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-rw-r--r--src/input_common/drivers/virtual_gamepad.cpp78
-rw-r--r--src/input_common/drivers/virtual_gamepad.h73
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