// 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. // 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 #include "Common/Log.h" #include "Core/Config.h" #include "Core/Core.h" #include "Core/System.h" #include "Core/HLE/sceCtrl.h" #include "UI/GamepadEmu.h" #include "UI/ui_atlas.h" #include "base/colorutil.h" #include "base/display.h" #include "base/NativeApp.h" #include "base/timeutil.h" #include "math/math_util.h" #include "ui/ui_context.h" static u32 GetButtonColor() { return g_Config.iTouchButtonStyle != 0 ? 0xFFFFFF : 0xc0b080; } GamepadView::GamepadView(UI::LayoutParams *layoutParams) : UI::View(layoutParams), secondsWithoutTouch_(0) { lastFrameTime_ = time_now_d(); } void GamepadView::Touch(const TouchInput &input) { secondsWithoutTouch_ = 0.0f; } void GamepadView::Update() { const float now = time_now(); float delta = now - lastFrameTime_; if (delta > 0) { secondsWithoutTouch_ += delta; } lastFrameTime_ = now; } float GamepadView::GetButtonOpacity() { float fadeAfterSeconds = g_Config.iTouchButtonHideSeconds; float fadeTransitionSeconds = std::min(fadeAfterSeconds, 0.5f); float opacity = g_Config.iTouchButtonOpacity / 100.0f; float multiplier = 1.0f; if (secondsWithoutTouch_ >= fadeAfterSeconds && fadeAfterSeconds > 0.0f) { if (secondsWithoutTouch_ >= fadeAfterSeconds + fadeTransitionSeconds) { multiplier = 0.0f; } else { float secondsIntoFade = secondsWithoutTouch_ - fadeAfterSeconds; multiplier = 1.0f - (secondsIntoFade / fadeTransitionSeconds); } } return opacity * multiplier; } 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) { GamepadView::Touch(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); } if (input.flags & TOUCH_RELEASE_ALL) { pointerDownMask_ = 0; } } void MultiTouchButton::Draw(UIContext &dc) { float opacity = GetButtonOpacity(); if (opacity <= 0.0f) return; float scale = scale_; if (IsDown()) { if (g_Config.iTouchButtonStyle == 2) { opacity *= 1.35f; } else { scale *= 2.0f; opacity *= 1.15f; } } uint32_t colorBg = colorAlpha(GetButtonColor(), opacity); uint32_t downBg = colorAlpha(0xFFFFFF, opacity * 0.5f); uint32_t color = colorAlpha(0xFFFFFF, opacity); if (IsDown() && g_Config.iTouchButtonStyle == 2) { if (bgImg_ != bgDownImg_) dc.Draw()->DrawImageRotated(bgDownImg_, bounds_.centerX(), bounds_.centerY(), scale, bgAngle_ * (M_PI * 2 / 360.0f), downBg, flipImageH_); } dc.Draw()->DrawImageRotated(bgImg_, bounds_.centerX(), bounds_.centerY(), scale, bgAngle_ * (M_PI * 2 / 360.0f), colorBg, flipImageH_); int y = bounds_.centerY(); // Hack round the fact that the center of the rectangular picture the triangle is contained in // is not at the "weight center" of the triangle. if (img_ == I_TRIANGLE) y -= 2.8f * scale; dc.Draw()->DrawImageRotated(img_, bounds_.centerX(), y, 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; UI::EventParams params{ this }; params.a = down; OnChange.Trigger(params); } } void FPSLimitButton::Touch(const TouchInput &input) { bool lastDown = pointerDownMask_ != 0; MultiTouchButton::Touch(input); bool down = pointerDownMask_ != 0; if (!down && lastDown && IsDown()) { PSP_CoreParameter().fpsLimit = FPSLimit::NORMAL; } else if (down && !lastDown && PSP_CoreParameter().fpsLimit == FPSLimit::NORMAL) { int limit = limit_ == FPSLimit::CUSTOM1 ? g_Config.iFpsLimit1 : g_Config.iFpsLimit2; // Validate it actually has a setting (may this should override visible?) if (limit >= 0) { PSP_CoreParameter().fpsLimit = limit_; } } } bool FPSLimitButton::IsDown() { return PSP_CoreParameter().fpsLimit == limit_; } 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_); } } void ComboKey::Touch(const TouchInput &input) { bool lastDown = pointerDownMask_ != 0; MultiTouchButton::Touch(input); bool down = pointerDownMask_ != 0; static const int combo[16] = {CTRL_SQUARE ,CTRL_TRIANGLE ,CTRL_CIRCLE ,CTRL_CROSS ,CTRL_UP ,CTRL_DOWN ,CTRL_LEFT ,CTRL_RIGHT ,CTRL_START ,CTRL_SELECT ,CTRL_LTRIGGER ,CTRL_RTRIGGER }; if (down || lastDown) { for (int i = 0; i < 16; i++) { if (pspButtonBit_ & combo[i]) { if (down && !lastDown) { if (g_Config.bHapticFeedback) { Vibrate(HAPTIC_VIRTUAL_KEY); } __CtrlButtonDown(combo[i]); } else if (lastDown && !down) { __CtrlButtonUp(combo[i]); } } } } } bool PSPButton::IsDown() { return (__CtrlPeekButtons() & pspButtonBit_) != 0; } PSPDpad::PSPDpad(int arrowIndex, int arrowDownIndex, int overlayIndex, float scale, float spacing, UI::LayoutParams *layoutParams) : GamepadView(layoutParams), arrowIndex_(arrowIndex), arrowDownIndex_(arrowDownIndex), overlayIndex_(overlayIndex), scale_(scale), spacing_(spacing), dragPointerId_(-1), down_(0) { } void PSPDpad::GetContentDimensions(const UIContext &dc, float &w, float &h) const { w = D_pad_Radius * spacing_ * 4; h = D_pad_Radius * spacing_ * 4; } void PSPDpad::Touch(const TouchInput &input) { int lastDown = down_; GamepadView::Touch(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 PSPDpad::ProcessTouch(float x, float y, bool down) { float stick_size = spacing_ * D_pad_Radius * scale_; float inv_stick_size = 1.0f / stick_size; 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) down = false; int ctrlMask = 0; int lastDown = down_; bool fourWay = g_Config.bDisableDpadDiagonals || rad < 0.7f; if (down) { if (fourWay) { int direction = (int)(floorf((atan2f(dy, dx) / (2 * M_PI) * 4) + 0.5f)) & 3; switch (direction) { case 0: ctrlMask |= CTRL_RIGHT; break; case 1: ctrlMask |= CTRL_DOWN; break; case 2: ctrlMask |= CTRL_LEFT; break; case 3: ctrlMask |= CTRL_UP; break; } // 4 way pad } else { // 8 way pad 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]); } } } void PSPDpad::Draw(UIContext &dc) { float opacity = GetButtonOpacity(); if (opacity <= 0.0f) return; 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(); float r = D_pad_Radius * spacing_; for (int i = 0; i < 4; i++) { bool isDown = (buttons & dir[i]) != 0; float x = bounds_.centerX() + xoff[i] * r; float y = bounds_.centerY() + yoff[i] * r; float x2 = bounds_.centerX() + xoff[i] * (r + 10.f * scale_); float y2 = bounds_.centerY() + yoff[i] * (r + 10.f * scale_); float angle = i * M_PI / 2; float imgScale = isDown ? scale_ * 2 : scale_; float imgOpacity = opacity; if (isDown && g_Config.iTouchButtonStyle == 2) { imgScale = scale_; imgOpacity *= 1.35f; uint32_t downBg = colorAlpha(0x00FFFFFF, imgOpacity * 0.5f); if (arrowIndex_ != arrowDownIndex_) dc.Draw()->DrawImageRotated(arrowDownIndex_, x, y, imgScale, angle + PI, downBg, false); } uint32_t colorBg = colorAlpha(GetButtonColor(), imgOpacity); uint32_t color = colorAlpha(0xFFFFFF, imgOpacity); dc.Draw()->DrawImageRotated(arrowIndex_, x, y, imgScale, angle + PI, colorBg, false); if (overlayIndex_ != -1) dc.Draw()->DrawImageRotated(overlayIndex_, x2, y2, imgScale, angle + PI, color); } } PSPStick::PSPStick(int bgImg, int stickImg, int stickDownImg, int stick, float scale, UI::LayoutParams *layoutParams) : GamepadView(layoutParams), dragPointerId_(-1), bgImg_(bgImg), stickImageIndex_(stickImg), stickDownImg_(stickDownImg), stick_(stick), scale_(scale), centerX_(-1), centerY_(-1) { 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 = GetButtonOpacity(); if (opacity <= 0.0f) return; if (dragPointerId_ != -1 && g_Config.iTouchButtonStyle == 2) { opacity *= 1.35f; } uint32_t colorBg = colorAlpha(GetButtonColor(), opacity); uint32_t downBg = colorAlpha(0x00FFFFFF, opacity * 0.5f); uint32_t color = colorAlpha(0x808080, opacity); if (centerX_ < 0.0f) { centerX_ = bounds_.centerX(); centerY_ = bounds_.centerY(); } float stickX = centerX_; float stickY = centerY_; float dx, dy; __CtrlPeekAnalog(stick_, &dx, &dy); dc.Draw()->DrawImage(bgImg_, stickX, stickY, 1.0f * scale_, colorBg, ALIGN_CENTER); if (dragPointerId_ != -1 && g_Config.iTouchButtonStyle == 2 && stickDownImg_ != stickImageIndex_) dc.Draw()->DrawImage(stickDownImg_, stickX + dx * stick_size_ * scale_, stickY - dy * stick_size_ * scale_, 1.0f * scale_, downBg, 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) { GamepadView::Touch(input); if (input.flags & TOUCH_RELEASE_ALL) { dragPointerId_ = -1; centerX_ = bounds_.centerX(); centerY_ = bounds_.centerY(); __CtrlSetAnalogX(0.0f, stick_); __CtrlSetAnalogY(0.0f, stick_); return; } if (input.flags & TOUCH_DOWN) { if (dragPointerId_ == -1 && bounds_.Contains(input.x, input.y)) { if (g_Config.bAutoCenterTouchAnalog) { centerX_ = input.x; centerY_ = input.y; } else { centerX_ = bounds_.centerX(); centerY_ = bounds_.centerY(); } 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; centerX_ = bounds_.centerX(); centerY_ = bounds_.centerY(); ProcessTouch(input.x, input.y, false); } } } void PSPStick::ProcessTouch(float x, float y, bool down) { if (down && centerX_ >= 0.0f) { float inv_stick_size = 1.0f / (stick_size_ * scale_); float dx = (x - centerX_) * inv_stick_size; float dy = (y - 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(float xres, float yres, float globalScale) { const float scale = globalScale; const int halfW = xres / 2; auto initTouchPos = [=](ConfigTouchPos &touch, float x, float y) { if (touch.x == -1.0f || touch.y == -1.0f) { touch.x = x / xres; touch.y = y / yres; touch.scale = scale; } }; // PSP buttons (triangle, circle, square, cross)--------------------- // space between the PSP buttons (triangle, circle, square and cross) if (g_Config.fActionButtonSpacing < 0) { g_Config.fActionButtonSpacing = 1.0f; } // Position of the circle button (the PSP circle button). It is the farthest to the left float Action_button_spacing = g_Config.fActionButtonSpacing * baseActionButtonSpacing; int Action_button_center_X = xres - Action_button_spacing * 2; int Action_button_center_Y = yres - Action_button_spacing * 2; initTouchPos(g_Config.touchActionButtonCenter, Action_button_center_X, Action_button_center_Y); //D-PAD (up down left right) (aka PSP cross)---------------------------- //radius to the D-pad // TODO: Make configurable int D_pad_X = 2.5 * D_pad_Radius * scale; int D_pad_Y = yres - D_pad_Radius * scale; if (g_Config.touchAnalogStick.show) { D_pad_Y -= 200 * scale; } initTouchPos(g_Config.touchDpad, D_pad_X, 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 = yres - 80 * scale; initTouchPos(g_Config.touchAnalogStick, analog_stick_X, analog_stick_Y); //select, start, throttle-------------------------------------------- //space between the bottom keys (space between select, start and un-throttle) float bottom_key_spacing = 100; if (dp_xres < 750) { bottom_key_spacing *= 0.8f; } int start_key_X = halfW + bottom_key_spacing * scale; int start_key_Y = yres - 60 * scale; initTouchPos(g_Config.touchStartKey, start_key_X, start_key_Y); int select_key_X = halfW; int select_key_Y = yres - 60 * scale; initTouchPos(g_Config.touchSelectKey, select_key_X, select_key_Y); int unthrottle_key_X = halfW - bottom_key_spacing * scale; int unthrottle_key_Y = yres - 60 * scale; initTouchPos(g_Config.touchUnthrottleKey, unthrottle_key_X, unthrottle_key_Y); initTouchPos(g_Config.touchSpeed1Key, unthrottle_key_X, unthrottle_key_Y - 60 * scale); initTouchPos(g_Config.touchSpeed2Key, unthrottle_key_X + bottom_key_spacing * scale, unthrottle_key_Y - 60 * scale); // L and R------------------------------------------------------------ // Put them above the analog stick / above the buttons to the right. // The corners were very hard to reach.. int l_key_X = 60 * scale; int l_key_Y = yres - 380 * scale; initTouchPos(g_Config.touchLKey, l_key_X, l_key_Y); int r_key_X = xres - 60 * scale; int r_key_Y = l_key_Y; initTouchPos(g_Config.touchRKey, r_key_X, r_key_Y); //Combo key int combo_key_X = halfW + bottom_key_spacing * scale * 1.2f; int combo_key_Y = yres / 2; initTouchPos(g_Config.touchCombo0, combo_key_X, combo_key_Y); int combo1_key_X = halfW + bottom_key_spacing * scale * 2.2f; int combo1_key_Y = yres / 2; initTouchPos(g_Config.touchCombo1, combo1_key_X, combo1_key_Y); int combo2_key_X = halfW + bottom_key_spacing * scale * 3.2f; int combo2_key_Y = yres / 2; initTouchPos(g_Config.touchCombo2, combo2_key_X, combo2_key_Y); int combo3_key_X = halfW + bottom_key_spacing * scale * 1.2f; int combo3_key_Y = yres / 3; initTouchPos(g_Config.touchCombo3, combo3_key_X, combo3_key_Y); int combo4_key_X = halfW + bottom_key_spacing * scale * 2.2f; int combo4_key_Y = yres / 3; initTouchPos(g_Config.touchCombo4, combo4_key_X, combo4_key_Y); } UI::ViewGroup *CreatePadLayout(float xres, float yres, bool *pause) { using namespace UI; AnchorLayout *root = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT)); if (!g_Config.bShowTouchControls) { return root; } struct ButtonOffset { float x; float y; }; auto buttonLayoutParams = [=](const ConfigTouchPos &touch, ButtonOffset off = { 0, 0 }) { return new AnchorLayoutParams(touch.x * xres + off.x, touch.y * yres + off.y, NONE, NONE, true); }; // Space between the PSP buttons (traingle, circle, square and cross) const float actionButtonSpacing = g_Config.fActionButtonSpacing * baseActionButtonSpacing; // Position of the circle button (the PSP circle button). It is the farthest to the right. ButtonOffset circleOffset{ actionButtonSpacing, 0.0f }; ButtonOffset crossOffset{ 0.0f, actionButtonSpacing }; ButtonOffset triangleOffset{ 0.0f, -actionButtonSpacing }; ButtonOffset squareOffset{ -actionButtonSpacing, 0.0f }; const int halfW = xres / 2; const int roundImage = g_Config.iTouchButtonStyle ? I_ROUND_LINE : I_ROUND; const int rectImage = g_Config.iTouchButtonStyle ? I_RECT_LINE : I_RECT; const int shoulderImage = g_Config.iTouchButtonStyle ? I_SHOULDER_LINE : I_SHOULDER; const int dirImage = g_Config.iTouchButtonStyle ? I_DIR_LINE : I_DIR; const int stickImage = g_Config.iTouchButtonStyle ? I_STICK_LINE : I_STICK; const int stickBg = g_Config.iTouchButtonStyle ? I_STICK_BG_LINE : I_STICK_BG; static const int comboKeyImages[5] = { I_1, I_2, I_3, I_4, I_5 }; auto addPSPButton = [=](int buttonBit, int bgImg, int bgDownImg, int img, const ConfigTouchPos &touch, ButtonOffset off = { 0, 0 }) -> PSPButton * { if (touch.show) { return root->Add(new PSPButton(buttonBit, bgImg, bgDownImg, img, touch.scale, buttonLayoutParams(touch, off))); } return nullptr; }; auto addComboKey = [=](int buttonBit, int bgImg, int bgDownImg, int img, const ConfigTouchPos &touch) -> ComboKey * { if (touch.show) { return root->Add(new ComboKey(buttonBit, bgImg, bgDownImg, img, touch.scale, buttonLayoutParams(touch))); } return nullptr; }; auto addBoolButton = [=](bool *value, int bgImg, int bgDownImg, int img, const ConfigTouchPos &touch) -> BoolButton * { if (touch.show) { return root->Add(new BoolButton(value, bgImg, bgDownImg, img, touch.scale, buttonLayoutParams(touch))); } return nullptr; }; auto addFPSLimitButton = [=](FPSLimit value, int bgImg, int bgDownImg, int img, const ConfigTouchPos &touch) -> FPSLimitButton * { if (touch.show) { return root->Add(new FPSLimitButton(value, bgImg, bgDownImg, img, touch.scale, buttonLayoutParams(touch))); } return nullptr; }; if (!System_GetPropertyBool(SYSPROP_HAS_BACK_BUTTON) || g_Config.bShowTouchPause) { root->Add(new BoolButton(pause, roundImage, I_ROUND, I_ARROW, 1.0f, new AnchorLayoutParams(halfW, 20, NONE, NONE, true)))->SetAngle(90); } // touchActionButtonCenter.show will always be true, since that's the default. if (g_Config.bShowTouchCircle) addPSPButton(CTRL_CIRCLE, roundImage, I_ROUND, I_CIRCLE, g_Config.touchActionButtonCenter, circleOffset); if (g_Config.bShowTouchCross) addPSPButton(CTRL_CROSS, roundImage, I_ROUND, I_CROSS, g_Config.touchActionButtonCenter, crossOffset); if (g_Config.bShowTouchTriangle) addPSPButton(CTRL_TRIANGLE, roundImage, I_ROUND, I_TRIANGLE, g_Config.touchActionButtonCenter, triangleOffset); if (g_Config.bShowTouchSquare) addPSPButton(CTRL_SQUARE, roundImage, I_ROUND, I_SQUARE, g_Config.touchActionButtonCenter, squareOffset); addPSPButton(CTRL_START, rectImage, I_RECT, I_START, g_Config.touchStartKey); addPSPButton(CTRL_SELECT, rectImage, I_RECT, I_SELECT, g_Config.touchSelectKey); BoolButton *unthrottle = addBoolButton(&PSP_CoreParameter().unthrottle, rectImage, I_RECT, I_ARROW, g_Config.touchUnthrottleKey); if (unthrottle) { unthrottle->SetAngle(180.0f); unthrottle->OnChange.Add([](UI::EventParams &e) { if (e.a) { Core_EnableStepping(false); } return UI::EVENT_DONE; }); } FPSLimitButton *speed1 = addFPSLimitButton(FPSLimit::CUSTOM1, rectImage, I_RECT, I_ARROW, g_Config.touchSpeed1Key); if (speed1) speed1->SetAngle(170.0f, 180.0f); FPSLimitButton *speed2 = addFPSLimitButton(FPSLimit::CUSTOM2, rectImage, I_RECT, I_ARROW, g_Config.touchSpeed2Key); if (speed2) speed2->SetAngle(190.0f, 180.0f); addPSPButton(CTRL_LTRIGGER, shoulderImage, I_SHOULDER, I_L, g_Config.touchLKey); PSPButton *rTrigger = addPSPButton(CTRL_RTRIGGER, shoulderImage, I_SHOULDER, I_R, g_Config.touchRKey); if (rTrigger) rTrigger->FlipImageH(true); if (g_Config.touchDpad.show) root->Add(new PSPDpad(dirImage, I_DIR, I_ARROW, g_Config.touchDpad.scale, g_Config.fDpadSpacing, buttonLayoutParams(g_Config.touchDpad))); if (g_Config.touchAnalogStick.show) root->Add(new PSPStick(stickBg, stickImage, I_STICK, 0, g_Config.touchAnalogStick.scale, buttonLayoutParams(g_Config.touchAnalogStick))); addComboKey(g_Config.iCombokey0, roundImage, I_ROUND, comboKeyImages[0], g_Config.touchCombo0); addComboKey(g_Config.iCombokey1, roundImage, I_ROUND, comboKeyImages[1], g_Config.touchCombo1); addComboKey(g_Config.iCombokey2, roundImage, I_ROUND, comboKeyImages[2], g_Config.touchCombo2); addComboKey(g_Config.iCombokey3, roundImage, I_ROUND, comboKeyImages[3], g_Config.touchCombo3); addComboKey(g_Config.iCombokey4, roundImage, I_ROUND, comboKeyImages[4], g_Config.touchCombo4); return root; }