ppsspp/UI/GamepadEmu.h
2020-03-01 18:17:16 +01:00

184 lines
5.4 KiB
C++

// 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/.
#pragma once
#include "input/input_state.h"
#include "gfx_es2/draw_buffer.h"
#include "ui/view.h"
#include "ui/viewgroup.h"
#include "Core/CoreParameter.h"
class GamepadView : public UI::View {
public:
GamepadView(UI::LayoutParams *layoutParams);
void Touch(const TouchInput &input) override;
bool Key(const KeyInput &input) override {
return false;
}
void Update() override;
protected:
virtual float GetButtonOpacity();
float lastFrameTime_;
float secondsWithoutTouch_;
};
class MultiTouchButton : public GamepadView {
public:
MultiTouchButton(ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
: GamepadView(layoutParams), scale_(scale), bgImg_(bgImg), bgDownImg_(bgDownImg), img_(img) {
}
void Touch(const TouchInput &input) override;
void Draw(UIContext &dc) override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
virtual bool IsDown() { return pointerDownMask_ != 0; }
// chainable
MultiTouchButton *FlipImageH(bool flip) { flipImageH_ = flip; return this; }
MultiTouchButton *SetAngle(float angle) { angle_ = angle; bgAngle_ = angle; return this; }
MultiTouchButton *SetAngle(float angle, float bgAngle) { angle_ = angle; bgAngle_ = bgAngle; return this; }
protected:
uint32_t pointerDownMask_ = 0;
float scale_;
private:
ImageID bgImg_;
ImageID bgDownImg_;
ImageID img_;
float bgAngle_ = 0.0f;
float angle_ = 0.0f;
bool flipImageH_ = false;
};
class BoolButton : public MultiTouchButton {
public:
BoolButton(bool *value, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
: MultiTouchButton(bgImg, bgDownImg, img, scale, layoutParams), value_(value) {
}
void Touch(const TouchInput &input) override;
bool IsDown() override { return *value_; }
UI::Event OnChange;
private:
bool *value_;
};
class FPSLimitButton : public MultiTouchButton {
public:
FPSLimitButton(FPSLimit limit, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
: MultiTouchButton(bgImg, bgDownImg, img, scale, layoutParams), limit_(limit) {
}
void Touch(const TouchInput &input) override;
bool IsDown() override;
private:
FPSLimit limit_;
};
class RapidFireButton : public MultiTouchButton {
public:
RapidFireButton(ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
: MultiTouchButton(bgImg, bgDownImg, img, scale, layoutParams) {
}
void Touch(const TouchInput &input) override;
bool IsDown() override;
};
class PSPButton : public MultiTouchButton {
public:
PSPButton(int pspButtonBit, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
: MultiTouchButton(bgImg, bgDownImg, img, scale, layoutParams), pspButtonBit_(pspButtonBit) {
}
void Touch(const TouchInput &input) override;
bool IsDown() override;
private:
int pspButtonBit_;
};
class PSPDpad : public GamepadView {
public:
PSPDpad(ImageID arrowIndex, ImageID arrowDownIndex, ImageID overlayIndex, float scale, float spacing, UI::LayoutParams *layoutParams);
void Touch(const TouchInput &input) override;
void Draw(UIContext &dc) override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
private:
void ProcessTouch(float x, float y, bool down);
ImageID arrowIndex_;
ImageID arrowDownIndex_;
ImageID overlayIndex_;
float scale_;
float spacing_;
int dragPointerId_;
int down_;
};
class PSPStick : public GamepadView {
public:
PSPStick(ImageID bgImg, ImageID stickImg, ImageID stickDownImg, int stick, float scale, UI::LayoutParams *layoutParams);
void Touch(const TouchInput &input) override;
void Draw(UIContext &dc) override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
private:
void ProcessTouch(float x, float y, bool down);
int dragPointerId_;
ImageID bgImg_;
ImageID stickImageIndex_;
ImageID stickDownImg_;
int stick_;
float stick_size_;
float scale_;
float centerX_;
float centerY_;
};
//initializes the layout from Config. if a default layout does not exist,
//it sets up default values
void InitPadLayout(float xres, float yres, float globalScale = 1.15f);
UI::ViewGroup *CreatePadLayout(float xres, float yres, bool *pause);
const int D_pad_Radius = 50;
const int baseActionButtonSpacing = 60;
class ComboKey : public MultiTouchButton {
public:
ComboKey(int pspButtonBit, bool toggle, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
: MultiTouchButton(bgImg, bgDownImg, img, scale, layoutParams), pspButtonBit_(pspButtonBit), toggle_(toggle) {
}
void Touch(const TouchInput &input) override;
private:
int pspButtonBit_;
bool toggle_;
};