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Add IGamepadState (#1264)
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2 changed files with 97 additions and 35 deletions
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@ -1,8 +1,10 @@
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using System;
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using System.Numerics;
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using Dalamud.Hooking;
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using Dalamud.IoC;
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using Dalamud.IoC.Internal;
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using Dalamud.Plugin.Services;
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using ImGuiNET;
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using Serilog;
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@ -16,9 +18,12 @@ namespace Dalamud.Game.ClientState.GamePad;
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[PluginInterface]
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[InterfaceVersion("1.0")]
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[ServiceManager.BlockingEarlyLoadedService]
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public unsafe class GamepadState : IDisposable, IServiceType
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#pragma warning disable SA1015
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[ResolveVia<IGamepadState>]
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#pragma warning restore SA1015
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public unsafe class GamepadState : IDisposable, IServiceType, IGamepadState
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{
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private readonly Hook<ControllerPoll> gamepadPoll;
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private readonly Hook<ControllerPoll>? gamepadPoll;
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private bool isDisposed;
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@ -42,44 +47,60 @@ public unsafe class GamepadState : IDisposable, IServiceType
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/// </summary>
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public IntPtr GamepadInputAddress { get; private set; }
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/// <inheritdoc/>
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public Vector2 LeftStick =>
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new(this.leftStickX, this.leftStickY);
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/// <inheritdoc/>
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public Vector2 RightStick =>
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new(this.rightStickX, this.rightStickY);
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/// <summary>
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/// Gets the state of the left analogue stick in the left direction between 0 (not tilted) and 1 (max tilt).
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/// </summary>
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[Obsolete("Use IGamepadState.LeftStick.X", false)]
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public float LeftStickLeft => this.leftStickX < 0 ? -this.leftStickX / 100f : 0;
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/// <summary>
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/// Gets the state of the left analogue stick in the right direction between 0 (not tilted) and 1 (max tilt).
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/// </summary>
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[Obsolete("Use IGamepadState.LeftStick.X", false)]
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public float LeftStickRight => this.leftStickX > 0 ? this.leftStickX / 100f : 0;
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/// <summary>
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/// Gets the state of the left analogue stick in the up direction between 0 (not tilted) and 1 (max tilt).
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/// </summary>
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[Obsolete("Use IGamepadState.LeftStick.Y", false)]
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public float LeftStickUp => this.leftStickY > 0 ? this.leftStickY / 100f : 0;
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/// <summary>
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/// Gets the state of the left analogue stick in the down direction between 0 (not tilted) and 1 (max tilt).
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/// </summary>
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[Obsolete("Use IGamepadState.LeftStick.Y", false)]
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public float LeftStickDown => this.leftStickY < 0 ? -this.leftStickY / 100f : 0;
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/// <summary>
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/// Gets the state of the right analogue stick in the left direction between 0 (not tilted) and 1 (max tilt).
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/// </summary>
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[Obsolete("Use IGamepadState.RightStick.X", false)]
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public float RightStickLeft => this.rightStickX < 0 ? -this.rightStickX / 100f : 0;
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/// <summary>
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/// Gets the state of the right analogue stick in the right direction between 0 (not tilted) and 1 (max tilt).
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/// </summary>
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[Obsolete("Use IGamepadState.RightStick.X", false)]
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public float RightStickRight => this.rightStickX > 0 ? this.rightStickX / 100f : 0;
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/// <summary>
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/// Gets the state of the right analogue stick in the up direction between 0 (not tilted) and 1 (max tilt).
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/// </summary>
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[Obsolete("Use IGamepadState.RightStick.Y", false)]
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public float RightStickUp => this.rightStickY > 0 ? this.rightStickY / 100f : 0;
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/// <summary>
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/// Gets the state of the right analogue stick in the down direction between 0 (not tilted) and 1 (max tilt).
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/// </summary>
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[Obsolete("Use IGamepadState.RightStick.Y", false)]
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public float RightStickDown => this.rightStickY < 0 ? -this.rightStickY / 100f : 0;
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/// <summary>
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@ -120,43 +141,16 @@ public unsafe class GamepadState : IDisposable, IServiceType
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/// </summary>
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internal bool NavEnableGamepad { get; set; }
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/// <summary>
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/// Gets whether <paramref name="button"/> has been pressed.
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///
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/// Only true on first frame of the press.
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/// If ImGuiConfigFlags.NavEnableGamepad is set, this is unreliable.
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/// </summary>
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/// <param name="button">The button to check for.</param>
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/// <returns>1 if pressed, 0 otherwise.</returns>
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/// <inheritdoc/>
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public float Pressed(GamepadButtons button) => (this.ButtonsPressed & (ushort)button) > 0 ? 1 : 0;
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/// <summary>
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/// Gets whether <paramref name="button"/> is being pressed.
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///
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/// True in intervals if button is held down.
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/// If ImGuiConfigFlags.NavEnableGamepad is set, this is unreliable.
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/// </summary>
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/// <param name="button">The button to check for.</param>
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/// <returns>1 if still pressed during interval, 0 otherwise or in between intervals.</returns>
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/// <inheritdoc/>
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public float Repeat(GamepadButtons button) => (this.ButtonsRepeat & (ushort)button) > 0 ? 1 : 0;
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/// <summary>
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/// Gets whether <paramref name="button"/> has been released.
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///
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/// Only true the frame after release.
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/// If ImGuiConfigFlags.NavEnableGamepad is set, this is unreliable.
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/// </summary>
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/// <param name="button">The button to check for.</param>
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/// <returns>1 if released, 0 otherwise.</returns>
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/// <inheritdoc/>
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public float Released(GamepadButtons button) => (this.ButtonsReleased & (ushort)button) > 0 ? 1 : 0;
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/// <summary>
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/// Gets the raw state of <paramref name="button"/>.
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///
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/// Is set the entire time a button is pressed down.
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/// </summary>
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/// <param name="button">The button to check for.</param>
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/// <returns>1 the whole time button is pressed, 0 otherwise.</returns>
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/// <inheritdoc/>
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public float Raw(GamepadButtons button) => (this.ButtonsRaw & (ushort)button) > 0 ? 1 : 0;
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/// <summary>
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@ -171,12 +165,12 @@ public unsafe class GamepadState : IDisposable, IServiceType
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[ServiceManager.CallWhenServicesReady]
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private void ContinueConstruction()
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{
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this.gamepadPoll.Enable();
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this.gamepadPoll?.Enable();
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}
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private int GamepadPollDetour(IntPtr gamepadInput)
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{
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var original = this.gamepadPoll.Original(gamepadInput);
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var original = this.gamepadPoll!.Original(gamepadInput);
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try
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{
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this.GamepadInputAddress = gamepadInput;
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68
Dalamud/Plugin/Services/IGamepadState.cs
Normal file
68
Dalamud/Plugin/Services/IGamepadState.cs
Normal file
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@ -0,0 +1,68 @@
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using System.Numerics;
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using Dalamud.Game.ClientState.GamePad;
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using ImGuiNET;
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namespace Dalamud.Plugin.Services;
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/// <summary>
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/// Exposes the game gamepad state to dalamud.
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///
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/// Will block game's gamepad input if <see cref="ImGuiConfigFlags.NavEnableGamepad"/> is set.
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/// </summary>
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public interface IGamepadState
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{
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/// <summary>
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/// Gets the pointer to the current instance of the GamepadInput struct.
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/// </summary>
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public nint GamepadInputAddress { get; }
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/// <summary>
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/// Gets the left analogue sticks tilt vector.
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/// </summary>
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public Vector2 LeftStick { get; }
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/// <summary>
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/// Gets the right analogue sticks tilt vector.
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/// </summary>
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public Vector2 RightStick { get; }
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/// <summary>
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/// Gets whether <paramref name="button"/> has been pressed.
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///
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/// Only true on first frame of the press.
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/// If ImGuiConfigFlags.NavEnableGamepad is set, this is unreliable.
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/// </summary>
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/// <param name="button">The button to check for.</param>
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/// <returns>1 if pressed, 0 otherwise.</returns>
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public float Pressed(GamepadButtons button);
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/// <summary>
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/// Gets whether <paramref name="button"/> is being pressed.
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///
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/// True in intervals if button is held down.
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/// If ImGuiConfigFlags.NavEnableGamepad is set, this is unreliable.
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/// </summary>
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/// <param name="button">The button to check for.</param>
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/// <returns>1 if still pressed during interval, 0 otherwise or in between intervals.</returns>
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public float Repeat(GamepadButtons button);
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/// <summary>
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/// Gets whether <paramref name="button"/> has been released.
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///
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/// Only true the frame after release.
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/// If ImGuiConfigFlags.NavEnableGamepad is set, this is unreliable.
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/// </summary>
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/// <param name="button">The button to check for.</param>
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/// <returns>1 if released, 0 otherwise.</returns>
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public float Released(GamepadButtons button);
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/// <summary>
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/// Gets the raw state of <paramref name="button"/>.
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///
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/// Is set the entire time a button is pressed down.
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/// </summary>
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/// <param name="button">The button to check for.</param>
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/// <returns>1 the whole time button is pressed, 0 otherwise.</returns>
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public float Raw(GamepadButtons button);
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}
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