voxelotl-engine/Sources/Voxelotl/Input/GameController.swift

227 lines
7.8 KiB
Swift

import SDL3
public class GameController {
public struct Pad {
public enum Axes {
case leftStickX, leftStickY
case rightStickX, rightStickY
case leftTrigger, rightTrigger
internal var sdlEnum: SDL_GamepadAxis {
switch self {
case .leftStickX: SDL_GAMEPAD_AXIS_LEFTX
case .leftStickY: SDL_GAMEPAD_AXIS_LEFTY
case .rightStickX: SDL_GAMEPAD_AXIS_RIGHTX
case .rightStickY: SDL_GAMEPAD_AXIS_RIGHTY
case .leftTrigger: SDL_GAMEPAD_AXIS_LEFT_TRIGGER
case .rightTrigger: SDL_GAMEPAD_AXIS_RIGHT_TRIGGER
}
}
}
public struct Buttons: OptionSet {
public let rawValue: Int
public init(rawValue: Int) { self.rawValue = rawValue }
static let east = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_EAST.rawValue)
static let south = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_SOUTH.rawValue)
static let north = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_NORTH.rawValue)
static let west = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_WEST.rawValue)
static let back = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_BACK.rawValue)
static let start = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_START.rawValue)
static let guide = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_GUIDE.rawValue)
static let leftStick = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_LEFT_STICK.rawValue)
static let rightStick = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_RIGHT_STICK.rawValue)
static let leftBumper = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_LEFT_SHOULDER.rawValue)
static let rightBumper = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER.rawValue)
static let dpadLeft = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_DPAD_LEFT.rawValue)
static let dpadRight = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_DPAD_RIGHT.rawValue)
static let dpadUp = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_DPAD_UP.rawValue)
static let dpadDown = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_DPAD_DOWN.rawValue)
static let misc1 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC1.rawValue)
static let misc2 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC2.rawValue)
static let misc3 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC3.rawValue)
static let misc4 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC4.rawValue)
static let misc5 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC5.rawValue)
static let misc6 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_MISC6.rawValue)
static let paddle1 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1.rawValue)
static let paddle2 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE1.rawValue)
static let paddle3 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2.rawValue)
static let paddle4 = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE2.rawValue)
static let touchPad = Self(rawValue: 1 << SDL_GAMEPAD_BUTTON_TOUCHPAD.rawValue)
}
public struct State {
private let _axes: [Int16]
private let _btns: Buttons, _btnImpulse: Buttons
internal init(axes: [Int16], btns: Buttons, btnImpulse: Buttons) {
self._axes = axes
self._btns = btns
self._btnImpulse = btnImpulse
}
public func axis(_ axis: Axes) -> Float {
let raw = rawAxis(axis)
let rescale = raw < 0 ? 1 / Float(-Int(Int16.min)) : 1 / Float(Int16.max)
return Float(raw) * rescale
}
@inline(__always) func rawAxis(_ axis: Axes) -> Int16 {
_axes[Int(axis.sdlEnum.rawValue)]
}
public func down(_ btn: Buttons) -> Bool {
btn.isSubset(of: _btns)
}
public func pressed(_ btn: Buttons) -> Bool {
btn.isSubset(of: _btns.intersection(_btnImpulse))
}
public func released(_ btn: Buttons) -> Bool {
btn.isSubset(of: _btnImpulse.subtracting(_btns))
}
}
public var name: String { String(cString: SDL_GetGamepadName(_sdlPad)) }
public var state: State {
.init(
axes: self._axes,
btns: self._btnCur,
btnImpulse: self._btnCur.symmetricDifference(self._btnPrv))
}
//MARK: - Private
private var _joyInstance: SDL_JoystickID, _sdlPad: OpaquePointer
private var _axes = [Int16](repeating: 0, count: Int(SDL_GAMEPAD_AXIS_COUNT.rawValue))
private var _btnCur: Buttons = [], _btnPrv: Buttons = []
internal var instanceID: SDL_JoystickID { _joyInstance }
private init(instance: SDL_JoystickID, pad: OpaquePointer) {
self._joyInstance = instance
self._sdlPad = pad
}
internal static func open(joystickID: SDL_JoystickID) -> Self? {
return if let sdlPad = SDL_OpenGamepad(joystickID) {
.init(instance: joystickID, pad: sdlPad)
} else { nil }
}
internal func close() {
SDL_CloseGamepad(self._sdlPad)
}
internal mutating func buttonEvent(_ btn: SDL_GamepadButton, _ down: Bool) {
if down {
self._btnCur.formUnion(.init(rawValue: 1 << btn.rawValue))
} else {
self._btnCur.subtract(.init(rawValue: 1 << btn.rawValue))
}
}
internal mutating func axisEvent(_ axis: SDL_GamepadAxis, _ value: Int16) {
self._axes[Int(axis.rawValue)] = value
}
internal mutating func newTick() {
self._btnPrv = self._btnCur
}
}
public static func getPad(id: Int32) -> Pad? {
_instance._pads[SDL_JoystickID(id)] ?? nil
}
@inline(__always) public static var current: Pad? {
getPad(id: Int32(_instance._firstID))
}
//MARK: - Private
private static let _instance = GameController()
public static var instance: GameController { _instance }
private var _pads = Dictionary<SDL_JoystickID, Pad>()
private var _firstID: SDL_JoystickID = 0
internal func connectedEvent(id: SDL_JoystickID) {
if _pads.keys.contains(id) {
return
}
if let pad = Pad.open(joystickID: id) {
printErr("Using gamepad #\(pad.instanceID), \"\(pad.name)\"")
if self._firstID == 0 {
self._firstID = id
}
self._pads[id] = pad
}
}
internal func removedEvent(id: SDL_JoystickID) {
if let pad = self._pads.removeValue(forKey: id) {
pad.close()
}
if id == _firstID {
_firstID = _pads.keys.first ?? 0
}
}
internal func buttonEvent(id: SDL_JoystickID, btn: SDL_GamepadButton, state: Bool) {
_pads[id]?.buttonEvent(btn, state)
}
internal func axisEvent(id: SDL_JoystickID, axis: SDL_GamepadAxis, value: Int16) {
_pads[id]?.axisEvent(axis, value)
}
internal func newFrame() {
for idx in _pads.values.indices {
_pads.values[idx].newTick()
}
}
}
//MARK: - Stick convenience functions
public extension GameController.Pad.State {
var leftStick: SIMD2<Float> {
.init(axis(.leftStickX), axis(.leftStickY))
}
var rightStick: SIMD2<Float> {
.init(axis(.rightStickX), axis(.rightStickY))
}
var leftTrigger: Float { axis(.leftTrigger) }
var rightTrigger: Float { axis(.rightTrigger) }
}
public extension FloatingPoint {
@inline(__always) internal func axisDeadzone(_ min: Self, _ max: Self) -> Self {
let x = abs(self)
return if x <= min { 0 } else if x >= max {
.init(signOf: self, magnitudeOf: 1)
} else {
.init(signOf: self, magnitudeOf: x - min) / (max - min)
}
}
}
public extension SIMD2 where Scalar: FloatingPoint {
func cardinalDeadzone(min: Scalar, max: Scalar) -> Self {
.init(self.x.axisDeadzone(min, max), self.y.axisDeadzone(min, max))
}
func radialDeadzone(min: Scalar, max: Scalar) -> Self {
let magnitude = (x * x + y * y).squareRoot()
if magnitude == .zero || magnitude < min {
return .zero
} else if magnitude > max {
return self / magnitude
} else {
let rescale = (magnitude - min) / (max - min)
return self / magnitude * rescale
}
}
}