InputGamePad.cs 8.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245
  1. using Microsoft.Xna.Framework;
  2. using Microsoft.Xna.Framework.Input;
  3. using OpenVIII.Encoding.Tags;
  4. using System;
  5. using System.Collections.Generic;
  6. using System.Diagnostics;
  7. namespace OpenVIII
  8. {
  9. public class InputGamePad : Input2
  10. {
  11. #region Fields
  12. private static readonly float deadzone_r = 1f / 100;
  13. private static Dictionary<GamePadButtons, Iap> iap;
  14. private static GamePadState last_state;
  15. private static GamePadState state;
  16. #endregion Fields
  17. #region Methods
  18. private static ButtonState Translate_Button(GamePadButtons k, GamePadState _state)
  19. {
  20. switch (k)
  21. {
  22. case GamePadButtons.A:
  23. return _state.Buttons.A;
  24. case GamePadButtons.B:
  25. return _state.Buttons.B;
  26. case GamePadButtons.X:
  27. return _state.Buttons.X;
  28. case GamePadButtons.Y:
  29. return _state.Buttons.Y;
  30. case GamePadButtons.Back:
  31. return _state.Buttons.Back;
  32. case GamePadButtons.L1:
  33. return _state.Buttons.LeftShoulder;
  34. case GamePadButtons.L3:
  35. return _state.Buttons.LeftStick;
  36. case GamePadButtons.R1:
  37. return _state.Buttons.RightShoulder;
  38. case GamePadButtons.R3:
  39. return _state.Buttons.RightStick;
  40. case GamePadButtons.Start:
  41. return _state.Buttons.Start;
  42. case GamePadButtons.Up:
  43. return _state.DPad.Up;
  44. case GamePadButtons.Down:
  45. return _state.DPad.Down;
  46. case GamePadButtons.Left:
  47. return _state.DPad.Left;
  48. case GamePadButtons.Right:
  49. return _state.DPad.Right;
  50. }
  51. return ButtonState.Released;
  52. }
  53. private static Vector2 Translate_Stick(GamePadButtons k, GamePadState _state)
  54. {
  55. if (Memory.IsActive)
  56. switch (k)
  57. {
  58. case GamePadButtons.ThumbSticks_Left:
  59. case GamePadButtons.LeftStick:
  60. return _state.ThumbSticks.Left;
  61. case GamePadButtons.ThumbSticks_Right:
  62. case GamePadButtons.RightStick:
  63. var right = _state.ThumbSticks.Right;
  64. if (Math.Abs(right.X) < 0.09f) //deadzone
  65. right.X = 0;
  66. return right;
  67. }
  68. return Vector2.Zero;
  69. }
  70. private static float Translate_Trigger(GamePadButtons k, GamePadState _state)
  71. {
  72. switch (k)
  73. {
  74. case GamePadButtons.Left_Trigger:
  75. return _state.Triggers.Left > deadzone_r ? _state.Triggers.Left : 0f;
  76. case GamePadButtons.Right_Trigger:
  77. return _state.Triggers.Right > deadzone_r ? _state.Triggers.Right : 0f;
  78. }
  79. return 0f;
  80. }
  81. private Vector2 DeadZoneTest(Vector2 v)
  82. {
  83. if (Vector2.Distance(Vector2.Zero, v) > deadzone_r &&
  84. Math.Abs(v.X) > deadzone_r && Math.Abs(v.Y) > deadzone_r)
  85. {
  86. return v;
  87. }
  88. return Vector2.Zero;
  89. }
  90. private bool OnPress(GamePadButtons k) => Release(k, last_state) && Press(k, state);
  91. private bool OnRelease(GamePadButtons k) => Release(k, last_state) && Press(k, state);
  92. private bool Press(GamePadButtons k, GamePadState _state)
  93. {
  94. var bs = Translate_Button(k, _state);
  95. var ts = Translate_Trigger(k, _state);
  96. var ss = Translate_Stick(k, _state);
  97. if ((ss != Vector2.Zero) ||
  98. (ts != 0f) ||
  99. (bs == ButtonState.Pressed))
  100. return true;
  101. return false;
  102. }
  103. private bool Release(GamePadButtons k, GamePadState _state) => !Press(k, _state);
  104. #endregion Methods
  105. #region Properties
  106. protected static GamePadState Last_State => last_state;
  107. protected static GamePadState State
  108. {
  109. get => state; set
  110. {
  111. last_state = state;
  112. state = value;
  113. }
  114. }
  115. #endregion Properties
  116. protected FF8String ButtonString(Iap i)
  117. {
  118. var id = (short)i.id;
  119. return new FF8String(new byte[] { (byte)FF8TextTagCode.Dialog, (byte)FF8TextTagDialog.CustomICON, (byte)(id & 0xFF), (byte)((id & 0xFF00) >> 8), i.palette });
  120. }
  121. protected override bool UpdateOnce()
  122. {
  123. State = Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One, GamePadDeadZone.Circular);
  124. return false;
  125. }
  126. protected struct Iap
  127. {
  128. #region Fields
  129. public Icons.ID id;
  130. public byte palette;
  131. #endregion Fields
  132. #region Constructors
  133. public Iap(Icons.ID id = Icons.ID.None, byte palette = 2)
  134. {
  135. this.id = id;
  136. this.palette = palette;
  137. }
  138. #endregion Constructors
  139. }
  140. public InputGamePad(bool skip = true) : base(skip)
  141. {
  142. if (iap == null)
  143. {
  144. iap = new Dictionary<GamePadButtons, Iap>
  145. {
  146. { GamePadButtons.Up, new Iap{ id= Icons.ID.D_Pad_Up, palette = 2 } },
  147. { GamePadButtons.Down, new Iap{ id= Icons.ID.D_Pad_Down, palette = 2 } },
  148. { GamePadButtons.Left, new Iap{ id= Icons.ID.D_Pad_Left, palette = 2 } },
  149. { GamePadButtons.Right, new Iap{ id= Icons.ID.D_Pad_Right, palette = 2 } },
  150. { GamePadButtons.X, new Iap {id = Icons.ID.Size_16x16_PSX_Square, palette = 4} },
  151. { GamePadButtons.Y, new Iap {id = Icons.ID.Size_16x16_PSX_Triangle, palette = 4} },
  152. { GamePadButtons.A, new Iap {id = Icons.ID.Size_16x16_PSX_Cross, palette = 4} },
  153. { GamePadButtons.B, new Iap {id = Icons.ID.Size_16x16_PSX_Circle, palette = 4} },
  154. { GamePadButtons.Back, new Iap {id = Icons.ID.SELECT, palette = 2} },
  155. { GamePadButtons.Start, new Iap {id = Icons.ID.START, palette = 2} },
  156. { GamePadButtons.Left_Shoulder, new Iap {id = Icons.ID.Size_16x08_PSX_L1, palette = 2} },
  157. { GamePadButtons.Right_Shoulder, new Iap {id = Icons.ID.Size_16x08_PSX_R1, palette = 2} },
  158. { GamePadButtons.Left_Trigger, new Iap {id = Icons.ID.Size_16x08_PSX_L2, palette = 2} },
  159. { GamePadButtons.Right_Trigger, new Iap {id = Icons.ID.Size_16x08_PSX_R2, palette = 2} },
  160. };
  161. }
  162. }
  163. public static Vector2 Distance(GamePadButtons stick, float speed) => Translate_Stick(stick, state) * (float)Distance(speed);
  164. public FF8String ButtonString(GamePadButtons gamePadButton, FF8TextTagKey key)
  165. {
  166. if (iap.ContainsKey(gamePadButton))
  167. {
  168. return (ButtonString(iap[gamePadButton]));
  169. }
  170. return "";
  171. }
  172. public override bool ButtonTriggered(InputButton test, ButtonTrigger trigger = ButtonTrigger.None)
  173. {
  174. if (test != null && test.GamePadButton != GamePadButtons.None)
  175. {
  176. var combotest = false;
  177. if (test.Combo != null)
  178. {
  179. foreach (var item in test.Combo)
  180. {
  181. item.Trigger = ButtonTrigger.Press;
  182. if (!base.ButtonTriggered(item))
  183. {
  184. return false;
  185. }
  186. }
  187. combotest = true;
  188. }
  189. var triggertest = trigger.HasFlag(ButtonTrigger.Force) ? trigger : (test.Trigger | trigger);
  190. return ((test.Combo == null || combotest) &&
  191. ((triggertest & ButtonTrigger.OnPress) != 0 && OnPress(test.GamePadButton)) ||
  192. ((triggertest & ButtonTrigger.OnRelease) != 0 && OnRelease(test.GamePadButton)) ||
  193. ((triggertest & ButtonTrigger.Press) != 0 && Press(test.GamePadButton, state)));
  194. }
  195. return false;
  196. }
  197. }
  198. }