ppsspp/ext/native/input/input_state.h

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#pragma once
// 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>
#include <mutex>
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#include "math/lin/vec3.h"
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#include "base/basictypes.h"
#include "input/keycodes.h"
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// 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
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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_X360_1 = 21,
DEVICE_ID_X360_2 = 22,
DEVICE_ID_X360_3 = 23,
DEVICE_ID_ACCELEROMETER = 30,
};
//number of contiguous generic joypad IDs
const int MAX_NUM_PADS = 10;
const char *GetDeviceName(int deviceId);
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enum {
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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,
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PAD_BUTTON_MENU = 4096,
PAD_BUTTON_BACK = 8192,
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// 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
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PAD_BUTTON_UNTHROTTLE = 1 << 20, // Click Tab to unthrottle
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};
#ifndef MAX_KEYQUEUESIZE
#define MAX_KEYQUEUESIZE 20
#endif
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// 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.
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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;
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if (keyCode != other.keyCode) return false;
return true;
}
};
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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,
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};
// 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; // Needs to be <= GestureDetector::MAX_PTRS (10.)
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int flags;
double timestamp;
};
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#undef KEY_DOWN
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#undef KEY_UP
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enum {
KEY_DOWN = 1 << 0,
KEY_UP = 1 << 1,
KEY_HASWHEELDELTA = 1 << 2,
KEY_IS_REPEAT = 1 << 3,
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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 {
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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;
};
// 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);