ppsspp/ext/native/input/input_state.h

254 lines
6.9 KiB
C
Raw Normal View History

2012-03-24 23:39:19 +01:00
#pragma once
// InputState is the simple way of getting input. All the input we have is collected
// to a canonical Xbox360-style pad fully automatically.
//
// Recommended for use in game UIs and games that don't have advanced needs.
//
// For more detailed and configurable input, implement NativeTouch, NativeKey and NativeAxis and do your
// own mapping. Might later move the mapping system from PPSSPP to native.
#include <map>
#include <vector>
2012-03-24 23:39:19 +01:00
#include "math/lin/vec3.h"
2012-04-27 00:48:30 +02:00
#include "base/mutex.h"
2012-08-12 20:50:12 +02:00
#include "base/basictypes.h"
#include "input/keycodes.h"
2012-03-24 23:39:19 +01:00
// Default device IDs
enum {
DEVICE_ID_ANY = -1, // Represents any device ID
DEVICE_ID_DEFAULT = 0, // Old Android
DEVICE_ID_KEYBOARD = 1, // PC keyboard, android keyboards
2013-07-08 12:34:39 +02:00
DEVICE_ID_MOUSE = 2, // PC mouse only (not touchscreen!)
DEVICE_ID_PAD_0 = 10, // Generic joypads
DEVICE_ID_PAD_1 = 11, // these should stay as contiguous numbers
DEVICE_ID_PAD_2 = 12,
DEVICE_ID_PAD_3 = 13,
DEVICE_ID_PAD_4 = 14,
DEVICE_ID_PAD_5 = 15,
DEVICE_ID_PAD_6 = 16,
DEVICE_ID_PAD_7 = 17,
DEVICE_ID_PAD_8 = 18,
DEVICE_ID_PAD_9 = 19,
DEVICE_ID_X360_0 = 20, // XInput joypads
DEVICE_ID_ACCELEROMETER = 30,
};
//number of contiguous generic joypad IDs
const int MAX_NUM_PADS = 10;
const char *GetDeviceName(int deviceId);
2012-03-24 23:39:19 +01:00
enum {
2012-10-30 13:20:55 +01:00
PAD_BUTTON_A = 1,
PAD_BUTTON_B = 2,
PAD_BUTTON_X = 4,
PAD_BUTTON_Y = 8,
PAD_BUTTON_LBUMPER = 16,
PAD_BUTTON_RBUMPER = 32,
PAD_BUTTON_START = 64,
PAD_BUTTON_SELECT = 128,
PAD_BUTTON_UP = 256,
PAD_BUTTON_DOWN = 512,
PAD_BUTTON_LEFT = 1024,
PAD_BUTTON_RIGHT = 2048,
2012-10-28 11:37:10 +01:00
PAD_BUTTON_MENU = 4096,
PAD_BUTTON_BACK = 8192,
2016-10-11 17:34:19 +02:00
// For Qt
PAD_BUTTON_JOY_UP = 1<<14,
PAD_BUTTON_JOY_DOWN = 1<<15,
PAD_BUTTON_JOY_LEFT = 1<<16,
PAD_BUTTON_JOY_RIGHT = 1<<17,
PAD_BUTTON_LEFT_THUMB = 1 << 18, // Click left thumb stick on X360
PAD_BUTTON_RIGHT_THUMB = 1 << 19, // Click right thumb stick on X360
PAD_BUTTON_LEFT_TRIGGER = 1 << 21, // Click left thumb stick on X360
PAD_BUTTON_RIGHT_TRIGGER = 1 << 22, // Click left thumb stick on X360
2013-05-13 20:04:09 -05:00
PAD_BUTTON_UNTHROTTLE = 1 << 20, // Click Tab to unthrottle
2012-03-24 23:39:19 +01:00
};
#define MAX_POINTERS 10
#ifndef MAX_KEYQUEUESIZE
#define MAX_KEYQUEUESIZE 20
#endif
2015-08-28 16:51:07 +02:00
// Represents a single bindable key
class KeyDef {
public:
KeyDef() : deviceId(0), keyCode(0) {}
KeyDef(int devId, int k) : deviceId(devId), keyCode(k) {}
int deviceId;
int keyCode;
// If you want to use std::find and match ANY, you need to perform an explicit search for that.
2015-08-28 16:51:07 +02:00
bool operator < (const KeyDef &other) const {
if (deviceId < other.deviceId) return true;
if (deviceId > other.deviceId) return false;
if (keyCode < other.keyCode) return true;
return false;
}
bool operator == (const KeyDef &other) const {
if (deviceId != other.deviceId && deviceId != DEVICE_ID_ANY && other.deviceId != DEVICE_ID_ANY) return false;
2015-08-28 16:51:07 +02:00
if (keyCode != other.keyCode) return false;
return true;
}
};
// Represents a single bindable axis direction
struct AxisPos {
int axis;
float position;
bool operator < (const AxisPos &other) const {
if (axis < other.axis) return true;
if (axis > other.axis) return false;
return position < other.position;
}
bool operator == (const AxisPos &other) const {
return axis == other.axis && position == other.position;
}
};
2012-10-31 20:42:43 +01:00
// Collection of all possible inputs, and automatically computed
2012-03-24 23:39:19 +01:00
// deltas where applicable.
struct InputState {
2012-10-30 13:20:55 +01:00
// Lock this whenever you access the data in this struct.
mutable recursive_mutex lock;
InputState()
: pad_buttons(0),
pad_last_buttons(0),
pad_buttons_down(0),
pad_buttons_up(0),
mouse_valid(false),
accelerometer_valid(false) {
memset(pointer_down, 0, sizeof(pointer_down));
}
2012-04-27 00:48:30 +02:00
// Gamepad style input. For ease of use.
2012-10-30 13:20:55 +01:00
int pad_buttons; // bitfield
int pad_last_buttons;
int pad_buttons_down; // buttons just pressed this frame
int pad_buttons_up; // buttons just pressed last frame
float pad_lstick_x;
float pad_lstick_y;
float pad_rstick_x;
float pad_rstick_y;
float pad_ltrigger;
float pad_rtrigger;
2012-03-24 23:39:19 +01:00
2012-10-30 13:20:55 +01:00
// Mouse/touch style input
// There are up to 8 mice / fingers.
volatile bool mouse_valid;
2012-04-27 00:48:30 +02:00
2012-10-30 13:20:55 +01:00
int pointer_x[MAX_POINTERS];
int pointer_y[MAX_POINTERS];
bool pointer_down[MAX_POINTERS];
2012-03-31 11:16:13 +02:00
2012-10-30 13:20:55 +01:00
// Accelerometer
bool accelerometer_valid;
Vec3 acc;
2012-07-26 17:24:47 +02:00
private:
2012-10-30 13:20:55 +01:00
DISALLOW_COPY_AND_ASSIGN(InputState);
2012-03-24 23:39:19 +01:00
};
void UpdateInputState(InputState *input, bool merge = false);
void EndInputState(InputState *input);
2013-05-03 00:21:39 +02:00
enum {
TOUCH_MOVE = 1 << 0,
TOUCH_DOWN = 1 << 1,
TOUCH_UP = 1 << 2,
TOUCH_CANCEL = 1 << 3, // Sent by scrollviews to their children when they detect a scroll
TOUCH_WHEEL = 1 << 4, // Scrollwheel event. Usually only affects Y but can potentially affect X.
TOUCH_MOUSE = 1 << 5, // Identifies that this touch event came from a mouse
TOUCH_RELEASE_ALL = 1 << 6, // Useful for app focus switches when events may be lost.
// These are the Android getToolType() codes, shifted by 10.
TOUCH_TOOL_MASK = 7 << 10,
TOUCH_TOOL_UNKNOWN = 0 << 10,
TOUCH_TOOL_FINGER = 1 << 10,
TOUCH_TOOL_STYLUS = 2 << 10,
TOUCH_TOOL_MOUSE = 3 << 10,
TOUCH_TOOL_ERASER = 4 << 10,
2013-05-03 00:21:39 +02:00
};
// Used for asynchronous touch input.
// DOWN is always on its own.
// MOVE and UP can be combined.
struct TouchInput {
float x;
float y;
int id; // can be relied upon to be 0...MAX_POINTERS
int flags;
double timestamp;
};
2013-07-07 17:46:37 +10:00
#undef KEY_DOWN
2013-07-08 12:34:39 +02:00
#undef KEY_UP
2013-07-07 17:46:37 +10:00
enum {
KEY_DOWN = 1 << 0,
KEY_UP = 1 << 1,
KEY_HASWHEELDELTA = 1 << 2,
KEY_IS_REPEAT = 1 << 3,
2014-06-29 23:31:09 +02:00
KEY_CHAR = 1 << 4, // Unicode character input. Cannot detect keyups of these so KEY_DOWN and KEY_UP are zero when this is set.
};
struct KeyInput {
2013-07-09 16:33:05 +02:00
KeyInput() {}
KeyInput(int devId, int code, int fl) : deviceId(devId), keyCode(code), flags(fl) {}
int deviceId;
int keyCode; // Android keycodes are the canonical keycodes, everyone else map to them.
int flags;
};
struct AxisInput {
int deviceId;
int axisId; // Android axis Ids are the canonical ones.
float value;
int flags;
};
class ButtonTracker {
public:
ButtonTracker() { Reset(); }
void Reset() {
pad_buttons_ = 0;
pad_buttons_async_set = 0;
pad_buttons_async_clear = 0;
}
void Process(const KeyInput &input);
uint32_t Update();
uint32_t GetPadButtons() const { return pad_buttons_; }
private:
uint32_t pad_buttons_;
uint32_t pad_buttons_async_set;
uint32_t pad_buttons_async_clear;
};
// Platforms should call g_buttonTracker.Process().
extern ButtonTracker g_buttonTracker;
// Is there a nicer place for this stuff? It's here to avoid dozens of linking errors in UnitTest..
extern std::vector<KeyDef> dpadKeys;
extern std::vector<KeyDef> confirmKeys;
extern std::vector<KeyDef> cancelKeys;
extern std::vector<KeyDef> tabLeftKeys;
extern std::vector<KeyDef> tabRightKeys;
void SetDPadKeys(const std::vector<KeyDef> &leftKey, const std::vector<KeyDef> &rightKey,
const std::vector<KeyDef> &upKey, const std::vector<KeyDef> &downKey);
void SetConfirmCancelKeys(const std::vector<KeyDef> &confirm, const std::vector<KeyDef> &cancel);
void SetTabLeftRightKeys(const std::vector<KeyDef> &tabLeft, const std::vector<KeyDef> &tabRight);