Add a class for keyboard input

Removes the windows-specific hack from sceCtrl
to read keyboard input and instead add a hack to
PPSSPPWindows.

The input mapping is still hardcoded and is the same
as it was in sceCtrl.

Add an std::list to WindowsHost that, curretly, contains
a hardcoded list of preferred `InputDevice`s. Devices
are tried in-order until one of them reports success.
Xinput is preferred over Keyboard. Keyboard always
returns success. Pointers are stored in the std::list
for polymorphism.

Change XinputDevice to report failure as soon as a
device can't be queried, instead of only a frame later.
This commit is contained in:
Diogo Franco (Kovensky) 2012-11-12 17:32:35 +00:00
parent 2210b19244
commit 7e7e9a0452
10 changed files with 91 additions and 46 deletions

View File

@ -66,48 +66,6 @@ void SampleControls() {
_ctrl_data &data = ctrl;
data.frame=1;//frame;
frame++;
#ifdef _WIN32
// TODO: Move this outta here!
data.buttons = 0;
int analogX = 128;
int analogY = 128;
if (GetAsyncKeyState(VK_SPACE))
data.buttons|=CTRL_START;
if (GetAsyncKeyState('V'))
data.buttons|=CTRL_SELECT;
if (GetAsyncKeyState('A'))
data.buttons|=CTRL_SQUARE;
if (GetAsyncKeyState('S'))
data.buttons|=CTRL_TRIANGLE;
if (GetAsyncKeyState('X'))
data.buttons|=CTRL_CIRCLE;
if (GetAsyncKeyState('Z'))
data.buttons|=CTRL_CROSS;
if (GetAsyncKeyState('Q'))
data.buttons|=CTRL_LTRIGGER;
if (GetAsyncKeyState('W'))
data.buttons|=CTRL_RTRIGGER;
if (GetAsyncKeyState(VK_UP)) {
data.buttons|=CTRL_UP;
analogY -= 100;
}
if (GetAsyncKeyState(VK_DOWN)) {
data.buttons|=CTRL_DOWN;
analogY += 100;
}
if (GetAsyncKeyState(VK_LEFT)) {
data.buttons|=CTRL_LEFT;
analogX -= 100;
}
if (GetAsyncKeyState(VK_RIGHT))
{
data.buttons|=CTRL_RIGHT;
analogX += 100;
}
data.analog[0] = analogX;
data.analog[1] = analogY;
#endif
}

13
Windows/InputDevice.cpp Normal file
View File

@ -0,0 +1,13 @@
#include "InputDevice.h"
#include "XinputDevice.h"
#include "KeyboardDevice.h"
#include <list>
#include <memory>
#define PUSH_BACK(Cls) do { list.push_back(std::shared_ptr<InputDevice>(new Cls())); } while (0)
std::list<std::shared_ptr<InputDevice>> getInputDevices() {
std::list<std::shared_ptr<InputDevice>> list;
PUSH_BACK(XinputDevice);
PUSH_BACK(KeyboardDevice);
return list;
}

View File

@ -8,3 +8,6 @@ public:
virtual int UpdateState() = 0;
};
#include <list>
#include <memory>
std::list<std::shared_ptr<InputDevice>> getInputDevices();

View File

@ -0,0 +1,46 @@
#include "KeyboardDevice.h"
#include "../Common/CommonTypes.h"
#include "../Core/HLE/sceCtrl.h"
#include "WinUser.h"
static const unsigned short key_ctrl_map[] = {
VK_SPACE, CTRL_START,
'V', CTRL_SELECT,
'A', CTRL_SQUARE,
'S', CTRL_TRIANGLE,
'X', CTRL_CIRCLE,
'Z', CTRL_CROSS,
'Q', CTRL_LTRIGGER,
'W', CTRL_RTRIGGER,
VK_UP, CTRL_UP,
VK_DOWN, CTRL_DOWN,
VK_LEFT, CTRL_LEFT,
VK_RIGHT, CTRL_RIGHT,
};
int KeyboardDevice::UpdateState() {
float analogX = 0;
float analogY = 0;
for (int i = 0; i < sizeof(key_ctrl_map)/sizeof(key_ctrl_map[0]); i += 2) {
if (!GetAsyncKeyState(key_ctrl_map[i]))
__CtrlButtonUp(key_ctrl_map[i+1]);
else {
__CtrlButtonDown(key_ctrl_map[i+1]);
switch (key_ctrl_map[i]) {
case VK_UP:
analogY -= .8f;
break;
case VK_DOWN:
analogY += .8f;
break;
case VK_LEFT:
analogX -= .8f;
break;
case VK_RIGHT:
analogX += .8f;
break;
}
}
}
__CtrlSetAnalog(analogX, analogY);
return 0;
}

7
Windows/KeyboardDevice.h Normal file
View File

@ -0,0 +1,7 @@
#pragma once
#include "InputDevice.h"
class KeyboardDevice : public InputDevice {
public:
virtual int UpdateState();
};

View File

@ -364,6 +364,8 @@
<ClCompile Include="Debugger\Debugger_MemoryDlg.cpp" />
<ClCompile Include="Debugger\Debugger_VFPUDlg.cpp" />
<ClCompile Include="EmuThread.cpp" />
<ClCompile Include="InputDevice.cpp" />
<ClCompile Include="KeyboardDevice.cpp" />
<ClCompile Include="W32Util\DialogManager.cpp" />
<ClCompile Include="W32Util\Misc.cpp">
<ObjectFileName Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">$(IntDir)%(Filename)2.obj</ObjectFileName>
@ -405,6 +407,7 @@
<ClInclude Include="Debugger\Debugger_VFPUDlg.h" />
<ClInclude Include="EmuThread.h" />
<ClInclude Include="InputDevice.h" />
<ClInclude Include="KeyboardDevice.h" />
<ClInclude Include="W32Util\DialogManager.h" />
<ClInclude Include="W32Util\Misc.h" />
<ClInclude Include="W32Util\PropertySheet.h" />

View File

@ -98,6 +98,12 @@
<ClCompile Include="XinputDevice.cpp">
<Filter>Windows\Input</Filter>
</ClCompile>
<ClCompile Include="KeyboardDevice.cpp">
<Filter>Windows\Input</Filter>
</ClCompile>
<ClCompile Include="InputDevice.cpp">
<Filter>Windows\Input</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Debugger\CtrlDisAsmView.h">
@ -173,6 +179,9 @@
<ClInclude Include="XinputDevice.h">
<Filter>Windows\Input</Filter>
</ClInclude>
<ClInclude Include="KeyboardDevice.h">
<Filter>Windows\Input</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="icon1.ico">

View File

@ -85,7 +85,9 @@ void WindowsHost::SetDebugMode(bool mode)
void WindowsHost::BeginFrame()
{
xinput.UpdateState();
for (auto iter = this->input.begin(); iter != this->input.end(); iter++)
if ((*iter)->UpdateState() == 0)
break; // *iter is std::shared_ptr, **iter is InputDevice
GL_BeginFrame();
}
void WindowsHost::EndFrame()

View File

@ -1,5 +1,7 @@
#include "../Core/Host.h"
#include "XinputDevice.h"
#include "InputDevice.h"
#include <list>
#include <memory>
class WindowsHost : public Host
{
@ -7,6 +9,7 @@ public:
WindowsHost(HWND _displayWindow)
{
displayWindow = _displayWindow;
input = getInputDevices();
}
void UpdateMemView();
void UpdateDisassembly();
@ -31,5 +34,5 @@ public:
private:
HWND displayWindow;
XinputDevice xinput;
std::list<std::shared_ptr<InputDevice>> input;
};

View File

@ -40,12 +40,13 @@ int XinputDevice::UpdateState() {
__CtrlSetAnalog(left.x, left.y);
this->prevState = state;
this->check_delay = 0;
return 0;
} else {
// wait check_delay frames before polling the controller again
this->gamepad_idx = -1;
this->check_delay = 100;
return -1;
}
return 0;
}
// We only filter the left stick since PSP has no analog triggers or right stick