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https://github.com/Facepunch/sbox-public.git
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
126 lines
3.3 KiB
C#
126 lines
3.3 KiB
C#
using Sandbox.Utility;
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namespace Sandbox;
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public static partial class Input
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{
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/// <summary>
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/// What's our current player index (for input scoping)?
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/// -1 is the default behavior, where it'll accept keyboard AND gamepad inputs.
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/// Anything above that, is targeting a specific controller.
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/// </summary>
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internal static int CurrentPlayerScope { get; private set; } = -1;
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/// <summary>
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/// How many controllers are active right now?
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/// </summary>
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public static int ControllerCount => Controller.All.Count();
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/// <summary>
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/// Whether or not the Virtual Cursor should show when using a controller. Disable this to control the cursor manually.
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/// </summary>
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public static bool EnableVirtualCursor { get; set; } = true;
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/// <summary>
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/// Tries to find the current controller to use.
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/// </summary>
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internal static Controller CurrentController
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{
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get
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{
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// Fallback if we're not using any input scoping
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if ( CurrentPlayerScope == -1 ) return Controller.First;
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// Out of range?
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if ( CurrentPlayerScope >= Controller.All.Count() )
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{
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return null;
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}
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if ( Controller.All.ElementAt( CurrentPlayerScope ) is { } controller )
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{
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return controller;
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}
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return null;
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}
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}
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/// <summary>
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/// An analog input, when fetched, is between -1 and 1 (0 being default)
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/// </summary>
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public static float GetAnalog( InputAnalog analog )
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{
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if ( Suppressed ) return default;
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if ( Input.CurrentController is { } controller && UsingController )
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{
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return controller.GetAxis( analog.ToAxis() );
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}
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return 0f;
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}
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/// <summary>
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/// Processes controller inputs based on a player index (for input scoping). This can be called many times a frame.
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/// </summary>
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private static void ProcessControllerInput( int playerIndex = -1 )
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{
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CurrentPlayerScope = playerIndex;
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// Default input accepts gamepad and keyboard and mouse, so we don't want to reset analogs
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if ( CurrentPlayerScope != -1 )
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{
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// Reset analogs
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AnalogLook = default;
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AnalogMove = 0;
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}
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if ( Input.CurrentController is { } controller && UsingController )
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{
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// Use controller's input context
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// Doesn't need to be flipped, we do this once a frame for each controller.
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controller.InputContext?.Push();
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var lookX = controller.GetAxis( NativeEngine.GameControllerAxis.RightX ) * Time.Delta * Preferences.ControllerLookYawSpeed;
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var lookY = controller.GetAxis( NativeEngine.GameControllerAxis.RightY ) * Time.Delta * Preferences.ControllerLookPitchSpeed;
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AnalogLook = new Angles( lookY, -lookX, 0 );
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var moveX = controller.GetAxis( NativeEngine.GameControllerAxis.LeftX );
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var moveY = controller.GetAxis( NativeEngine.GameControllerAxis.LeftY );
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AnalogMove = new Vector3( -moveY, -moveX, 0 );
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MotionData = new()
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{
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Gyroscope = controller.Gyroscope,
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Accelerometer = controller.Accelerometer
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};
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controller.UpdateHaptics();
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}
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}
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/// <summary>
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/// Push a specific player scope to be active
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/// </summary>
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public static IDisposable PlayerScope( int index )
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{
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index = index.Clamp( 0, int.MaxValue );
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var old = CurrentPlayerScope;
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// Process input for our new scope
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ProcessControllerInput( index );
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return DisposeAction.Create( () =>
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{
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if ( CurrentPlayerScope == index )
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{
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ProcessControllerInput( old );
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}
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} );
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}
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}
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