Opentk/Source/OpenTK/Input/GamePadConfiguration.cs

233 lines
8.7 KiB
C#

#region License
//
// GamePadMapping.cs
//
// Author:
// Stefanos A. <stapostol@gmail.com>
//
// Copyright (c) 2006-2013 Stefanos Apostolopoulos
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
namespace OpenTK.Input
{
sealed class GamePadConfiguration
{
static readonly char[] ConfigurationSeparator = new char[] { ',' };
Guid guid;
string name;
readonly List<GamePadConfigurationItem> configuration_items =
new List<GamePadConfigurationItem>();
public Guid Guid
{
get { return guid; }
private set { guid = value; }
}
public string Name
{
get { return name; }
private set { name = value; }
}
public GamePadConfiguration(string configuration)
{
ParseConfiguration(configuration);
}
public List<GamePadConfigurationItem>.Enumerator GetEnumerator()
{
return configuration_items.GetEnumerator();
}
#region Private Members
// Parses a GamePad configuration string. The string
// follows the rules for SDL2 GameController, outlined here:
// http://wiki.libsdl.org/SDL_GameControllerAddMapping
void ParseConfiguration(string configuration)
{
if (String.IsNullOrEmpty(configuration))
{
throw new ArgumentNullException();
}
// The mapping string has the format "GUID,name,config"
// - GUID is a unigue identifier returned by Joystick.GetGuid()
// - name is a human-readable name for the controller
// - config is a comma-separated list of configurations as follows:
// - [gamepad axis or button name]:[joystick axis, button or hat number]
string[] items = configuration.Split(ConfigurationSeparator, StringSplitOptions.RemoveEmptyEntries);
if (items.Length < 3)
{
throw new ArgumentException();
}
GamePadConfiguration map = this;
map.Guid = new Guid(items[0]);
map.Name = items[1];
for (int i = 2; i < items.Length; i++)
{
string[] config = items[i].Split(':');
GamePadConfigurationTarget target = ParseTarget(config[0]);
GamePadConfigurationSource source = ParseSource(config[1]);
configuration_items.Add(new GamePadConfigurationItem(source, target));
}
}
static GamePadConfigurationTarget ParseTarget(string target)
{
switch (target)
{
// Buttons
case "a":
return new GamePadConfigurationTarget(Buttons.A);
case "b":
return new GamePadConfigurationTarget(Buttons.B);
case "x":
return new GamePadConfigurationTarget(Buttons.X);
case "y":
return new GamePadConfigurationTarget(Buttons.Y);
case "start":
return new GamePadConfigurationTarget(Buttons.Start);
case "back":
return new GamePadConfigurationTarget(Buttons.Back);
case "guide":
return new GamePadConfigurationTarget(Buttons.BigButton);
case "leftshoulder":
return new GamePadConfigurationTarget(Buttons.LeftShoulder);
case "rightshoulder":
return new GamePadConfigurationTarget(Buttons.RightShoulder);
case "leftstick":
return new GamePadConfigurationTarget(Buttons.LeftStick);
case "rightstick":
return new GamePadConfigurationTarget(Buttons.RightStick);
case "dpup":
return new GamePadConfigurationTarget(Buttons.DPadUp);
case "dpdown":
return new GamePadConfigurationTarget(Buttons.DPadDown);
case "dpleft":
return new GamePadConfigurationTarget(Buttons.DPadLeft);
case "dpright":
return new GamePadConfigurationTarget(Buttons.DPadRight);
// Axes
case "leftx":
return new GamePadConfigurationTarget(GamePadAxes.LeftX);
case "lefty":
return new GamePadConfigurationTarget(GamePadAxes.LeftY);
case "rightx":
return new GamePadConfigurationTarget(GamePadAxes.RightX);
case "righty":
return new GamePadConfigurationTarget(GamePadAxes.RightY);
// Triggers
case "lefttrigger":
return new GamePadConfigurationTarget(GamePadAxes.LeftTrigger);
case "righttrigger":
return new GamePadConfigurationTarget(GamePadAxes.RightTrigger);
// Unmapped
default:
return new GamePadConfigurationTarget();
}
}
static GamePadConfigurationSource ParseSource(string item)
{
if (String.IsNullOrEmpty(item))
{
return new GamePadConfigurationSource();
}
switch (item[0])
{
case 'a':
return new GamePadConfigurationSource(ParseAxis(item));
case 'b':
return new GamePadConfigurationSource(ParseButton(item));
case 'h':
{
HatPosition position;
JoystickHat hat = ParseHat(item, out position);
return new GamePadConfigurationSource(hat, position);
}
default:
throw new InvalidOperationException("[Input] Invalid GamePad configuration value");
}
}
static JoystickAxis ParseAxis(string item)
{
// item is in the format "a#" where # a zero-based integer number
JoystickAxis axis = JoystickAxis.Axis0;
int id = Int32.Parse(item.Substring(1));
return axis + id;
}
static JoystickButton ParseButton(string item)
{
// item is in the format "b#" where # a zero-based integer number
JoystickButton button = JoystickButton.Button0;
int id = Int32.Parse(item.Substring(1));
return button + id;
}
static JoystickHat ParseHat(string item, out HatPosition position)
{
// item is in the format "h#.#" where:
// - the 1st # is the zero-based hat id
// - the 2nd # is a bit-flag defining the hat position
JoystickHat hat = JoystickHat.Hat0;
int id = Int32.Parse(item.Substring(1, 1));
int pos = Int32.Parse(item.Substring(3));
position = HatPosition.Centered;
switch (pos)
{
case 1: position = HatPosition.Up; break;
case 2: position = HatPosition.Right; break;
case 3: position = HatPosition.UpRight; break;
case 4: position = HatPosition.Down ; break;
case 6: position = HatPosition.DownRight; break;
case 8: position = HatPosition.Left; break;
case 9: position = HatPosition.UpLeft; break;
case 12: position = HatPosition.DownLeft; break;
default: position = HatPosition.Centered; break;
}
return hat + id;
}
#endregion
}
}