input_common: Add virtual gamepad
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73
src/input_common/drivers/virtual_gamepad.h
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73
src/input_common/drivers/virtual_gamepad.h
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// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "input_common/input_engine.h"
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namespace InputCommon {
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/**
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* A virtual controller that is always assigned to the game input
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*/
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class VirtualGamepad final : public InputEngine {
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public:
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enum class VirtualButton {
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ButtonA,
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ButtonB,
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ButtonX,
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ButtonY,
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StickL,
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StickR,
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TriggerL,
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TriggerR,
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TriggerZL,
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TriggerZR,
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ButtonPlus,
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ButtonMinus,
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ButtonLeft,
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ButtonUp,
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ButtonRight,
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ButtonDown,
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ButtonSL,
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ButtonSR,
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ButtonHome,
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ButtonCapture,
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};
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enum class VirtualStick {
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Left = 0,
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Right = 1,
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};
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explicit VirtualGamepad(std::string input_engine_);
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/**
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* Sets the status of all buttons bound with the key to pressed
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* @param player_index the player number that will take this action
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* @param button_id the id of the button
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* @param value indicates if the button is pressed or not
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*/
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void SetButtonState(std::size_t player_index, int button_id, bool value);
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void SetButtonState(std::size_t player_index, VirtualButton button_id, bool value);
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/**
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* Sets the status of all buttons bound with the key to released
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* @param player_index the player number that will take this action
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* @param axis_id the id of the axis to move
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* @param x_value the position of the stick in the x axis
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* @param y_value the position of the stick in the y axis
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*/
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void SetStickPosition(std::size_t player_index, int axis_id, float x_value, float y_value);
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void SetStickPosition(std::size_t player_index, VirtualStick axis_id, float x_value,
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float y_value);
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/// Restores all inputs into the neutral position
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void ResetControllers();
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private:
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/// Returns the correct identifier corresponding to the player index
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PadIdentifier GetIdentifier(std::size_t player_index) const;
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};
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} // namespace InputCommon
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