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238 lines
7.0 KiB
C++
238 lines
7.0 KiB
C++
//
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// Joystick.hpp
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// Clock Signal
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//
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// Created by Thomas Harte on 14/10/2017.
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// Copyright 2017 Thomas Harte. All rights reserved.
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//
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#ifndef Joystick_hpp
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#define Joystick_hpp
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#include <vector>
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namespace Inputs {
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/*!
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Provides an intermediate idealised model of a simple joystick, allowing a host
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machine to toggle states, while an interested party either observes or polls.
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*/
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class Joystick {
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public:
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virtual ~Joystick() {}
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/*!
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Defines a single input, any individually-measured thing — a fire button or
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other digital control, an analogue axis, or a button with a symbol on it.
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*/
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struct Input {
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/// Defines the broad type of the input.
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enum Type {
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// Half-axis inputs.
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Up, Down, Left, Right,
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// Full-axis inputs.
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Horizontal, Vertical,
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// Fire buttons.
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Fire,
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// Other labelled keys.
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Key
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};
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const Type type;
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bool is_digital_axis() const {
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return type < Type::Horizontal;
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}
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bool is_analogue_axis() const {
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return type >= Type::Horizontal && type < Type::Fire;
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}
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bool is_axis() const {
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return type < Type::Fire;
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}
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bool is_button() const {
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return type >= Type::Fire;
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}
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enum Precision {
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Analogue, Digital
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};
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Precision precision() const {
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return is_analogue_axis() ? Precision::Analogue : Precision::Digital;
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}
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/*!
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Holds extra information pertaining to the input.
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@c Type::Key inputs declare the symbol printed on them.
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All other types of input have an associated index, indicating whether they
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are the zeroth, first, second, third, etc of those things. E.g. a joystick
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may have two fire buttons, which will be buttons 0 and 1.
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*/
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union Info {
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struct {
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size_t index;
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} control;
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struct {
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wchar_t symbol;
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} key;
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};
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Info info;
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// TODO: Find a way to make the above safely const; may mean not using a union.
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Input(Type type, size_t index = 0) :
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type(type) {
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info.control.index = index;
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}
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Input(wchar_t symbol) : type(Key) {
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info.key.symbol = symbol;
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}
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bool operator == (const Input &rhs) {
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if(rhs.type != type) return false;
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if(rhs.type == Key) {
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return rhs.info.key.symbol == info.key.symbol;
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} else {
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return rhs.info.control.index == info.control.index;
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}
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}
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};
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/// @returns The list of all inputs defined on this joystick.
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virtual std::vector<Input> &get_inputs() = 0;
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/*!
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Sets the digital value of @c input. This may have direct effect or
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influence an analogue value; e.g. if the caller declares that ::Left is
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active but this joystick has only an analogue horizontal axis, this will
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cause a change to that analogue value.
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*/
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virtual void set_input(const Input &input, bool is_active) = 0;
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/*!
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Sets the analogue value of @c input. If the input is actually digital,
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or if there is a digital input with a corresponding meaning (e.g. ::Left
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versus the horizontal axis), this may cause a digital input to be set.
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@c value should be in the range [0.0, 1.0].
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*/
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virtual void set_input(const Input &input, float value) = 0;
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/*!
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Sets all inputs to their resting state.
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*/
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virtual void reset_all_inputs() {
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for(const auto &input: get_inputs()) {
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if(input.precision() == Input::Precision::Digital)
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set_input(input, false);
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else
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set_input(input, 0.5f);
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}
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}
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/*!
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Gets the number of input fire buttons.
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This is cached by default, but it's virtual so overridable.
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*/
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virtual int get_number_of_fire_buttons() {
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if(number_of_buttons_ >= 0) return number_of_buttons_;
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number_of_buttons_ = 0;
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for(const auto &input: get_inputs()) {
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if(input.type == Input::Type::Fire) ++number_of_buttons_;
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}
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return number_of_buttons_;
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}
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private:
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int number_of_buttons_ = -1;
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};
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/*!
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ConcreteJoystick is the class that it's expected most machines will actually subclass;
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it accepts a set of Inputs at construction and thereby is able to provide the
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promised analogue <-> digital mapping of Joystick.
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*/
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class ConcreteJoystick: public Joystick {
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public:
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ConcreteJoystick(const std::vector<Input> &inputs) : inputs_(inputs) {
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// Size and populate stick_types_, which is used for digital <-> analogue conversion.
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for(const auto &input: inputs_) {
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const bool is_digital_axis = input.is_digital_axis();
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const bool is_analogue_axis = input.is_analogue_axis();
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if(is_digital_axis || is_analogue_axis) {
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const size_t required_size = static_cast<size_t>(input.info.control.index+1);
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if(stick_types_.size() < required_size) {
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stick_types_.resize(required_size);
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}
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stick_types_[static_cast<size_t>(input.info.control.index)] = is_digital_axis ? StickType::Digital : StickType::Analogue;
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}
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}
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}
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std::vector<Input> &get_inputs() override final {
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return inputs_;
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}
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void set_input(const Input &input, bool is_active) override final {
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// If this is a digital setting to a digital property, just pass it along.
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if(input.is_button() || stick_types_[input.info.control.index] == StickType::Digital) {
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did_set_input(input, is_active);
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return;
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}
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// Otherwise this is logically to an analogue axis; for now just use some
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// convenient hard-coded values. TODO: make these a function of time.
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using Type = Joystick::Input::Type;
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switch(input.type) {
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default: did_set_input(input, is_active ? 1.0f : 0.0f); break;
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case Type::Left: did_set_input(Input(Type::Horizontal, input.info.control.index), is_active ? 0.25f : 0.5f); break;
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case Type::Right: did_set_input(Input(Type::Horizontal, input.info.control.index), is_active ? 0.75f : 0.5f); break;
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case Type::Up: did_set_input(Input(Type::Vertical, input.info.control.index), is_active ? 0.25f : 0.5f); break;
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case Type::Down: did_set_input(Input(Type::Vertical, input.info.control.index), is_active ? 0.75f : 0.5f); break;
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}
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}
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void set_input(const Input &input, float value) override final {
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// If this is an analogue setting to an analogue property, just pass it along.
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if(!input.is_button() && stick_types_[input.info.control.index] == StickType::Analogue) {
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did_set_input(input, value);
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return;
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}
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// Otherwise apply a threshold test to convert to digital, with remapping from axes to digital inputs.
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using Type = Joystick::Input::Type;
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switch(input.type) {
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default: did_set_input(input, value > 0.5f); break;
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case Type::Horizontal:
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did_set_input(Input(Type::Left, input.info.control.index), value <= 0.25f);
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did_set_input(Input(Type::Right, input.info.control.index), value >= 0.75f);
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break;
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case Type::Vertical:
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did_set_input(Input(Type::Up, input.info.control.index), value <= 0.25f);
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did_set_input(Input(Type::Down, input.info.control.index), value >= 0.75f);
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break;
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}
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}
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protected:
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virtual void did_set_input(const Input &input, float value) {
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}
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virtual void did_set_input(const Input &input, bool value) {
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}
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private:
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std::vector<Input> inputs_;
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enum class StickType {
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Digital,
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Analogue
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};
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std::vector<StickType> stick_types_;
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};
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}
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#endif /* Joystick_hpp */
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