ppsspp/UI/GamepadEmu.h

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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include "Common/Input/InputState.h"
#include "Common/Render/DrawBuffer.h"
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#include "Common/UI/View.h"
#include "Common/UI/ViewGroup.h"
#include "Core/CoreParameter.h"
#include "UI/EmuScreen.h"
class GamepadView : public UI::View {
public:
GamepadView(const char *key, UI::LayoutParams *layoutParams);
void Touch(const TouchInput &input) override;
bool Key(const KeyInput &input) override {
return false;
}
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void Update() override;
std::string DescribeText() const override;
protected:
virtual float GetButtonOpacity();
const char *key_;
double lastFrameTime_;
float secondsWithoutTouch_ = 0.0;
};
class MultiTouchButton : public GamepadView {
public:
MultiTouchButton(const char *key, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
: GamepadView(key, layoutParams), scale_(scale), bgImg_(bgImg), bgDownImg_(bgDownImg), img_(img) {
}
void Touch(const TouchInput &input) override;
void Draw(UIContext &dc) override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
virtual bool IsDown() { return pointerDownMask_ != 0; }
// chainable
MultiTouchButton *FlipImageH(bool flip) { flipImageH_ = flip; return this; }
MultiTouchButton *SetAngle(float angle) { angle_ = angle; bgAngle_ = angle; return this; }
MultiTouchButton *SetAngle(float angle, float bgAngle) { angle_ = angle; bgAngle_ = bgAngle; return this; }
protected:
uint32_t pointerDownMask_ = 0;
float scale_;
private:
ImageID bgImg_;
ImageID bgDownImg_;
ImageID img_;
float bgAngle_ = 0.0f;
float angle_ = 0.0f;
bool flipImageH_ = false;
};
class BoolButton : public MultiTouchButton {
public:
BoolButton(bool *value, const char *key, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
: MultiTouchButton(key, bgImg, bgDownImg, img, scale, layoutParams), value_(value) {
}
void Touch(const TouchInput &input) override;
bool IsDown() override { return *value_; }
UI::Event OnChange;
private:
bool *value_;
};
class PSPButton : public MultiTouchButton {
public:
PSPButton(int pspButtonBit, const char *key, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
: MultiTouchButton(key, bgImg, bgDownImg, img, scale, layoutParams), pspButtonBit_(pspButtonBit) {
}
void Touch(const TouchInput &input) override;
bool IsDown() override;
private:
int pspButtonBit_;
};
class PSPDpad : public GamepadView {
public:
PSPDpad(ImageID arrowIndex, const char *key, ImageID arrowDownIndex, ImageID overlayIndex, float scale, float spacing, UI::LayoutParams *layoutParams);
void Touch(const TouchInput &input) override;
void Draw(UIContext &dc) override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
private:
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void ProcessTouch(float x, float y, bool down);
ImageID arrowIndex_;
ImageID arrowDownIndex_;
ImageID overlayIndex_;
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float scale_;
float spacing_;
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int dragPointerId_;
int down_;
};
class PSPStick : public GamepadView {
public:
PSPStick(ImageID bgImg, const char *key, ImageID stickImg, ImageID stickDownImg, int stick, float scale, UI::LayoutParams *layoutParams);
void Touch(const TouchInput &input) override;
void Draw(UIContext &dc) override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
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protected:
int dragPointerId_;
ImageID bgImg_;
ImageID stickImageIndex_;
ImageID stickDownImg_;
int stick_;
float stick_size_;
float scale_;
float centerX_;
float centerY_;
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private:
void ProcessTouch(float x, float y, bool down);
};
class PSPCustomStick : public PSPStick {
public:
PSPCustomStick(ImageID bgImg, const char *key, ImageID stickImg, ImageID stickDownImg, float scale, UI::LayoutParams *layoutParams);
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void Touch(const TouchInput &input) override;
void Draw(UIContext &dc) override;
private:
void ProcessTouch(float x, float y, bool down);
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float posX_ = 0.0f;
float posY_ = 0.0f;
};
//initializes the layout from Config. if a default layout does not exist,
//it sets up default values
void InitPadLayout(float xres, float yres, float globalScale = 1.15f);
UI::ViewGroup *CreatePadLayout(float xres, float yres, bool *pause, bool showPauseButton, ControlMapper* controllMapper);
const int D_pad_Radius = 50;
const int baseActionButtonSpacing = 60;
class ComboKey : public MultiTouchButton {
public:
ComboKey(uint64_t pspButtonBit, const char *key, bool toggle, ControlMapper* controllMapper, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, bool invertedContextDimension, UI::LayoutParams *layoutParams)
: MultiTouchButton(key, bgImg, bgDownImg, img, scale, layoutParams), pspButtonBit_(pspButtonBit), toggle_(toggle), controllMapper_(controllMapper), on_(false), invertedContextDimension_(invertedContextDimension) {
}
void Touch(const TouchInput &input) override;
bool IsDown() override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
private:
uint64_t pspButtonBit_;
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bool toggle_;
ControlMapper* controllMapper_;
bool on_;
bool invertedContextDimension_; // Swap width and height
};
// Just edit this to add new image, shape or button function
namespace CustomKey {
// Image list
struct keyImage {
const char* n; // UI name
ImageID i; // ImageID
float r; // Rotation angle in degree
};
static const keyImage comboKeyImages[] = {
{ "1", ImageID("I_1"), 0.0f },
{ "2", ImageID("I_2"), 0.0f },
{ "3", ImageID("I_3"), 0.0f },
{ "4", ImageID("I_4"), 0.0f },
{ "5", ImageID("I_5"), 0.0f },
{ "6", ImageID("I_6"), 0.0f },
{ "A", ImageID("I_A"), 0.0f },
{ "B", ImageID("I_B"), 0.0f },
{ "C", ImageID("I_C"), 0.0f },
{ "D", ImageID("I_D"), 0.0f },
{ "E", ImageID("I_E"), 0.0f },
{ "F", ImageID("I_F"), 0.0f },
{ "Circle", ImageID("I_CIRCLE"), 0.0f },
{ "Cross", ImageID("I_CROSS"), 0.0f },
{ "Square", ImageID("I_SQUARE"), 0.0f },
{ "Triangle", ImageID("I_TRIANGLE"), 0.0f },
{ "L", ImageID("I_L"), 0.0f },
{ "R", ImageID("I_R"), 0.0f },
{ "Start", ImageID("I_START"), 0.0f },
{ "Select", ImageID("I_SELECT"), 0.0f },
{ "Plus", ImageID("I_CROSS"), 45.0f },
{ "Rhombus", ImageID("I_SQUARE"), 45.0f },
{ "Down Triangle", ImageID("I_TRIANGLE"), 180.0f },
{ "Arrow up", ImageID("I_ARROW"), 90.0f},
{ "Arrow down", ImageID("I_ARROW"), 270.0f},
{ "Arrow left", ImageID("I_ARROW"), 0.0f},
{ "Arrow right", ImageID("I_ARROW"), 180.0f},
{ "Gear", ImageID("I_GEAR"), 0.0f},
};
// Shape list
struct keyShape {
const char* n; // UI name
ImageID i; // ImageID
ImageID l; // ImageID line version
float r; // Rotation angle in dregree
bool f; // Flip Horizontally
bool d; // Invert height and width for context dimension (for example for 90 degree rot)
};
static const keyShape comboKeyShapes[] = {
{ "Circle", ImageID("I_ROUND"), ImageID("I_ROUND_LINE"), 0.0f, false, false },
{ "Rectangle", ImageID("I_RECT"), ImageID("I_RECT_LINE"), 0.0f, false, false },
{ "Vertical Rectangle", ImageID("I_RECT"), ImageID("I_RECT_LINE"), 90.0f, false, true },
{ "L button", ImageID("I_SHOULDER"), ImageID("I_SHOULDER_LINE"), 0.0f, false, false },
{ "R button", ImageID("I_SHOULDER"), ImageID("I_SHOULDER_LINE"), 0.0f, true, false },
{ "Arrow up", ImageID("I_DIR"), ImageID("I_DIR_LINE"), 270.0f, false, true },
{ "Arrow down", ImageID("I_DIR"), ImageID("I_DIR_LINE"), 90.0f, false, true },
{ "Arrow left", ImageID("I_DIR"), ImageID("I_DIR_LINE"), 180.0f, false, false },
{ "Arrow right", ImageID("I_DIR"), ImageID("I_DIR_LINE"), 0.0f, false, false },
};
// Button list
struct keyList {
const char* n; // UI name
ImageID i; // UI ImageID
uint32_t c; // Key code
};
static const keyList comboKeyList[] = {
{ "Square", ImageID("I_SQUARE"), CTRL_SQUARE },
{ "Triangle", ImageID("I_TRIANGLE"), CTRL_TRIANGLE },
{ "Circle", ImageID("I_CIRCLE"), CTRL_CIRCLE },
{ "Cross", ImageID("I_CROSS"), CTRL_CROSS },
{ "Up", ImageID::invalid(), CTRL_UP },
{ "Down", ImageID::invalid(), CTRL_DOWN },
{ "Left", ImageID::invalid(), CTRL_LEFT },
{ "Right", ImageID::invalid(), CTRL_RIGHT },
{ "Start", ImageID("I_START"), CTRL_START },
{ "Select", ImageID("I_SELECT"), CTRL_SELECT },
{ "L", ImageID("I_L"), CTRL_LTRIGGER },
{ "R", ImageID("I_R"), CTRL_RTRIGGER },
{ "RapidFire", ImageID::invalid(), VIRTKEY_RAPID_FIRE },
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{ "Fast-forward", ImageID::invalid(), VIRTKEY_FASTFORWARD },
{ "SpeedToggle", ImageID::invalid(), VIRTKEY_SPEED_TOGGLE },
{ "Rewind", ImageID::invalid(), VIRTKEY_REWIND },
{ "Save State", ImageID::invalid(), VIRTKEY_SAVE_STATE },
{ "Load State", ImageID::invalid(), VIRTKEY_LOAD_STATE },
{ "Next Slot", ImageID::invalid(), VIRTKEY_NEXT_SLOT },
{ "Toggle Fullscreen", ImageID::invalid(), VIRTKEY_TOGGLE_FULLSCREEN },
{ "Alt speed 1", ImageID::invalid(), VIRTKEY_SPEED_CUSTOM1 },
{ "Alt speed 2", ImageID::invalid(), VIRTKEY_SPEED_CUSTOM2 },
{ "Texture Dumping", ImageID::invalid(), VIRTKEY_TEXTURE_DUMP },
{ "Texture Replacement", ImageID::invalid(), VIRTKEY_TEXTURE_REPLACE },
{ "Screenshot", ImageID::invalid(), VIRTKEY_SCREENSHOT },
{ "Mute toggle", ImageID::invalid(), VIRTKEY_MUTE_TOGGLE },
{ "OpenChat", ImageID::invalid(), VIRTKEY_OPENCHAT },
{ "Auto Analog Rotation (CW)", ImageID::invalid(), VIRTKEY_ANALOG_ROTATE_CW },
{ "Auto Analog Rotation (CCW)", ImageID::invalid(), VIRTKEY_ANALOG_ROTATE_CCW },
{ "Pause", ImageID::invalid(), VIRTKEY_PAUSE },
{ "DevMenu", ImageID::invalid(), VIRTKEY_DEVMENU },
#ifndef MOBILE_DEVICE
{ "Record", ImageID::invalid(), VIRTKEY_RECORD },
#endif
};
static_assert(ARRAY_SIZE(comboKeyList) <= 64, "Too many key for a uint64_t bit mask");
};
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class GestureGamepad : public UI::View {
public:
GestureGamepad() {};
void Touch(const TouchInput &input) override;
void Update() override;
protected:
float lastX_ = 0.0f;
float lastY_ = 0.0f;
float deltaX_ = 0.0f;
float deltaY_ = 0.0f;
float lastTapRelease_ = 0.0f;
float lastTouchDown_ = 0.0f;
int dragPointerId_ = -1;
bool swipeLeftReleased_ = true;
bool swipeRightReleased_ = true;
bool swipeUpReleased_ = true;
bool swipeDownReleased_ = true;
bool haveDoubleTapped_ = false;
};