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2024-12-06 11:54:25 -05:00
3 changed files with 103 additions and 52 deletions

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@@ -10,17 +10,18 @@
#pragma once
namespace ReWindow
{
namespace ReWindow {
class Gamepad;
class Xbox360Gamepad;
class XboxOneGamepad;
class PS4Gamepad;
class Ultimate8BitDoPro2Gamepad;
}
class InputDevice {}; // TODO: Remember to break InputDevice into it's own file and not define it twice!!!
class ReWindow::Gamepad {
public:
virtual ~Gamepad() = default;
};
class Gamepad : public InputDevice
{
};
class XboxGamepad : public Gamepad {};
class PS4Gamepad : public Gamepad {};
}
class ReWindow::XboxOneGamepad : public Gamepad {};
class ReWindow::PS4Gamepad : public Gamepad {};

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@@ -9,67 +9,101 @@
/// @edit 2024-07-29
#include <string>
#include <utility>
#include <J3ML/LinearAlgebra.hpp>
namespace ReWindow {
class GamepadButton;
class GamepadTrigger;
class GamepadThumbstick;
}
class GamepadButton {
class ReWindow::GamepadButton {
protected:
std::string mnemonic_btn_code;
public:
explicit GamepadButton(const std::string& mnemonic) : mnemonic_btn_code(mnemonic) { }
[[nodiscard]] std::string GetMnemonicButtonCode() const { return mnemonic_btn_code; }
explicit GamepadButton(std::string mnemonic) : mnemonic_btn_code(std::move(mnemonic)){}
[[nodiscard]] std::string GetMnemonicButtonCode() const;
/// Compares two GamepadButtons by their mnemonic button codes, not their activation state.
bool operator ==(const GamepadButton& rhs) const;
};
class GamepadTrigger {
class ReWindow::GamepadTrigger {
protected:
std::string mnemonic_trigger_code;
/// A float value between 0 and 1 representing how much the trigger has been pushed in by.
float position = 0.0f;
/// The minimum possible movement of the trigger from the at-rest position.
/// Movements less than this won't count.
float dead_zone = 0.0f;
public:
/// Returns a float value between 0-1 representing how much the trigger has been pushed in by.
/// (0 being unpressed, 1 being fully pressed)
float GetActuation() const;
/// TODO: Might be more appropriate in the Gamepad class representation.
void SetActuationThreshold(float minimum = 0.01f) const;
void SetDeadzone(float minimum = 0.01f);
[[nodiscard]] float GetActuation() const;
public:
explicit GamepadTrigger(std::string mnemonic) : mnemonic_trigger_code(std::move(mnemonic)){}
};
class GamepadThumbstick
{
class ReWindow::GamepadThumbstick {
protected:
std::string mnemonic_stick_code;
// X -1 is all the way left, X +1 is all the way right.
// Y -1 is all the way down, Y +1 is all the way up.
Vector2 position = {0.0f, 0.0f};
// The minimum possible movement from the center in any direction.
float dead_zone = 0.0f;
public:
/// Returns a Vector2 value representing the x,y coordinates of the joystick, with 0,0 being the center (at rest).
/// This vector ranges from length = 0 to length = 1 (i.e. the unit circle).
[[nodiscard]] Vector2 GetPosition() const;
/// Sets the deadzone range of the thumbstick.
/// Deadzone controls how far the stick must be moved before any movement is actually reported.
/// This is because the thumbstick at-rest will often still report movement.
/// If gamecode is architected to use the thumbstick position as a direction, without factoring in magnitude, this would cause problems.
void SetDeadzone(float minimum = 0.01f) const;
void SetDeadzone(float minimum = 0.01f);
public:
explicit GamepadThumbstick(std::string mnemonic) : mnemonic_stick_code(std::move(mnemonic)){}
};
using J3ML::LinearAlgebra::Vector2;
namespace GamepadButtons {
static const GamepadButton X {"X"};
static const GamepadButton Y {"Y"};
static const GamepadButton A {"A"};
static const GamepadButton B {"B"};
namespace ReWindow::GamepadButtons {
static const GamepadButton Triangle("");
static const GamepadButton Square("");
static const GamepadButton Circle("");
static const GamepadButton Cross("X");
static const auto Triangle = Y;
static const auto Square = X;
static const auto Circle = A;
static const auto Cross = B;
// If you like xbox :shrug:
static const GamepadButton Y = Triangle;
static const GamepadButton X = Square;
static const GamepadButton A = Cross;
static const GamepadButton B = Circle;
static const GamepadButton LButton("LB");
static const GamepadButton RButton("RB");
static const GamepadButton LeftBumper {"LB"};
static const GamepadButton RightBumper {"RB"};
/* For controllers where L2 & R2 is a button or counts as one when pressed all the way down.
* Gamecube & PS2 controllers do this. - Redacted. */
static const GamepadButton LButton2("LB2");
static const GamepadButton RButton2("RB2");
// The buttons when you press in the sticks.
static const GamepadButton LButton3("LB3");
static const GamepadButton RButton3("RB3");
// Will eventually need to handle making it not possible to, for ex. Press left and right at the same time.
static const GamepadButton DPadUp("DPU");
static const GamepadButton DPadDown("DPD");
static const GamepadButton DPadLeft("DPL");
static const GamepadButton DPadRight("DPR");
static const GamepadButton Select("SEL");
static const GamepadButton Start("START");
}
namespace GamepadTriggers
{
static const GamepadTrigger Left;
static const GamepadTrigger Right;
namespace ReWindow::GamepadTriggers {
static const ReWindow::GamepadTrigger Left {"LT"};
static const ReWindow::GamepadTrigger Right {"RT"};
}
namespace ReWindow::GamepadThumbsticks {
static const GamepadThumbstick Left {"LS"};
static const GamepadThumbstick Right {"RS"};
}

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@@ -1,9 +1,25 @@
#include <rewindow/types/gamepadbutton.h>
bool GamepadButton::operator==(const GamepadButton &rhs) const {
bool ReWindow::GamepadButton::operator ==(const GamepadButton &rhs) const {
return this->GetMnemonicButtonCode() == rhs.GetMnemonicButtonCode();
}
void GamepadThumbstick::SetDeadzone(float minimum) const {
std::string ReWindow::GamepadButton::GetMnemonicButtonCode() const {
return mnemonic_btn_code;
}
void ReWindow::GamepadThumbstick::SetDeadzone(float minimum) {
dead_zone = minimum;
}
Vector2 ReWindow::GamepadThumbstick::GetPosition() const {
return position;
}
void ReWindow::GamepadTrigger::SetDeadzone(float minimum) {
dead_zone = minimum;
}
float ReWindow::GamepadTrigger::GetActuation() const {
return position;
}