lemur/src/input.rs

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5.6 KiB
Rust
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use std::{
collections::{hash_map::Entry, HashMap},
sync::{Arc, RwLock},
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};
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use gilrs::{ev::Code, Axis, Button, Gamepad, GamepadId};
use winit::keyboard::{KeyCode, PhysicalKey};
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use crate::emulator::{SimId, VBKey};
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#[derive(Clone, Copy, PartialEq, Eq, Hash)]
struct DeviceId(u16, u16);
pub struct GamepadMapping {
buttons: HashMap<Code, VBKey>,
axes: HashMap<Code, (VBKey, VBKey)>,
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}
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impl GamepadMapping {
fn for_gamepad(gamepad: &Gamepad) -> Self {
let mut buttons = HashMap::new();
let mut default_button = |btn: Button, key: VBKey| {
if let Some(code) = gamepad.button_code(btn) {
buttons.insert(code, key);
}
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};
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default_button(Button::South, VBKey::A);
default_button(Button::West, VBKey::B);
default_button(Button::RightTrigger, VBKey::RT);
default_button(Button::LeftTrigger, VBKey::LT);
default_button(Button::Start, VBKey::STA);
default_button(Button::Select, VBKey::SEL);
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let mut axes = HashMap::new();
let mut default_axis = |axis: Axis, neg: VBKey, pos: VBKey| {
if let Some(code) = gamepad.axis_code(axis) {
axes.insert(code, (neg, pos));
}
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};
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default_axis(Axis::LeftStickX, VBKey::LL, VBKey::LR);
default_axis(Axis::LeftStickY, VBKey::LD, VBKey::LU);
default_axis(Axis::RightStickX, VBKey::RL, VBKey::RR);
default_axis(Axis::RightStickY, VBKey::RD, VBKey::RU);
default_axis(Axis::DPadX, VBKey::LL, VBKey::LR);
default_axis(Axis::DPadY, VBKey::LD, VBKey::LU);
Self { buttons, axes }
}
}
#[derive(Default)]
pub struct InputMapping {
keys: HashMap<PhysicalKey, VBKey>,
gamepads: HashMap<GamepadId, Arc<RwLock<GamepadMapping>>>,
}
impl InputMapping {
pub fn map_keyboard(&self, key: &PhysicalKey) -> Option<VBKey> {
self.keys.get(key).copied()
}
pub fn map_button(&self, id: &GamepadId, code: &Code) -> Option<VBKey> {
let mappings = self.gamepads.get(id)?.read().unwrap();
mappings.buttons.get(code).copied()
}
pub fn map_axis(&self, id: &GamepadId, code: &Code) -> Option<(VBKey, VBKey)> {
let mappings = self.gamepads.get(id)?.read().unwrap();
mappings.axes.get(code).copied()
}
pub fn add_keyboard_mapping(&mut self, key: VBKey, keyboard_key: PhysicalKey) {
let entry = self.keys.entry(keyboard_key).or_insert(VBKey::empty());
*entry = entry.union(key);
}
pub fn clear_keyboard_mappings(&mut self, key: VBKey) {
self.keys.retain(|_, keys| {
*keys = keys.difference(key);
*keys != VBKey::empty()
});
}
pub fn keyboard_mapping_names(&self) -> HashMap<VBKey, String> {
let mut results: HashMap<VBKey, Vec<String>> = HashMap::new();
for (keyboard_key, keys) in &self.keys {
let name = match keyboard_key {
PhysicalKey::Code(code) => format!("{code:?}"),
k => format!("{:?}", k),
};
for key in keys.iter() {
results.entry(key).or_default().push(name.clone());
}
}
results
.into_iter()
.map(|(k, mut v)| {
v.sort();
(k, v.join(", "))
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})
.collect()
}
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}
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#[derive(Clone)]
pub struct MappingProvider {
device_mappings: Arc<RwLock<HashMap<DeviceId, Arc<RwLock<GamepadMapping>>>>>,
sim_mappings: HashMap<SimId, Arc<RwLock<InputMapping>>>,
}
impl MappingProvider {
pub fn new() -> Self {
let mut mappings = HashMap::new();
let mut p1_mappings = InputMapping::default();
let p2_mappings = InputMapping::default();
let mut default_key = |code, key| {
p1_mappings.add_keyboard_mapping(key, PhysicalKey::Code(code));
};
default_key(KeyCode::KeyA, VBKey::SEL);
default_key(KeyCode::KeyS, VBKey::STA);
default_key(KeyCode::KeyD, VBKey::B);
default_key(KeyCode::KeyF, VBKey::A);
default_key(KeyCode::KeyE, VBKey::LT);
default_key(KeyCode::KeyR, VBKey::RT);
default_key(KeyCode::KeyI, VBKey::RU);
default_key(KeyCode::KeyJ, VBKey::RL);
default_key(KeyCode::KeyK, VBKey::RD);
default_key(KeyCode::KeyL, VBKey::RR);
default_key(KeyCode::ArrowUp, VBKey::LU);
default_key(KeyCode::ArrowLeft, VBKey::LL);
default_key(KeyCode::ArrowDown, VBKey::LD);
default_key(KeyCode::ArrowRight, VBKey::LR);
mappings.insert(SimId::Player1, Arc::new(RwLock::new(p1_mappings)));
mappings.insert(SimId::Player2, Arc::new(RwLock::new(p2_mappings)));
Self {
device_mappings: Arc::new(RwLock::new(HashMap::new())),
sim_mappings: mappings,
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}
}
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pub fn for_sim(&self, sim_id: SimId) -> &Arc<RwLock<InputMapping>> {
self.sim_mappings.get(&sim_id).unwrap()
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}
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pub fn map_gamepad(&self, sim_id: SimId, gamepad: &Gamepad) {
let device_id = DeviceId(
gamepad.vendor_id().unwrap_or_default(),
gamepad.product_id().unwrap_or_default(),
);
let mut lock = self.device_mappings.write().unwrap();
let gamepad_mapping = match lock.entry(device_id) {
Entry::Occupied(entry) => entry.get().clone(),
Entry::Vacant(entry) => {
let mappings = GamepadMapping::for_gamepad(gamepad);
entry.insert(Arc::new(RwLock::new(mappings))).clone()
}
};
drop(lock);
self.for_sim(sim_id)
.write()
.unwrap()
.gamepads
.insert(gamepad.id(), gamepad_mapping);
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}
}