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GamePad.razor
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@using Microsoft.AspNetCore.SignalR.Client
@using DanielCarey.Blazor.Controls.Services
@inject NavigationManager NavigationManager
@if (ShowDebug) {
<div style="border:double 1px black;margin-bottom:.5em;width:auto;">
<div>Index: @ClientGamepad?.Index</div>
<div>Id: @ClientGamepad?.Id</div>
<div>ConnectionId: @ClientGamepad?.ConnectionId</div>
<div>Mapping: @ClientGamepad?.Mapping</div>
@if (ClientGamepad?.Buttons.Length > 0) {
<table style="border:1px double gray;margin-left:5em;">
<thead>
<tr>Buttons</tr>
<tr>
@for (var x = 0; x < ClientGamepad?.Buttons.Count(); x++) {
<td style="text-align:center;min-width:2.5em;border:1px dotted gray;">@x</td>
}
</tr>
</thead>
<tbody>
<tr>
@foreach (var button in ClientGamepad?.Buttons) {
@if (button.Pressed) {
<td style="text-align:center;min-width:2.5em;height:1.5em;border:1px solid black;background-color:lime"></td>
} else {
<td style="text-align:center;min-width:2.5em;height:1.5em;border:1px dotted gray;"></td>
}
}
</tr>
</tbody>
</table>
}
@if (ClientGamepad?.Axes.Length > 0) {
<div style="border:1px double gray;margin-left:5em;">
<p>Axes</p>
@for (var x = 0; x < ClientGamepad?.Axes.Count(); x++) {
<div style="width:5em;text-align:center;min-width:2.5em;border:1px dotted gray;">
@x
</div>
<div style="width:5em;text-align:center;min-width:400px;border:1px dotted gray;">
@ClientGamepad?.Axes[x]
</div>
}
</div>
}
</div>
}
@code {
[Parameter]
public int Index { get; set; } = -1;
[Parameter]
public bool ProcessAllGamePads { get; set; } = false;
[Parameter]
public bool OnlyNotifyOnChange { get; set; } = true;
[Parameter]
public bool ShowDebug { get; set; } = false;
[Parameter]
public EventCallback<ClientGamePadUpdateArgs> OnClientGamepadUpdate { get; set; }
private GamepadServiceClient? _gamepadServiceClient = null;
private int GamePadCount { get; set; } = 0;
private ClientGamepad? ClientGamepad { get; set; } = null;
private Dictionary<string, ClientGamepad> _allClientGamepads { get; } = new Dictionary<string, ClientGamepad>();
protected override void OnInitialized() {
_gamepadServiceClient = new GamepadServiceClient(
new HubConnectionBuilder()
.WithUrl(NavigationManager.ToAbsoluteUri(GamepadServiceHub.ChannelName))
.Build()
);
_gamepadServiceClient.OnUpdate += OnGamepadUpdate;
}
protected void OnGamepadUpdate(object sender, ClientGamepad[] gamepads) {
if (ProcessAllGamePads) {
InternalProcessAllGamePads(sender, gamepads);
} else {
InternalProcessSingleGamePad(sender, gamepads);
}
}
private void InternalProcessAllGamePads(object sender, ClientGamepad[] gamepads) {
bool canInvokeOnClientGamepadUpdate = false;
// Remember the gamepad count
var previousGamePadCount = GamePadCount;
var currentGamePadCount = gamepads.Length;
GamePadCount = gamepads.Length;
// Make a list of new keys with gamepad
var localGamePadList = new Dictionary<string, ClientGamepad>();
foreach (var gamepad in gamepads) {
var key = $"{gamepad.Index}{gamepad.ConnectionId}{gamepad.Id}";
localGamePadList.Add(key, gamepad);
}
// Build a list of keys that need to be removed from the current _allClientGames
var removeKeys = new List<string>();
foreach (var key in _allClientGamepads.Keys) {
if (!localGamePadList.ContainsKey(key)) { removeKeys.Add(key); }
}
foreach (var key in removeKeys) { _allClientGamepads.Remove(key); }
// loop through each gamepad and perform the 'do-i-need-to-notify' logic.
foreach (var item in localGamePadList) {
var key = item.Key;
var gamepad = item.Value;
canInvokeOnClientGamepadUpdate = false;
// if the key doesn't exist in the previous _allClientGamepads, add a blank
if (!_allClientGamepads.ContainsKey(key)) {
var cg = new ClientGamepad { Index = gamepad.Index, ConnectionId = gamepad.ConnectionId, Id = gamepad.Id };
_allClientGamepads.Add(key, cg);
};
var args = new ClientGamePadUpdateArgs {
PreviousValue = _allClientGamepads[key],
PreviousGamePadCount = previousGamePadCount,
CurrentValue = gamepad,
CurrentGamePadCount = currentGamePadCount,
};
_allClientGamepads[key] = gamepad;
canInvokeOnClientGamepadUpdate = BuildClientGamePadUpdateArgsDiff(ref args);
if (OnlyNotifyOnChange == true && (args.ChangedAxesIndexes.Count > 0 || args.ChangedButtonIndexes.Count > 0)) {
canInvokeOnClientGamepadUpdate = true;
} else if(OnlyNotifyOnChange == false) {
canInvokeOnClientGamepadUpdate = true;
}
if (canInvokeOnClientGamepadUpdate && OnClientGamepadUpdate.HasDelegate) {
OnClientGamepadUpdate.InvokeAsync(args);
}
}
StateHasChanged();
}
private void InternalProcessSingleGamePad(object sender, ClientGamepad[] gamepads) {
bool canInvokeOnClientGamepadUpdate = false;
// Remember the gamepad count
var previousGamePadCount = GamePadCount;
var currentGamePadCount = gamepads.Length;
GamePadCount = gamepads.Length;
// Return if the index is out of range
if (Index < 0 || Index >= gamepads.Length) {
//StateHasChanged();
return;
}
// Push the current value into PreviousValue and Set CurrentValue
var args = new ClientGamePadUpdateArgs {
PreviousValue = ClientGamepad,
PreviousGamePadCount = previousGamePadCount,
CurrentValue = gamepads[Index],
CurrentGamePadCount = currentGamePadCount,
};
ClientGamepad = gamepads[Index];
canInvokeOnClientGamepadUpdate = BuildClientGamePadUpdateArgsDiff(ref args);
if (OnlyNotifyOnChange == true && (args.ChangedAxesIndexes.Count > 0 || args.ChangedButtonIndexes.Count > 0)) {
canInvokeOnClientGamepadUpdate = true;
} else if(OnlyNotifyOnChange == false) {
canInvokeOnClientGamepadUpdate = true;
}
if (canInvokeOnClientGamepadUpdate && OnClientGamepadUpdate.HasDelegate) {
OnClientGamepadUpdate.InvokeAsync(args);
}
StateHasChanged();
}
private bool BuildClientGamePadUpdateArgsDiff(ref ClientGamePadUpdateArgs args) {
bool canInvokeOnClientGamepadUpdate = false;
// if this isn't the same input device or signalr channel, return;
if (args.PreviousValue == null || args.CurrentValue == null ||
args.PreviousValue.Id != args.CurrentValue.Id ||
args.PreviousValue.ConnectionId != args.CurrentValue.ConnectionId) {
return canInvokeOnClientGamepadUpdate;
}
// Build the argument parameters that list the differencesbetween PreviousValue and CurrentValue
if (args.PreviousValue != null && args.PreviousValue.Axes != null) {
for (int x = 0; x < args.PreviousValue.Axes.Length; x++) {
if (args.PreviousValue.Axes[x] != args.CurrentValue.Axes[x]) {
canInvokeOnClientGamepadUpdate = true;
args.ChangedAxesIndexes.Add(x);
}
}
}
if (args.PreviousValue != null && args.PreviousValue.Buttons != null) {
for (int x = 0; x < args.PreviousValue.Buttons.Length; x++) {
if (args.PreviousValue.Buttons[x].Value != args.CurrentValue.Buttons[x].Value) {
canInvokeOnClientGamepadUpdate = true;
args.ChangedButtonIndexes.Add(x);
}
}
}
return canInvokeOnClientGamepadUpdate;
}
}