namespace Sandbox;
public static partial class Input
{
///
/// How many controllers are active right now?
///
public static int ControllerCount => Controller.All.Count();
///
/// Whether or not the Virtual Cursor should show when using a controller. Disable this to control the cursor manually.
///
public static bool EnableVirtualCursor { get; set; } = true;
///
/// Tries to find the current controller to use.
///
internal static Controller CurrentController
{
get
{
if ( CurrentPlayerScope == -1 ) return Controller.First;
if ( CurrentPlayerScope == 0 ) return null;
var controllerIndex = CurrentPlayerScope - 1;
if ( controllerIndex >= Controller.All.Count() ) return null;
return Controller.All.ElementAt( controllerIndex );
}
}
///
/// An analog input, when fetched, is between -1 and 1 (0 being default)
///
public static float GetAnalog( InputAnalog analog )
{
if ( Suppressed ) return default;
if ( Input.CurrentController is { } controller && UsingController )
{
return controller.GetAxis( analog.ToAxis() );
}
return 0f;
}
///
/// Processes controller inputs for the current scope.
///
private static void ProcessControllerInput()
{
if ( Input.CurrentController is not { } controller )
return;
// Use controller's input context
using var inputScope = controller.InputContext?.Push();
var lookX = controller.GetAxis( NativeEngine.GameControllerAxis.RightX ) * Time.Delta * Preferences.ControllerLookYawSpeed;
var lookY = controller.GetAxis( NativeEngine.GameControllerAxis.RightY ) * Time.Delta * Preferences.ControllerLookPitchSpeed;
AnalogLook += new Angles( lookY, -lookX, 0 );
var moveX = controller.GetAxis( NativeEngine.GameControllerAxis.LeftX );
var moveY = controller.GetAxis( NativeEngine.GameControllerAxis.LeftY );
AnalogMove += new Vector3( -moveY, -moveX, 0 );
MotionData = new()
{
Gyroscope = controller.Gyroscope,
Accelerometer = controller.Accelerometer
};
controller.UpdateHaptics();
}
}