namespace VRio.Core.Input;
///
/// Gamepad button flags, bit-for-bit the XInput wButtons mask so the
/// App-side poller can cast the native value straight through.
///
[Flags]
public enum PadButtons : ushort
{
None = 0,
DPadUp = 0x0001,
DPadDown = 0x0002,
DPadLeft = 0x0004,
DPadRight = 0x0008,
Start = 0x0010,
Back = 0x0020,
LeftThumb = 0x0040,
RightThumb = 0x0080,
LeftShoulder = 0x0100,
RightShoulder = 0x0200,
A = 0x1000,
B = 0x2000,
X = 0x4000,
Y = 0x8000,
}
/// A gamepad analog control usable as a binding source.
public enum PadAxis
{
LeftStickX,
LeftStickY,
RightStickX,
RightStickY,
LeftTrigger,
RightTrigger,
}
///
/// One normalized gamepad snapshot: sticks −1..+1 (up/right positive),
/// triggers 0..1. The default value is "pad at rest / no pad connected".
///
public readonly struct PadState
{
public PadState(PadButtons buttons,
float leftStickX, float leftStickY, float rightStickX, float rightStickY,
float leftTrigger, float rightTrigger)
{
Buttons = buttons;
LeftStickX = leftStickX;
LeftStickY = leftStickY;
RightStickX = rightStickX;
RightStickY = rightStickY;
LeftTrigger = leftTrigger;
RightTrigger = rightTrigger;
}
public PadButtons Buttons { get; }
public float LeftStickX { get; }
public float LeftStickY { get; }
public float RightStickX { get; }
public float RightStickY { get; }
public float LeftTrigger { get; }
public float RightTrigger { get; }
/// Value of one analog control.
public float Axis(PadAxis axis) => axis switch
{
PadAxis.LeftStickX => LeftStickX,
PadAxis.LeftStickY => LeftStickY,
PadAxis.RightStickX => RightStickX,
PadAxis.RightStickY => RightStickY,
PadAxis.LeftTrigger => LeftTrigger,
PadAxis.RightTrigger => RightTrigger,
_ => 0f,
};
}