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using System.Numerics;
namespace Godosa.Core.Input;
[Flags]
public enum PadButtons
{
None = 0,
A = 1 << 0,
B = 1 << 1,
X = 1 << 2,
Y = 1 << 3,
Back = 1 << 4,
Start = 1 << 5,
LeftShoulder = 1 << 6,
RightShoulder = 1 << 7,
DpadUp = 1 << 8,
DpadDown = 1 << 9,
DpadLeft = 1 << 10,
DpadRight = 1 << 11,
}
/// <summary>Raw held pad state, no game meaning: sticks −1…1 (SDL convention, stick up =
/// −Y), triggers 0…1. Each game maps it to its own input frame.</summary>
public readonly record struct GamepadState(Vector2 LeftStick, Vector2 RightStick, float LeftTrigger, float RightTrigger, PadButtons Buttons)
{
public bool Held(PadButtons button) => (Buttons & button) != 0;
}
/// <summary>Input-script pad events (<c>PadA PadB PadX PadY PadBack PadStart PadUp PadDown
/// PadLeft PadRight PadLB PadRB PadLT PadRT</c>, case-insensitive): triggers go full on/off.</summary>
public static class GamepadScript
{
public static GamepadState? Apply(GamepadState state, string name, bool down)
{
string key = name.ToLowerInvariant();
if (key == "padlt") return state with { LeftTrigger = down ? 1f : 0f };
if (key == "padrt") return state with { RightTrigger = down ? 1f : 0f };
PadButtons button = key switch
{
"pada" => PadButtons.A,
"padb" => PadButtons.B,
"padx" => PadButtons.X,
"pady" => PadButtons.Y,
"padback" => PadButtons.Back,
"padstart" => PadButtons.Start,
"padup" => PadButtons.DpadUp,
"paddown" => PadButtons.DpadDown,
"padleft" => PadButtons.DpadLeft,
"padright" => PadButtons.DpadRight,
"padlb" => PadButtons.LeftShoulder,
"padrb" => PadButtons.RightShoulder,
_ => PadButtons.None,
};
if (button == PadButtons.None) return null;
return state with { Buttons = down ? state.Buttons | button : state.Buttons & ~button };
}
}
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