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@@ -10,17 +10,18 @@
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#pragma once
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namespace ReWindow
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{
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namespace ReWindow {
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class Gamepad;
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class Xbox360Gamepad;
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class XboxOneGamepad;
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class PS4Gamepad;
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class Ultimate8BitDoPro2Gamepad;
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}
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class InputDevice {}; // TODO: Remember to break InputDevice into it's own file and not define it twice!!!
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class ReWindow::Gamepad {
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public:
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virtual ~Gamepad() = default;
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};
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class Gamepad : public InputDevice
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{
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};
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class XboxGamepad : public Gamepad {};
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class PS4Gamepad : public Gamepad {};
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}
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class ReWindow::XboxOneGamepad : public Gamepad {};
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class ReWindow::PS4Gamepad : public Gamepad {};
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@@ -9,67 +9,101 @@
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/// @edit 2024-07-29
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#include <string>
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#include <utility>
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#include <J3ML/LinearAlgebra.hpp>
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namespace ReWindow {
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class GamepadButton;
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class GamepadTrigger;
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class GamepadThumbstick;
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}
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class GamepadButton {
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class ReWindow::GamepadButton {
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protected:
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std::string mnemonic_btn_code;
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public:
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explicit GamepadButton(const std::string& mnemonic) : mnemonic_btn_code(mnemonic) { }
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[[nodiscard]] std::string GetMnemonicButtonCode() const { return mnemonic_btn_code; }
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explicit GamepadButton(std::string mnemonic) : mnemonic_btn_code(std::move(mnemonic)){}
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[[nodiscard]] std::string GetMnemonicButtonCode() const;
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/// Compares two GamepadButtons by their mnemonic button codes, not their activation state.
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bool operator ==(const GamepadButton& rhs) const;
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};
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class GamepadTrigger {
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class ReWindow::GamepadTrigger {
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protected:
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std::string mnemonic_trigger_code;
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/// A float value between 0 and 1 representing how much the trigger has been pushed in by.
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float position = 0.0f;
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/// The minimum possible movement of the trigger from the at-rest position.
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/// Movements less than this won't count.
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float dead_zone = 0.0f;
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public:
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/// Returns a float value between 0-1 representing how much the trigger has been pushed in by.
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/// (0 being unpressed, 1 being fully pressed)
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float GetActuation() const;
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/// TODO: Might be more appropriate in the Gamepad class representation.
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void SetActuationThreshold(float minimum = 0.01f) const;
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void SetDeadzone(float minimum = 0.01f);
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[[nodiscard]] float GetActuation() const;
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public:
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explicit GamepadTrigger(std::string mnemonic) : mnemonic_trigger_code(std::move(mnemonic)){}
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};
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class GamepadThumbstick
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{
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class ReWindow::GamepadThumbstick {
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protected:
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std::string mnemonic_stick_code;
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// X -1 is all the way left, X +1 is all the way right.
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// Y -1 is all the way down, Y +1 is all the way up.
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Vector2 position = {0.0f, 0.0f};
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// The minimum possible movement from the center in any direction.
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float dead_zone = 0.0f;
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public:
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/// Returns a Vector2 value representing the x,y coordinates of the joystick, with 0,0 being the center (at rest).
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/// This vector ranges from length = 0 to length = 1 (i.e. the unit circle).
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[[nodiscard]] Vector2 GetPosition() const;
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/// Sets the deadzone range of the thumbstick.
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/// Deadzone controls how far the stick must be moved before any movement is actually reported.
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/// This is because the thumbstick at-rest will often still report movement.
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/// If gamecode is architected to use the thumbstick position as a direction, without factoring in magnitude, this would cause problems.
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void SetDeadzone(float minimum = 0.01f) const;
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void SetDeadzone(float minimum = 0.01f);
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public:
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explicit GamepadThumbstick(std::string mnemonic) : mnemonic_stick_code(std::move(mnemonic)){}
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};
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using J3ML::LinearAlgebra::Vector2;
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namespace GamepadButtons {
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static const GamepadButton X {"X"};
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static const GamepadButton Y {"Y"};
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static const GamepadButton A {"A"};
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static const GamepadButton B {"B"};
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namespace ReWindow::GamepadButtons {
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static const GamepadButton Triangle("△");
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static const GamepadButton Square("□");
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static const GamepadButton Circle("○");
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static const GamepadButton Cross("X");
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static const auto Triangle = Y;
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static const auto Square = X;
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static const auto Circle = A;
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static const auto Cross = B;
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// If you like xbox :shrug:
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static const GamepadButton Y = Triangle;
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static const GamepadButton X = Square;
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static const GamepadButton A = Cross;
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static const GamepadButton B = Circle;
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static const GamepadButton LButton("LB");
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static const GamepadButton RButton("RB");
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static const GamepadButton LeftBumper {"LB"};
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static const GamepadButton RightBumper {"RB"};
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/* For controllers where L2 & R2 is a button or counts as one when pressed all the way down.
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* Gamecube & PS2 controllers do this. - Redacted. */
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static const GamepadButton LButton2("LB2");
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static const GamepadButton RButton2("RB2");
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// The buttons when you press in the sticks.
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static const GamepadButton LButton3("LB3");
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static const GamepadButton RButton3("RB3");
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// Will eventually need to handle making it not possible to, for ex. Press left and right at the same time.
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static const GamepadButton DPadUp("DPU");
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static const GamepadButton DPadDown("DPD");
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static const GamepadButton DPadLeft("DPL");
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static const GamepadButton DPadRight("DPR");
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static const GamepadButton Select("SEL");
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static const GamepadButton Start("START");
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}
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namespace GamepadTriggers
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{
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static const GamepadTrigger Left;
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static const GamepadTrigger Right;
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namespace ReWindow::GamepadTriggers {
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static const ReWindow::GamepadTrigger Left {"LT"};
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static const ReWindow::GamepadTrigger Right {"RT"};
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}
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namespace ReWindow::GamepadThumbsticks {
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static const GamepadThumbstick Left {"LS"};
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static const GamepadThumbstick Right {"RS"};
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}
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@@ -1,9 +1,25 @@
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#include <rewindow/types/gamepadbutton.h>
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bool GamepadButton::operator==(const GamepadButton &rhs) const {
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bool ReWindow::GamepadButton::operator ==(const GamepadButton &rhs) const {
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return this->GetMnemonicButtonCode() == rhs.GetMnemonicButtonCode();
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}
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void GamepadThumbstick::SetDeadzone(float minimum) const {
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std::string ReWindow::GamepadButton::GetMnemonicButtonCode() const {
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return mnemonic_btn_code;
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}
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void ReWindow::GamepadThumbstick::SetDeadzone(float minimum) {
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dead_zone = minimum;
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}
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Vector2 ReWindow::GamepadThumbstick::GetPosition() const {
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return position;
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}
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void ReWindow::GamepadTrigger::SetDeadzone(float minimum) {
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dead_zone = minimum;
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}
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float ReWindow::GamepadTrigger::GetActuation() const {
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return position;
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}
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