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#import "impl/input-device-gc-gamepad.hh"
namespace nes::app::mac
{
input_device_gc_gamepad::input_device_gc_gamepad(GCExtendedGamepad* profile)
: profile_{ profile }
{
}
auto input_device_gc_gamepad::get_name() const -> std::string_view
{
return [[get_controller() vendorName] UTF8String];
}
auto input_device_gc_gamepad::get_index() const -> index
{
switch ([get_controller() playerIndex])
{
case GCControllerPlayerIndex1:
return index::player_1;
case GCControllerPlayerIndex2:
return index::player_2;
case GCControllerPlayerIndex3:
case GCControllerPlayerIndex4:
case GCControllerPlayerIndexUnset:
break;
}
return index::unused;
}
auto input_device_gc_gamepad::set_index(index const idx) -> void
{
switch (idx)
{
case index::unused:
[get_controller() setPlayerIndex:GCControllerPlayerIndexUnset];
break;
case index::player_1:
[get_controller() setPlayerIndex:GCControllerPlayerIndex1];
break;
case index::player_2:
[get_controller() setPlayerIndex:GCControllerPlayerIndex2];
break;
}
}
auto input_device_gc_gamepad::read_buttons() -> sys::button_mask
{
auto res = sys::button_mask{};
if ([[[profile_ dpad] up] isPressed]) { res.add(sys::buttons::up); }
if ([[[profile_ dpad] down] isPressed]) { res.add(sys::buttons::down); }
if ([[[profile_ dpad] left] isPressed]) { res.add(sys::buttons::left); }
if ([[[profile_ dpad] right] isPressed]) { res.add(sys::buttons::right); }
if ([[profile_ buttonA] isPressed]) { res.add(sys::buttons::a); }
if ([[profile_ buttonB] isPressed]) { res.add(sys::buttons::b); }
if ([[profile_ leftTrigger] isPressed]) { res.add(sys::buttons::select); }
if ([[profile_ rightTrigger] isPressed]) { res.add(sys::buttons::start); }
return res;
}
} // namespace nes::app::mac
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