mirror of
https://github.com/SCToolsfactory/SCJMapper-V2.git
synced 2024-11-18 09:26:03 +00:00
ffe5005c2b
updates of dev tuning for strafe #48 improvement of control and selection #49 fix exception for multiple actionmaps #51 improvement for collapsing the treeview added Options dialog for all items in one window some minor fixes/refacturings on the way
517 lines
20 KiB
C#
517 lines
20 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using SharpDX;
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using SharpDX.XInput;
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using System.Windows.Forms;
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using System.Text.RegularExpressions;
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using System.Collections.Specialized;
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namespace SCJMapper_V2.Gamepad
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{
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/// <summary>
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/// Handles one JS device as DXInput device
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/// In addition provide some static tools to handle JS props here in one place
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/// Also owns the GUI i.e. the user control that shows all values
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/// </summary>
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public class GamepadCls : DeviceCls
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{
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private static readonly log4net.ILog log = log4net.LogManager.GetLogger( System.Reflection.MethodBase.GetCurrentMethod( ).DeclaringType );
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private static readonly AppSettings appSettings = new AppSettings( );
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#region Static Items
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public new const string DeviceClass = "xboxpad"; // the device name used throughout this app
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public new const string DeviceID = "xi1_";
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static public int RegisteredDevices = 0;
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public const string DevNameCIG = "Controller (Gamepad)"; // seems CIG names the Gamepad always like this - and not as the device replies
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public const string JsUnknown = "xi_";
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public new const string BlendedInput = DeviceID + DeviceCls.BlendedInput;
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static public new bool IsBlendedInput( string input )
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{
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if ( input == BlendedInput ) return true;
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return false;
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}
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/// <summary>
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/// Returns the currently valid color
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/// </summary>
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/// <returns>A color</returns>
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static public System.Drawing.Color XiColor()
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{
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return MyColors.GamepadColor;
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}
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/// <summary>
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/// Returns true if the devicename is a gamepad
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/// </summary>
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/// <param name="deviceClass"></param>
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/// <returns></returns>
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static public new bool IsDeviceClass( string deviceClass )
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{
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return ( deviceClass == DeviceClass );
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}
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/// <summary>
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/// Return this deviceClass if the input string contains something like xiN_
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/// </summary>
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/// <param name="devInput"></param>
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/// <returns></returns>
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static public new string DeviceClassFromInput( string devInput )
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{
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if ( DevMatch( devInput ) )
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return DeviceClass; // this
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else
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return DeviceCls.DeviceClass; // unknown
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}
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/// <summary>
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/// Create a DevInput string if the input does look like not having a device ID
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/// </summary>
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/// <param name="input">A gamepad input</param>
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/// <returns>DevInput</returns>
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static public new string DevInput( string input )
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{
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if ( DevMatch( input ) )
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return input; // already
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else
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return DeviceID + input;
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}
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/// <summary>
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/// Returns true if the input matches this device
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/// </summary>
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/// <param name="devInput">A devInput string</param>
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/// <returns>True for a match</returns>
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static public new bool DevMatch( string devInput )
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{
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return devInput.StartsWith( DeviceID );
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}
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const string xil_pattern = @"^xi_thumb[lr][xy]$";
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static Regex rgx_xil = new Regex( xil_pattern, RegexOptions.IgnoreCase );
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/// <summary>
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/// returns true if the ctrl can be inverted - for now this is thumb[lr][xyz]
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/// </summary>
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/// <param name="control"></param>
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/// <returns></returns>
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static public bool CanInvert( string control )
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{
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return rgx_xil.IsMatch( control );
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}
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/// <summary>
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/// Reformat the input from AC1 style to AC2 style
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/// </summary>
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/// <param name="input">The AC1 input string</param>
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/// <returns>An AC2 style input string</returns>
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static public string FromAC1( string input )
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{
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// input is something like a xi_something or compositions like triggerl_btn+thumbrx
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// try easy: add xi1_ at the beginning; if xi_start subst with xi1_
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string retVal = input.Replace(" ","");
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if ( IsBlendedInput( input ) ) return input;
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if ( retVal.StartsWith( "xi_" ) )
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retVal = retVal.Insert( 2, "1" );
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else
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retVal = "xi1_" + retVal;
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return retVal;
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}
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#endregion
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private Controller m_device;
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private string m_devName = DevNameCIG;
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private Capabilities m_gpCaps = new Capabilities( );
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private State m_state = new State( );
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private State m_prevState = new State( );
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private string m_lastItem = "";
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private int m_senseLimit = 500; // axis jitter avoidance...
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private bool m_activated = false;
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private UC_GpadPanel m_gPanel = null; // the GUI panel
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internal int MyTabPageIndex = -1;
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/// <summary>
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/// Return the device instance number (which is always 1)
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/// </summary>
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public override int XmlInstance { get { return 1; } } // const for Gamepad
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/// <summary>
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/// Return the DX device instance number (which is always 0)
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/// </summary>
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public override int DevInstance { get { return 0; } }
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/// <summary>
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/// The DeviceClass of this instance
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/// </summary>
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public override string DevClass { get { return GamepadCls.DeviceClass; } }
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/// <summary>
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/// The Gamepad ProductName property
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/// </summary>
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public override string DevName { get { return m_devName; } }
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/// <summary>
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public void SetDeviceName( string devName )
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{
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m_devName = DevNameCIG; // hard override ...
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m_gPanel.Caption = DevName;
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}
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/// <summary>
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/// The JS Instance GUID for multiple device support (VJoy gets 2 of the same name)
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/// </summary>
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public override string DevInstanceGUID { get { return "17809207-4663-4629-b5f8-26cc6afa0e70"; } } // artifical GUID - DX does not maintain one
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/// <summary>
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/// Returns the mapping color for this device
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/// </summary>
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public override System.Drawing.Color MapColor
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{
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get { return MyColors.GamepadColor; }
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}
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// Note: GP has deadzone on left and right thumb only
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public override List<string> AnalogCommands
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{
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get {
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List<string> cmds = new List<string>();
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try {
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// Enumerate all the objects on the device.
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if ( ( m_gpCaps.Gamepad.LeftThumbX != 0 ) || ( m_gpCaps.Gamepad.LeftThumbY != 0 ) ) { cmds.Add( "thumbl" ); }
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if ( ( m_gpCaps.Gamepad.RightThumbX != 0 ) || ( m_gpCaps.Gamepad.RightThumbY != 0 ) ) { cmds.Add( "thumbr" ); }
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} catch ( Exception ex ) {
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log.Error( "AnalogCommands - Get Gamepad Objects failed", ex );
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}
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cmds.Sort( );
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return cmds;
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}
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}
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public override bool Activated
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{
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get { return m_activated; }
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set
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{
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m_activated = value;
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}
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}
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private bool Bit( GamepadButtonFlags set, GamepadButtonFlags check )
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{
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Int32 s = ( Int32 )set; Int32 c = ( Int32 )check;
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return ( ( s & c ) == c );
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}
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/// <summary>
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/// ctor and init
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/// </summary>
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/// <param name="device">A DXInput device</param>
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/// <param name="hwnd">The WinHandle of the main window</param>
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/// <param name="panel">The respective JS panel to show the properties</param>
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public GamepadCls( Controller device, UC_GpadPanel panel, int tabIndex )
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{
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log.DebugFormat( "GamepadCls ctor - Entry with index {0}", device.ToString( ) );
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m_device = device;
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m_gPanel = panel;
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MyTabPageIndex = tabIndex;
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Activated = false;
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m_senseLimit = AppConfiguration.AppConfig.gpSenseLimit; // can be changed in the app.config file if it is still too little
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// Set BufferSize in order to use buffered data.
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log.Debug( "Get GP Objects" );
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try {
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m_gpCaps = m_device.GetCapabilities( DeviceQueryType.Gamepad );
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}
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catch ( Exception ex ) {
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log.Error( "Get GamepadCapabilities failed", ex );
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}
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m_gPanel.Caption = DevName;
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int n = 0;
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if ( Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.DPadDown ) ) n++;
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if ( Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.DPadLeft ) ) n++;
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if ( Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.DPadRight ) ) n++;
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if ( Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.DPadUp ) ) n++;
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m_gPanel.nDPads = n.ToString( );
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m_gPanel.DPadE = ( n > 0 );
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n = 0;
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if ( ( m_gpCaps.Gamepad.LeftThumbX != 0 ) || ( m_gpCaps.Gamepad.LeftThumbY != 0 ) || Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.LeftThumb ) ) { n++; m_gPanel.TStickLE = true; }
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if ( ( m_gpCaps.Gamepad.RightThumbX != 0 ) || ( m_gpCaps.Gamepad.RightThumbY != 0 ) || Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.RightThumb ) ) { n++; m_gPanel.TStickRE = true; }
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m_gPanel.nTSticks = n.ToString( );
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n = 0;
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if ( Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.A ) ) n++;
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if ( Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.B ) ) n++;
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if ( Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.X ) ) n++;
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if ( Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.Y ) ) n++;
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if ( Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.Start ) ) { n++; m_gPanel.StartE = true; }
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if ( Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.Back ) ) { n++; m_gPanel.BackE = true; }
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if ( Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.LeftShoulder ) ) { n++; m_gPanel.ShoulderLE = true; }
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if ( Bit( m_gpCaps.Gamepad.Buttons, GamepadButtonFlags.RightShoulder ) ) { n++; m_gPanel.ShoulderRE = true; }
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m_gPanel.nButtons = n.ToString( );
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n = 0;
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if ( m_gpCaps.Gamepad.LeftTrigger > 0 ) { n++; m_gPanel.TriggerLE = true; }
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if ( m_gpCaps.Gamepad.RightTrigger > 0 ) { n++; m_gPanel.TriggerRE = true; }
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m_gPanel.nTriggers = n.ToString( );
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m_gPanel.ButtonE = true; // what else ...
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ApplySettings( ); // get whatever is needed here from Settings
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GamepadCls.RegisteredDevices++;
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Activated = true;
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}
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/// <summary>
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/// Shutdown device access
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/// </summary>
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public override void FinishDX( )
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{
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log.DebugFormat( "Release Input device: {0}", m_device );
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}
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/// <summary>
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/// Tells the Joystick to re-read settings
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/// </summary>
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public override void ApplySettings( )
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{
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appSettings.Reload( );
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}
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/// <summary>
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/// Returns true if a modifer button is pressed
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/// </summary>
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/// <returns></returns>
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private bool ModButtonPressed( )
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{
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bool retVal = m_state.Gamepad.Buttons != GamepadButtonFlags.None;
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retVal = ( retVal || ( Math.Abs( ( Int32 )m_state.Gamepad.LeftTrigger ) > 0 ) );
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retVal = ( retVal || ( Math.Abs( ( Int32 )m_state.Gamepad.RightTrigger ) > 0 ) );
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return retVal;
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}
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/// <summary>
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/// Find the last change the user did on that device
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/// </summary>
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/// <returns>The last action as CryEngine compatible string</returns>
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public override string GetLastChange( )
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{
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if ( ModButtonPressed() ) {
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m_lastItem = "";
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if ( ( Math.Abs( ( Int32 )m_state.Gamepad.LeftThumbX ) > m_senseLimit )
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&& ( Math.Abs( ( Int32 )m_state.Gamepad.LeftThumbX ) > Math.Abs( ( Int32 )m_state.Gamepad.LeftThumbY ) )
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&& !Bit(m_state.Gamepad.Buttons, GamepadButtonFlags.LeftThumb) ) m_lastItem += "xi_thumblx+";
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if ( ( Math.Abs( ( Int32 )m_state.Gamepad.LeftThumbY ) > m_senseLimit )
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&& ( Math.Abs( ( Int32 )m_state.Gamepad.LeftThumbY ) > Math.Abs( ( Int32 )m_state.Gamepad.LeftThumbX ) )
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&& !Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.LeftThumb ) ) m_lastItem += "xi_thumbly+";
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if ( ( Math.Abs( ( Int32 )m_state.Gamepad.RightThumbX ) > m_senseLimit )
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&& ( Math.Abs( ( Int32 )m_state.Gamepad.RightThumbX ) > Math.Abs( ( Int32 )m_state.Gamepad.RightThumbY ) )
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&& !Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.RightThumb ) ) m_lastItem += "xi_thumbrx+";
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if ( ( Math.Abs( ( Int32 )m_state.Gamepad.RightThumbY ) > m_senseLimit )
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&& ( Math.Abs( ( Int32 )m_state.Gamepad.RightThumbY ) > Math.Abs( ( Int32 )m_state.Gamepad.RightThumbX ) )
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&& !Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.RightThumb ) ) m_lastItem += "xi_thumbry+";
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if ( Math.Abs( ( Int32 )m_state.Gamepad.LeftTrigger ) > 0 ) m_lastItem += "xi_triggerl_btn+";
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if ( Math.Abs( ( Int32 )m_state.Gamepad.RightTrigger ) > 0 ) m_lastItem += "xi_triggerr_btn+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.A ) ) m_lastItem += "xi_a+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.B ) ) m_lastItem += "xi_b+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.X ) ) m_lastItem += "xi_x+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.Y ) ) m_lastItem += "xi_y+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.Start ) ) m_lastItem += "xi_start+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.Back ) ) m_lastItem += "xi_back+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.DPadDown ) ) m_lastItem += "xi_dpad_down+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.DPadLeft ) ) m_lastItem += "xi_dpad_left+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.DPadRight ) ) m_lastItem += "xi_dpad_right+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.DPadUp ) ) m_lastItem += "xi_dpad_up+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.LeftShoulder ) ) m_lastItem += "xi_shoulderl+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.RightShoulder ) ) m_lastItem += "xi_shoulderr+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.LeftThumb ) ) m_lastItem += "xi_thumbl+";
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if ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.RightThumb ) ) m_lastItem += "xi_thumbr+";
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}
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else {
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// no button -> only non button items will reported - single events
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if ( ( Math.Abs( ( Int32 )m_state.Gamepad.LeftThumbX ) > m_senseLimit )
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&& ( Math.Abs( ( Int32 )m_state.Gamepad.LeftThumbX ) > Math.Abs( ( Int32 )m_state.Gamepad.LeftThumbY )) ) m_lastItem = "xi_thumblx+";
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if ( ( Math.Abs( ( Int32 )m_state.Gamepad.LeftThumbY ) > m_senseLimit )
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&& ( Math.Abs( ( Int32 )m_state.Gamepad.LeftThumbY ) > Math.Abs( ( Int32 )m_state.Gamepad.LeftThumbX )) ) m_lastItem = "xi_thumbly+";
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if ( ( Math.Abs( ( Int32 )m_state.Gamepad.RightThumbX ) > m_senseLimit )
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&& ( Math.Abs( ( Int32 )m_state.Gamepad.RightThumbX ) > Math.Abs( ( Int32 )m_state.Gamepad.RightThumbY ) ) ) m_lastItem = "xi_thumbrx+";
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if ( ( Math.Abs( ( Int32 )m_state.Gamepad.RightThumbY ) > m_senseLimit )
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&& ( Math.Abs( ( Int32 )m_state.Gamepad.RightThumbY ) > Math.Abs( ( Int32 )m_state.Gamepad.RightThumbX ) ) ) m_lastItem = "xi_thumbry+";
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if ( Math.Abs( ( Int32 )m_state.Gamepad.LeftTrigger ) > 0 ) m_lastItem = "xi_triggerl_btn+";
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if ( Math.Abs( ( Int32 )m_state.Gamepad.RightTrigger ) > 0 ) m_lastItem = "xi_triggerr_btn+";
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}
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return m_lastItem.TrimEnd( new char[] { '+' } ); ;
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}
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///<summary>
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/// Figure out if an axis changed enough to consider it as a changed state
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/// The change is polled every 100ms (timer1) so the user has to change so much within that time
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/// Then an axis usually swings back when left alone - that is the real recording of a change.
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/// We know that the range is -32758 .. 32767 so we can judge absolute
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/// % relative is prone to small changes around 0 - which is likely the case with axes
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/// </summary>
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private bool DidAxisChange2( int current, int prev )
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{
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// determine if the axis drifts more than x units to account for bounce
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// old-new/old
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if ( current == prev )
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return false;
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int change = (Math.Abs( current ) - Math.Abs( prev ) ) / 32;
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// if the axis has changed more than x units to it's last value
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return change > m_senseLimit ? true : false;
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}
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///<summary>
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/// Figure out if an axis changed enough to consider it as a changed state
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/// </summary>
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private bool DidAxisChange( int current, int prev )
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{
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// determine if the axis drifts more than x% to account for bounce
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// old-new/old
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if ( current == prev )
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return false;
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if ( prev == 0 )
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prev = 1;
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int changepct = Math.Abs( prev ) - Math.Abs( current ) / Math.Abs( prev );
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// if the axis has changed more than 70% relative to it's last value
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return changepct > 70 ? true : false;
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}
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/// <summary>
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/// Show the current props in the GUI
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/// </summary>
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private void UpdateUI( )
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{
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// This function updated the UI with joystick state information.
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string strText = "";
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strText += ( ( m_state.Gamepad.Buttons & GamepadButtonFlags.DPadDown ) > 0 ) ? "d" : " ";
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strText += ( ( m_state.Gamepad.Buttons & GamepadButtonFlags.DPadLeft ) > 0 ) ? "l" : " ";
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strText += ( ( m_state.Gamepad.Buttons & GamepadButtonFlags.DPadRight ) > 0 ) ? "r" : " ";
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strText += ( ( m_state.Gamepad.Buttons & GamepadButtonFlags.DPadUp ) > 0 ) ? "u" : " ";
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m_gPanel.DPad = strText;
|
|
|
|
m_gPanel.TStickXL = m_state.Gamepad.LeftThumbX.ToString( );
|
|
m_gPanel.TStickYL = m_state.Gamepad.LeftThumbY.ToString( );
|
|
m_gPanel.TStickBtL = ( ( m_state.Gamepad.Buttons & GamepadButtonFlags.LeftThumb ) > 0 ) ? "pressed" : "_";
|
|
m_gPanel.TStickXR = m_state.Gamepad.RightThumbX.ToString( );
|
|
m_gPanel.TStickYR = m_state.Gamepad.RightThumbY.ToString( );
|
|
m_gPanel.TStickBtR = ( ( m_state.Gamepad.Buttons & GamepadButtonFlags.RightThumb ) > 0 ) ? "pressed" : "_";
|
|
|
|
m_gPanel.TriggerL = m_state.Gamepad.LeftTrigger.ToString( );
|
|
m_gPanel.TriggerR = m_state.Gamepad.RightTrigger.ToString( );
|
|
|
|
m_gPanel.ShoulderL = ( ( m_state.Gamepad.Buttons & GamepadButtonFlags.LeftShoulder ) > 0 ) ? "pressed" : "_";
|
|
m_gPanel.ShoulderR = ( ( m_state.Gamepad.Buttons & GamepadButtonFlags.RightShoulder ) > 0 ) ? "pressed" : "_";
|
|
|
|
m_gPanel.Start = ( ( m_state.Gamepad.Buttons & GamepadButtonFlags.Start ) > 0 ) ? "pressed" : "_";
|
|
m_gPanel.Back = ( ( m_state.Gamepad.Buttons & GamepadButtonFlags.Back ) > 0 ) ? "pressed" : "_";
|
|
|
|
|
|
string buttons = "";
|
|
buttons += ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.A ) ) ? "A" : "_";
|
|
buttons += ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.B ) ) ? "B" : "_";
|
|
buttons += ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.X ) ) ? "X" : "_";
|
|
buttons += ( Bit( m_state.Gamepad.Buttons, GamepadButtonFlags.Y ) ) ? "Y" : "_";
|
|
m_gPanel.Button = buttons;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Collect the current data from the device
|
|
/// </summary>
|
|
public override void GetCmdData( string cmd, out int data )
|
|
{
|
|
// Make sure there is a valid device.
|
|
if ( m_device == null ) {
|
|
data = 0;
|
|
return;
|
|
}
|
|
|
|
// Get the state of the device - retaining the previous state to find the lates change
|
|
m_prevState = m_state;
|
|
|
|
// Poll the device for info.
|
|
try {
|
|
m_state = m_device.GetState( );
|
|
|
|
switch ( cmd ) {
|
|
case "xi_thumblx": data = (int) ((float)m_state.Gamepad.LeftThumbX/32.767f); break; // data should be -1000..1000
|
|
case "xi_thumbly": data = (int) ((float)m_state.Gamepad.LeftThumbY/32.767f); break;
|
|
case "xi_thumbrx": data = (int) ((float)m_state.Gamepad.RightThumbX/32.767f); break;
|
|
case "xi_thumbry": data = ( int )( ( float )m_state.Gamepad.RightThumbY / 32.767f ); break;
|
|
default: data = 0; break;
|
|
}
|
|
|
|
}
|
|
catch ( SharpDXException e ) {
|
|
log.Error( "Gamepad-GetData: Unexpected Poll Exception", e );
|
|
data = 0;
|
|
return; // EXIT see ex code
|
|
}
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Collect the current data from the device
|
|
/// </summary>
|
|
public override void GetData( )
|
|
{
|
|
// Make sure there is a valid device.
|
|
if ( m_device == null )
|
|
return;
|
|
|
|
// Get the state of the device - retaining the previous state to find the lates change
|
|
m_prevState = m_state;
|
|
|
|
// Poll the device for info.
|
|
try {
|
|
m_state = m_device.GetState( );
|
|
}
|
|
catch ( SharpDXException e ) {
|
|
log.Error( "Gamepad-GetData: Unexpected Poll Exception", e );
|
|
return; // EXIT see ex code
|
|
}
|
|
UpdateUI( ); // and update the GUI
|
|
}
|
|
|
|
|
|
|
|
}
|
|
}
|