gamepad.h" + +namespace InputCommon { +constexpr std::size_t PlayerIndexCount = 10; + +VirtualGamepad::VirtualGamepad(std::string input_engine_) : InputEngine(std::move(input_engine_)) { + for (std::size_t i = 0; i < PlayerIndexCount; i++) { + PreSetController(GetIdentifier(i)); + } +} + +void VirtualGamepad::SetButtonState(std::size_t player_index, int button_id, bool value) { + if (player_index > PlayerIndexCount) { + return; + } + const auto identifier = GetIdentifier(player_index); + SetButton(identifier, button_id, value); +} + +void VirtualGamepad::SetButtonState(std::size_t player_index, VirtualButton button_id, bool value) { + SetButtonState(player_index, static_cast<int>(button_id), value); +} + +void VirtualGamepad::SetStickPosition(std::size_t player_index, int axis_id, float x_value, + float y_value) { + if (player_index > PlayerIndexCount) { + return; + } + const auto identifier = GetIdentifier(player_index); + SetAxis(identifier, axis_id * 2, x_value); + SetAxis(identifier, (axis_id * 2) + 1, y_value); +} + +void VirtualGamepad::SetStickPosition(std::size_t player_index, VirtualStick axis_id, float x_value, + float y_value) { + SetStickPosition(player_index, static_cast<int>(axis_id), x_value, y_value); +} + +void VirtualGamepad::ResetControllers() { + for (std::size_t i = 0; i < PlayerIndexCount; i++) { + SetStickPosition(i, VirtualStick::Left, 0.0f, 0.0f); + SetStickPosition(i, VirtualStick::Right, 0.0f, 0.0f); + + SetButtonState(i, VirtualButton::ButtonA, false); + SetButtonState(i, VirtualButton::ButtonB, false); + SetButtonState(i, VirtualButton::ButtonX, false); + SetButtonState(i, VirtualButton::ButtonY, false); + SetButtonState(i, VirtualButton::StickL, false); + SetButtonState(i, VirtualButton::StickR, false); + SetButtonState(i, VirtualButton::TriggerL, false); + SetButtonState(i, VirtualButton::TriggerR, false); + SetButtonState(i, VirtualButton::TriggerZL, false); + SetButtonState(i, VirtualButton::TriggerZR, false); + SetButtonState(i, VirtualButton::ButtonPlus, false); + SetButtonState(i, VirtualButton::ButtonMinus, false); + SetButtonState(i, VirtualButton::ButtonLeft, false); + SetButtonState(i, VirtualButton::ButtonUp, false); + SetButtonState(i, VirtualButton::ButtonRight, false); + SetButtonState(i, VirtualButton::ButtonDown, false); + SetButtonState(i, VirtualButton::ButtonSL, false); + SetButtonState(i, VirtualButton::ButtonSR, false); + SetButtonState(i, VirtualButton::ButtonHome, false); + SetButtonState(i, VirtualButton::ButtonCapture, false); + } +} + +PadIdentifier VirtualGamepad::GetIdentifier(std::size_t player_index) const { + return { + .guid = Common::UUID{}, + .port = player_index, + .pad = 0, + }; +} + +} // namespace InputCommon diff --git a/src/input_common/drivers/virtual_gamepad.h b/src/input_common/drivers/virtual_gamepad.h new file mode 100644 index 000000000..3df91cc6f --- /dev/null +++ b/src/input_common/drivers/virtual_gamepad.h @@ -0,0 +1,73 @@ +// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project +// SPDX-License-Identifier: GPL-2.0-or-later + +#pragma once + +#include "input_common/input_engine.h" + +namespace InputCommon { + +/** + * A virtual controller that is always assigned to the game input + */ +class VirtualGamepad final : public InputEngine { +public: + enum class VirtualButton { + ButtonA, + ButtonB, + ButtonX, + ButtonY, + StickL, + StickR, + TriggerL, + TriggerR, + TriggerZL, + TriggerZR, + ButtonPlus, + ButtonMinus, + ButtonLeft, + ButtonUp, + ButtonRight, + ButtonDown, + ButtonSL, + ButtonSR, + ButtonHome, + ButtonCapture, + }; + + enum class VirtualStick { + Left = 0, + Right = 1, + }; + + explicit VirtualGamepad(std::string input_engine_); + + /** + * Sets the status of all buttons bound with the key to pressed + * @param player_index the player number that will take this action + * @param button_id the id of the button + * @param value indicates if the button is pressed or not + */ + void SetButtonState(std::size_t player_index, int button_id, bool value); + void SetButtonState(std::size_t player_index, VirtualButton button_id, bool value); + + /** + * Sets the status of all buttons bound with the key to released + * @param player_index the player number that will take this action + * @param axis_id the id of the axis to move + * @param x_value the position of the stick in the x axis + * @param y_value the position of the stick in the y axis + */ + void SetStickPosition(std::size_t player_index, int axis_id, float x_value, float y_value); + void SetStickPosition(std::size_t player_index, VirtualStick axis_id, float x_value, + float y_value); + + /// Restores all inputs into the neutral position + void ResetControllers(); + +private: + /// Returns the correct identifier corresponding to the player index + PadIdentifier GetIdentifier(std::size_t player_index) const; +}; + +} // namespace InputCommon |