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