ppsspp/UI/GamepadEmu.cpp

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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/.
#include "GamepadEmu.h"
#include "base/colorutil.h"
#include "base/NativeApp.h"
#include "math/math_util.h"
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#include "ui/virtual_input.h"
#include "ui/ui_context.h"
#include "Core/Config.h"
#include "Core/System.h"
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#include "ui_atlas.h"
#include "Core/HLE/sceCtrl.h"
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#include <algorithm>
#if defined(__SYMBIAN32__) || defined(IOS) || defined(MEEGO_EDITION_HARMATTAN)
#define USE_PAUSE_BUTTON 1
#else
#define USE_PAUSE_BUTTON 0
#endif
void MultiTouchButton::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
const AtlasImage &image = dc.Draw()->GetAtlas()->images[bgImg_];
w = image.w * scale_;
h = image.h * scale_;
}
void MultiTouchButton::Touch(const TouchInput &input) {
if ((input.flags & TOUCH_DOWN) && bounds_.Contains(input.x, input.y)) {
pointerDownMask_ |= 1 << input.id;
}
if (input.flags & TOUCH_MOVE) {
if (bounds_.Contains(input.x, input.y))
pointerDownMask_ |= 1 << input.id;
else
pointerDownMask_ &= ~(1 << input.id);
}
if (input.flags & TOUCH_UP) {
pointerDownMask_ &= ~(1 << input.id);
}
}
void MultiTouchButton::Draw(UIContext &dc) {
float opacity = g_Config.iTouchButtonOpacity / 100.0f;
float scale = scale_;
if (IsDown()) {
scale *= 2.0f;
opacity *= 1.15f;
}
uint32_t colorBg = colorAlpha(0xc0b080, opacity);
uint32_t color = colorAlpha(0xFFFFFF, opacity);
dc.Draw()->DrawImageRotated(bgImg_, bounds_.centerX(), bounds_.centerY(), scale, angle_ * (M_PI * 2 / 360.0f), colorBg, flipImageH_);
dc.Draw()->DrawImageRotated(img_, bounds_.centerX(), bounds_.centerY(), scale, angle_ * (M_PI * 2 / 360.0f), color);
}
void BoolButton::Touch(const TouchInput &input) {
bool lastDown = pointerDownMask_ != 0;
MultiTouchButton::Touch(input);
bool down = pointerDownMask_ != 0;
if (down != lastDown) {
*value_ = down;
}
}
void PSPButton::Touch(const TouchInput &input) {
bool lastDown = pointerDownMask_ != 0;
MultiTouchButton::Touch(input);
bool down = pointerDownMask_ != 0;
if (down && !lastDown) {
if (g_Config.bHapticFeedback) {
Vibrate(HAPTIC_VIRTUAL_KEY);
}
__CtrlButtonDown(pspButtonBit_);
} else if (lastDown && !down) {
__CtrlButtonUp(pspButtonBit_);
}
}
bool PSPButton::IsDown() {
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return (__CtrlPeekButtons() & pspButtonBit_) != 0;
}
PSPCross::PSPCross(int arrowIndex, int overlayIndex, float scale, float radius, UI::LayoutParams *layoutParams)
: UI::View(layoutParams), arrowIndex_(arrowIndex), overlayIndex_(overlayIndex), scale_(scale), radius_(radius), dragPointerId_(-1), down_(0) {
}
void PSPCross::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
w = radius_ * 4;
h = radius_ * 4;
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}
void PSPCross::Touch(const TouchInput &input) {
int lastDown = down_;
if (input.flags & TOUCH_DOWN) {
if (dragPointerId_ == -1 && bounds_.Contains(input.x, input.y)) {
dragPointerId_ = input.id;
ProcessTouch(input.x, input.y, true);
}
}
if (input.flags & TOUCH_MOVE) {
if (input.id == dragPointerId_) {
ProcessTouch(input.x, input.y, true);
}
}
if (input.flags & TOUCH_UP) {
if (input.id == dragPointerId_) {
dragPointerId_ = -1;
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ProcessTouch(input.x, input.y, false);
}
}
}
void PSPCross::ProcessTouch(float x, float y, bool down) {
float stick_size_ = radius_;
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float inv_stick_size = 1.0f / (stick_size_ * scale_);
const float deadzone = 0.17f;
float dx = (x - bounds_.centerX()) * inv_stick_size;
float dy = (y - bounds_.centerY()) * inv_stick_size;
float rad = sqrtf(dx*dx+dy*dy);
if (rad < deadzone || rad > 2.0f)
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down = false;
int ctrlMask = 0;
int lastDown = down_;
if (down) {
int direction = (int)(floorf((atan2f(dy, dx) / (2 * M_PI) * 8) + 0.5f)) & 7;
switch (direction) {
case 0: ctrlMask |= CTRL_RIGHT; break;
case 1: ctrlMask |= CTRL_RIGHT | CTRL_DOWN; break;
case 2: ctrlMask |= CTRL_DOWN; break;
case 3: ctrlMask |= CTRL_DOWN | CTRL_LEFT; break;
case 4: ctrlMask |= CTRL_LEFT; break;
case 5: ctrlMask |= CTRL_UP | CTRL_LEFT; break;
case 6: ctrlMask |= CTRL_UP; break;
case 7: ctrlMask |= CTRL_UP | CTRL_RIGHT; break;
}
}
down_ = ctrlMask;
int pressed = down_ & ~lastDown;
int released = (~down_) & lastDown;
static const int dir[4] = {CTRL_RIGHT, CTRL_DOWN, CTRL_LEFT, CTRL_UP};
for (int i = 0; i < 4; i++) {
if (pressed & dir[i]) {
if (g_Config.bHapticFeedback) {
Vibrate(HAPTIC_VIRTUAL_KEY);
}
__CtrlButtonDown(dir[i]);
}
if (released & dir[i]) {
__CtrlButtonUp(dir[i]);
}
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}
}
void PSPCross::Draw(UIContext &dc) {
float opacity = g_Config.iTouchButtonOpacity / 100.0f;
uint32_t colorBg = colorAlpha(0xc0b080, opacity);
uint32_t color = colorAlpha(0xFFFFFF, opacity);
static const float xoff[4] = {1, 0, -1, 0};
static const float yoff[4] = {0, 1, 0, -1};
static const int dir[4] = {CTRL_RIGHT, CTRL_DOWN, CTRL_LEFT, CTRL_UP};
int buttons = __CtrlPeekButtons();
for (int i = 0; i < 4; i++) {
float x = bounds_.centerX() + xoff[i] * radius_;
float y = bounds_.centerY() + yoff[i] * radius_;
float angle = i * M_PI / 2;
float imgScale = (buttons & dir[i]) ? scale_ * 2 : scale_;
dc.Draw()->DrawImageRotated(arrowIndex_, x, y, imgScale, angle + PI, colorBg, false);
if (overlayIndex_ != -1)
dc.Draw()->DrawImageRotated(overlayIndex_, x, y, imgScale, angle + PI, color);
}
}
PSPStick::PSPStick(int bgImg, int stickImg, int stick, float scale, UI::LayoutParams *layoutParams)
: UI::View(layoutParams), dragPointerId_(-1), bgImg_(bgImg), stickImageIndex_(stickImg), stick_(stick), scale_(scale) {
stick_size_ = 50;
}
void PSPStick::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
const AtlasImage &image = dc.Draw()->GetAtlas()->images[bgImg_];
w = image.w;
h = image.h;
}
void PSPStick::Draw(UIContext &dc) {
float opacity = g_Config.iTouchButtonOpacity / 100.0f;
uint32_t colorBg = colorAlpha(0xc0b080, opacity);
uint32_t color = colorAlpha(0x808080, opacity);
float stickX = bounds_.centerX();
float stickY = bounds_.centerY();
float dx, dy;
__CtrlPeekAnalog(stick_, &dx, &dy);
dc.Draw()->DrawImage(bgImg_, stickX, stickY, 1.0f * scale_, colorBg, ALIGN_CENTER);
dc.Draw()->DrawImage(stickImageIndex_, stickX + dx * stick_size_ * scale_, stickY - dy * stick_size_ * scale_, 1.0f * scale_, colorBg, ALIGN_CENTER);
}
void PSPStick::Touch(const TouchInput &input) {
if (input.flags & TOUCH_DOWN) {
if (dragPointerId_ == -1 && bounds_.Contains(input.x, input.y)) {
dragPointerId_ = input.id;
ProcessTouch(input.x, input.y, true);
}
}
if (input.flags & TOUCH_MOVE) {
if (input.id == dragPointerId_) {
ProcessTouch(input.x, input.y, true);
}
}
if (input.flags & TOUCH_UP) {
if (input.id == dragPointerId_) {
dragPointerId_ = -1;
ProcessTouch(input.x, input.y, false);
}
}
}
void PSPStick::ProcessTouch(float x, float y, bool down) {
if (down) {
float inv_stick_size = 1.0f / (stick_size_ * scale_);
float dx = (x - bounds_.centerX()) * inv_stick_size;
float dy = (y - bounds_.centerY()) * inv_stick_size;
// Do not clamp to a circle! The PSP has nearly square range!
// Old code to clamp to a circle
// float len = sqrtf(dx * dx + dy * dy);
// if (len > 1.0f) {
// dx /= len;
// dy /= len;
//}
// Still need to clamp to a square
dx = std::min(1.0f, std::max(-1.0f, dx));
dy = std::min(1.0f, std::max(-1.0f, dy));
__CtrlSetAnalogX(dx, stick_);
__CtrlSetAnalogY(-dy, stick_);
} else {
__CtrlSetAnalogX(0.0f, stick_);
__CtrlSetAnalogY(0.0f, stick_);
}
}
void InitPadLayout() {
// TODO: See if we can make some kind of global scaling for views instead of this hackery.
float scale = g_Config.fButtonScale;
//PSP buttons (triangle, circle, square, cross)---------------------
//space between the PSP buttons (triangle, circle, square and cross)
const int Action_button_spacing = 50 * scale;
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if (g_Config.iActionButtonSpacing == -1) {
g_Config.iActionButtonSpacing = Action_button_spacing;
}
//position of the circle button (the PSP circle button). It is the farthest to the left
int Action_button_center_X = dp_xres - Action_button_spacing * 2;
int Action_button_center_Y = dp_yres - Action_button_spacing * 2;
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if(g_Config.iActionButtonCenterX == -1 || g_Config.iActionButtonCenterY == -1 ) {
//setup defaults
g_Config.iActionButtonCenterX = Action_button_center_X;
g_Config.iActionButtonCenterY = Action_button_center_Y;
}
//D-PAD (up down left right) (aka PSP cross)--------------------------------------------------------------
//radius to the D-pad
const int D_pad_Radius = 40 * scale;
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if (g_Config.iDpadRadius == -1) {
g_Config.iDpadRadius = D_pad_Radius;
}
int D_pad_X = 2.5 * D_pad_Radius;
int D_pad_Y = dp_yres - D_pad_Radius;
if (g_Config.bShowTouchAnalogStick){
D_pad_Y -= 200 * scale;
}
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if(g_Config.iDpadX == -1 || g_Config.iDpadY == -1 ) {
//setup defaults
g_Config.iDpadX = D_pad_X;
g_Config.iDpadY = D_pad_Y;
}
//analog stick-------------------------------------------------------
//keep the analog stick right below the D pad
int analog_stick_X = D_pad_X;
int analog_stick_Y = dp_yres - 80 * scale;
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if (g_Config.iAnalogStickX == -1 || g_Config.iAnalogStickY == -1 ) {
g_Config.iAnalogStickX = analog_stick_X;
g_Config.iAnalogStickY = analog_stick_Y;
}
//select, start, throttle--------------------------------------------
//space between the bottom keys (space between select, start and un-throttle)
const int bottom_key_spacing = 100 * scale;
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int start_key_X = dp_xres / 2 + (bottom_key_spacing) * scale;
int start_key_Y = dp_yres - 60 * scale;
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if (g_Config.iStartKeyX == -1 || g_Config.iStartKeyY == -1 ) {
g_Config.iStartKeyX = start_key_X;
g_Config.iStartKeyY = start_key_Y;
}
int select_key_X = dp_xres / 2;
int select_key_Y = dp_yres - 60 * scale;
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if (g_Config.iSelectKeyX == -1 || g_Config.iSelectKeyY == -1 ) {
g_Config.iSelectKeyX = select_key_X;
g_Config.iSelectKeyY = select_key_Y;
}
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int unthrottle_key_X = dp_xres / 2 - (bottom_key_spacing) * scale;
int unthrottle_key_Y = dp_yres - 60 * scale;
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if (g_Config.iUnthrottleKeyX == -1 || g_Config.iUnthrottleKeyY == -1 ) {
g_Config.iUnthrottleKeyX = unthrottle_key_X;
g_Config.iUnthrottleKeyY = unthrottle_key_Y;
}
//L and R------------------------------------------------------------
int l_key_X = 70 * scale;
int l_key_Y = 40 * scale;
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if (g_Config.iLKeyX == -1 || g_Config.iLKeyY == -1 ) {
g_Config.iLKeyX = l_key_X;
g_Config.iLKeyY = l_key_Y;
}
int r_key_X = dp_xres - 60 * scale;
int r_key_Y = 40 * scale;
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if (g_Config.iRKeyX == -1 || g_Config.iRKeyY == -1 ) {
g_Config.iRKeyX = r_key_X;
g_Config.iRKeyY = r_key_Y;
}
};
UI::ViewGroup *CreatePadLayout(bool *pause) {
//standard coord system
using namespace UI;
AnchorLayout *root = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT));
//PSP buttons (triangle, circle, square, cross)---------------------
//space between the PSP buttons (traingle, circle, square and cross)
const int Action_button_spacing = g_Config.iActionButtonSpacing;
//position of the circle button (the PSP circle button). It is the farthest to the left
int Action_button_center_X = g_Config.iActionButtonCenterX;
int Action_button_center_Y = g_Config.iActionButtonCenterY;
const int Action_circle_button_X = Action_button_center_X + Action_button_spacing;
const int Action_circle_button_Y = Action_button_center_Y;
const int Action_cross_button_X = Action_button_center_X;
const int Action_cross_button_Y = Action_button_center_Y + Action_button_spacing;
const int Action_triangle_button_X = Action_button_center_X;
const int Action_triangle_button_Y = Action_button_center_Y - Action_button_spacing;
const int Action_square_button_X = Action_button_center_X - Action_button_spacing;
const int Action_square_button_Y = Action_button_center_Y;
//D-PAD (up down left right) (aka PSP cross)--------------------------------------------------------------
//radius to the D-pad
const int D_pad_Radius = g_Config.iDpadRadius;
int D_pad_X = g_Config.iDpadX;
int D_pad_Y = g_Config.iDpadY;
//select, start, throttle--------------------------------------------
//space between the bottom keys (space between select, start and un-throttle)
int start_key_X = g_Config.iStartKeyX;
int start_key_Y = g_Config.iStartKeyY;
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int select_key_X = g_Config.iSelectKeyX;
int select_key_Y = g_Config.iSelectKeyY;
int unthrottle_key_X = g_Config.iUnthrottleKeyX;
int unthrottle_key_Y = g_Config.iUnthrottleKeyY;
//L and R------------------------------------------------------------
int l_key_X = g_Config.iLKeyX;
int l_key_Y = g_Config.iLKeyY;
int r_key_X = g_Config.iRKeyX;
int r_key_Y = g_Config.iRKeyY;
//analog stick-------------------------------------------------------
int analog_stick_X = g_Config.iAnalogStickX;
int analog_stick_Y = g_Config.iAnalogStickY;
const int halfW = dp_xres / 2;
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if (g_Config.bShowTouchControls) {
float scale = g_Config.fButtonScale;
<<<<<<< HEAD
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<<<<<<< HEAD
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#if USE_PAUSE_BUTTON
root->Add(new BoolButton(pause, I_ROUND, I_ARROW, scale, new AnchorLayoutParams(halfW, 20, NONE, NONE, true)))->SetAngle(90);
#endif
=======
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=======
>>>>>>> 4936897... Make Toggle All actually function.
if (g_Config.bShowTouchCircle)
>>>>>>> 86338a5... Add a touch control visibility screen. All touch controls can now be toggled on or off, except for the Pause button on platforms that have it, as a safety precaution.
root->Add(new PSPButton(CTRL_CIRCLE, I_ROUND, I_CIRCLE, scale, new AnchorLayoutParams(Action_circle_button_X, Action_circle_button_Y, NONE, NONE, true)));
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if (g_Config.bShowTouchCross)
root->Add(new PSPButton(CTRL_CROSS, I_ROUND, I_CROSS, scale, new AnchorLayoutParams(Action_cross_button_X, Action_cross_button_Y, NONE, NONE, true)));
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if (g_Config.bShowTouchTriangle)
root->Add(new PSPButton(CTRL_TRIANGLE, I_ROUND, I_TRIANGLE, scale, new AnchorLayoutParams(Action_triangle_button_X, Action_triangle_button_Y, NONE, NONE, true)));
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if (g_Config.bShowTouchSquare)
root->Add(new PSPButton(CTRL_SQUARE, I_ROUND, I_SQUARE, scale, new AnchorLayoutParams(Action_square_button_X, Action_square_button_Y, NONE, NONE, true)));
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if (g_Config.bShowTouchStart)
root->Add(new PSPButton(CTRL_START, I_RECT, I_START, scale, new AnchorLayoutParams(start_key_X, start_key_Y, NONE, NONE, true)));
if (g_Config.bShowTouchSelect)
root->Add(new PSPButton(CTRL_SELECT, I_RECT, I_SELECT, scale, new AnchorLayoutParams(select_key_X, select_key_Y, NONE, NONE, true)));
if (g_Config.bShowTouchUnthrottle)
root->Add(new BoolButton(&PSP_CoreParameter().unthrottle, I_RECT, I_ARROW, scale, new AnchorLayoutParams(unthrottle_key_X, unthrottle_key_Y, NONE, NONE, true)))->SetAngle(180);
if (g_Config.bShowTouchLTrigger)
root->Add(new PSPButton(CTRL_LTRIGGER, I_SHOULDER, I_L, scale, new AnchorLayoutParams(l_key_X, l_key_Y, NONE, NONE, true)));
if (g_Config.bShowTouchRTrigger)
root->Add(new PSPButton(CTRL_RTRIGGER, I_SHOULDER, I_R, scale, new AnchorLayoutParams(r_key_X,r_key_Y, NONE, NONE, true)))->FlipImageH(true);
if (g_Config.bShowTouchDpad)
root->Add(new PSPCross(I_DIR, I_ARROW, scale, D_pad_Radius, new AnchorLayoutParams(D_pad_X, D_pad_Y, NONE, NONE, true)));
if (g_Config.bShowTouchAnalogStick)
root->Add(new PSPStick(I_STICKBG, I_STICK, 0, scale, new AnchorLayoutParams(analog_stick_X, analog_stick_Y, NONE, NONE, true)));
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}
return root;
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}