The Skung Cave commit
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157
Sources/JolkEngine/Input/GamePad.swift
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157
Sources/JolkEngine/Input/GamePad.swift
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import Foundation
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import SDL2
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public class GamePad
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{
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public enum Axes
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{
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case leftStickX, leftStickY
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case rightStickX, rightStickY
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case leftTrigger, rightTrigger
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}
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public enum Buttons
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{
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case east, south, north, west
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case select, start, guide, mic, touchPad
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case leftStick, rightStick
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case leftBumper, rightBumper
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case dpadLeft, dpadRight, dpadUp, dpadDown
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case paddle1, paddle2, paddle3, paddle4
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}
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public struct State
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{
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public func down(_ btn: Buttons) -> Bool { btnState(btn) & GamePad._DOWN == GamePad._DOWN }
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public func pressed(_ btn: Buttons) -> Bool { btnState(btn) == GamePad._PRESS }
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public func released(_ btn: Buttons) -> Bool { btnState(btn) == GamePad._RELEASE }
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public func axis(_ axis: Axes) -> Float
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{
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let axisRescale = 1.0 / Float(Int16.max)
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return Float(rawAxis(axis)) * axisRescale
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}
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@inline(__always) func rawAxis(_ axis: Axes) -> Int16
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{
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_axes[Int(axis.sdlEnum.rawValue)]
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}
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@inline(__always) private func btnState(_ btn: Buttons) -> UInt8
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{
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_btns[Int(btn.sdlEnum.rawValue)]
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}
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private let _btns: [UInt8], _axes: [Int16]
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internal init(btns: [UInt8], axes: [Int16])
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{
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self._btns = btns
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self._axes = axes
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}
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}
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public var state: State
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{
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.init(btns: _btns, axes: _axes)
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}
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@inline(__always) public static var current: GamePad?
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{
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let input = Input.instance
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return if let id = input.firstPadID { input.getPad(id: id) } else { nil }
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}
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private static let _UP = UInt8(0b00), _DOWN = UInt8(0b10), _IMPULSE = UInt8(0b01)
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private static let _PRESS = _DOWN | _IMPULSE
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private static let _RELEASE = _UP | _IMPULSE
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private var _btns = [UInt8](repeating: 0, count: Int(SDL_CONTROLLER_BUTTON_MAX.rawValue))
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private var _axes = [Int16](repeating: 0, count: Int(SDL_CONTROLLER_AXIS_MAX.rawValue))
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private var _sdlPad: OpaquePointer
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internal init(pad: OpaquePointer)
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{
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self._sdlPad = pad
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}
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internal func newTick()
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{
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_btns = _btns.map({ $0 & ~Self._IMPULSE })
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}
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internal func close()
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{
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SDL_GameControllerClose(_sdlPad)
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}
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internal func buttonPressEvent(_ btn: UInt8)
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{
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_btns[Int(btn)] = Self._PRESS
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}
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internal func buttonReleaseEvent(_ btn: UInt8)
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{
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_btns[Int(btn)] = Self._RELEASE
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}
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internal func axisEvent(_ axis: UInt8, _ value: Int16)
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{
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_axes[Int(axis)] = value
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}
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}
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public extension GamePad.State
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{
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var leftStick: Vec2f { Vec2f(axis(.leftStickX), axis(.leftStickY)) }
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var rightStick: Vec2f { Vec2f(axis(.rightStickX), axis(.rightStickY)) }
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}
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internal extension GamePad.Axes
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{
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var sdlEnum: SDL_GameControllerAxis
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{
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switch self
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{
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case .leftStickX: SDL_CONTROLLER_AXIS_LEFTX
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case .leftStickY: SDL_CONTROLLER_AXIS_LEFTY
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case .rightStickX: SDL_CONTROLLER_AXIS_RIGHTX
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case .rightStickY: SDL_CONTROLLER_AXIS_RIGHTY
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case .leftTrigger: SDL_CONTROLLER_AXIS_TRIGGERLEFT
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case .rightTrigger: SDL_CONTROLLER_AXIS_TRIGGERRIGHT
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}
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}
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}
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internal extension GamePad.Buttons
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{
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var sdlEnum: SDL_GameControllerButton
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{
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switch self
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{
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case .east: SDL_CONTROLLER_BUTTON_B
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case .south: SDL_CONTROLLER_BUTTON_A
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case .west: SDL_CONTROLLER_BUTTON_Y
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case .north: SDL_CONTROLLER_BUTTON_X
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case .start: SDL_CONTROLLER_BUTTON_START
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case .select: SDL_CONTROLLER_BUTTON_BACK
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case .guide: SDL_CONTROLLER_BUTTON_GUIDE
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case .mic: SDL_CONTROLLER_BUTTON_MISC1
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case .touchPad: SDL_CONTROLLER_BUTTON_TOUCHPAD
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case .leftStick: SDL_CONTROLLER_BUTTON_LEFTSTICK
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case .rightStick: SDL_CONTROLLER_BUTTON_RIGHTSTICK
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case .leftBumper: SDL_CONTROLLER_BUTTON_LEFTSHOULDER
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case .rightBumper: SDL_CONTROLLER_BUTTON_RIGHTSHOULDER
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case .dpadUp: SDL_CONTROLLER_BUTTON_DPAD_UP
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case .dpadDown: SDL_CONTROLLER_BUTTON_DPAD_DOWN
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case .dpadLeft: SDL_CONTROLLER_BUTTON_DPAD_LEFT
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case .dpadRight: SDL_CONTROLLER_BUTTON_DPAD_RIGHT
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case .paddle1: SDL_CONTROLLER_BUTTON_PADDLE1
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case .paddle2: SDL_CONTROLLER_BUTTON_PADDLE2
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case .paddle3: SDL_CONTROLLER_BUTTON_PADDLE3
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case .paddle4: SDL_CONTROLLER_BUTTON_PADDLE4
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}
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}
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}
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