mirror of
https://github.com/hrydgard/ppsspp.git
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2675d6ea43
* Switch deviceID from int to enum InputDeviceID, globally * Switch axisId to enum InputAxis * Change int keycodes to InputKeyCode where it makes sense. * SDL input buildfix * SDL keycode buildfix * Switch on enum warning fixes * Qt keycode buildfix * iOS keycode buildfix * UWP keycode buildfix * More iOS buildfix * More iOS buildfix * Update DinputDevice.cpp
222 lines
7.0 KiB
C++
222 lines
7.0 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <string>
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#include <map>
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#include <vector>
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#include <set>
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#include "Common/Input/InputState.h" // InputMapping
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#include "Common/Input/KeyCodes.h" // keyboard keys
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#include "Common/Data/Collections/TinySet.h"
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#include "Core/KeyMapDefaults.h"
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#define KEYMAP_ERROR_KEY_ALREADY_USED -1
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#define KEYMAP_ERROR_UNKNOWN_KEY 0
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// Don't change any of these - it'll break backwards compatibility with configs.
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enum {
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VIRTKEY_FIRST = 0x40000001,
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VIRTKEY_AXIS_X_MIN = 0x40000001,
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VIRTKEY_AXIS_Y_MIN = 0x40000002,
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VIRTKEY_AXIS_X_MAX = 0x40000003,
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VIRTKEY_AXIS_Y_MAX = 0x40000004,
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VIRTKEY_RAPID_FIRE = 0x40000005,
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VIRTKEY_FASTFORWARD = 0x40000006,
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VIRTKEY_PAUSE = 0x40000007,
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VIRTKEY_SPEED_TOGGLE = 0x40000008,
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VIRTKEY_AXIS_RIGHT_X_MIN = 0x40000009,
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VIRTKEY_AXIS_RIGHT_Y_MIN = 0x4000000a,
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VIRTKEY_AXIS_RIGHT_X_MAX = 0x4000000b,
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VIRTKEY_AXIS_RIGHT_Y_MAX = 0x4000000c,
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VIRTKEY_REWIND = 0x4000000d,
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VIRTKEY_SAVE_STATE = 0x4000000e,
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VIRTKEY_LOAD_STATE = 0x4000000f,
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VIRTKEY_NEXT_SLOT = 0x40000010,
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VIRTKEY_TOGGLE_FULLSCREEN = 0x40000011,
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VIRTKEY_ANALOG_LIGHTLY = 0x40000012,
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VIRTKEY_AXIS_SWAP = 0x40000013,
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VIRTKEY_DEVMENU = 0x40000014,
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VIRTKEY_FRAME_ADVANCE = 0x40000015,
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VIRTKEY_RECORD = 0x40000016,
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VIRTKEY_SPEED_CUSTOM1 = 0x40000017,
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VIRTKEY_SPEED_CUSTOM2 = 0x40000018,
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VIRTKEY_TEXTURE_DUMP = 0x40000019,
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VIRTKEY_TEXTURE_REPLACE = 0x4000001A,
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VIRTKEY_SCREENSHOT = 0x4000001B,
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VIRTKEY_MUTE_TOGGLE = 0x4000001C,
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VIRTKEY_OPENCHAT = 0x4000001D,
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VIRTKEY_ANALOG_ROTATE_CW = 0x4000001E,
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VIRTKEY_ANALOG_ROTATE_CCW = 0x4000001F,
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VIRTKEY_SCREEN_ROTATION_VERTICAL = 0x40000020,
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VIRTKEY_SCREEN_ROTATION_VERTICAL180 = 0x40000021,
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VIRTKEY_SCREEN_ROTATION_HORIZONTAL = 0x40000022,
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VIRTKEY_SCREEN_ROTATION_HORIZONTAL180 = 0x40000023,
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VIRTKEY_SPEED_ANALOG = 0x40000024,
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VIRTKEY_VR_CAMERA_ADJUST = 0x40000025,
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VIRTKEY_VR_CAMERA_RESET = 0x40000026,
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VIRTKEY_PREVIOUS_SLOT = 0x40000027,
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VIRTKEY_LAST,
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VIRTKEY_COUNT = VIRTKEY_LAST - VIRTKEY_FIRST
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};
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const float AXIS_BIND_THRESHOLD = 0.75f;
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const float AXIS_BIND_RELEASE_THRESHOLD = 0.35f; // Used during mapping only to detect a "key-up" reliably.
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const float AXIS_BIND_THRESHOLD_MOUSE = 0.01f;
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struct MappedAnalogAxis {
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int axisId;
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int direction;
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};
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struct MappedAnalogAxes {
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MappedAnalogAxis leftX;
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MappedAnalogAxis leftY;
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MappedAnalogAxis rightX;
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MappedAnalogAxis rightY;
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};
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// KeyMap
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// A translation layer for key assignment. Provides
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// integration with Core's config state.
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//
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// Does not handle input state managment.
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//
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// Platform ports should map their platform's keys to KeyMap's keys (NKCODE_*).
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//
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// Then have KeyMap transform those into psp buttons.
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class IniFile;
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namespace KeyMap {
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// Combo of InputMappings.
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struct MultiInputMapping {
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MultiInputMapping() {}
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explicit MultiInputMapping(const InputMapping &mapping) {
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mappings.push_back(mapping);
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}
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static MultiInputMapping FromConfigString(const std::string &str);
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std::string ToConfigString() const;
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std::string ToVisualString() const;
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bool operator <(const MultiInputMapping &other) {
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for (size_t i = 0; i < mappings.capacity(); i++) {
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// If one ran out of entries, the other wins.
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if (mappings.size() == i && other.mappings.size() > i) return true;
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if (mappings.size() >= i && other.mappings.size() == i) return false;
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if (mappings[i] < other.mappings[i]) return true;
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if (mappings[i] > other.mappings[i]) return false;
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}
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return false;
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}
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bool operator ==(const MultiInputMapping &other) const {
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return mappings == other.mappings;
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}
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bool EqualsSingleMapping(const InputMapping &other) const {
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return mappings.size() == 1 && mappings[0] == other;
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}
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bool empty() const {
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return mappings.empty();
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}
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bool HasMouse() const {
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for (auto &m : mappings) {
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return m.deviceId == DEVICE_ID_MOUSE;
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}
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return false;
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}
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FixedTinyVec<InputMapping, 3> mappings;
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};
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typedef std::map<int, std::vector<MultiInputMapping>> KeyMapping;
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// Once the multimappings are inserted here, they must not be empty.
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// If one would be, delete the whole entry from the map instead.
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// This is automatically handled by SetInputMapping.
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extern std::set<InputDeviceID> g_seenDeviceIds;
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extern int g_controllerMapGeneration;
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// Key & Button names
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struct KeyMap_IntStrPair {
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int key;
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const char *name;
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};
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// Use if you need to display the textual name
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std::string GetKeyName(InputKeyCode keyCode);
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std::string GetKeyOrAxisName(const InputMapping &mapping);
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std::string GetAxisName(int axisId);
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std::string GetPspButtonName(int btn);
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const char *GetVirtKeyName(int vkey);
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const char *GetPspButtonNameCharPointer(int btn);
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std::vector<KeyMap_IntStrPair> GetMappableKeys();
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// Use to translate input mappings to and from PSP buttons. You should have already translated
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// your platform's keys to InputMapping keys.
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// Note that this one does not handle combos, since there's only one input.
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bool InputMappingToPspButton(const InputMapping &mapping, std::vector<int> *pspButtons);
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bool InputMappingsFromPspButton(int btn, std::vector<MultiInputMapping> *keys, bool ignoreMouse);
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// Simplified check.
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bool PspButtonHasMappings(int btn);
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// Configure the key or axis mapping.
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// Any configuration will be saved to the Core config.
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void SetInputMapping(int psp_key, const MultiInputMapping &key, bool replace);
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// Return false if bind was a duplicate and got removed
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bool ReplaceSingleKeyMapping(int btn, int index, MultiInputMapping key);
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MappedAnalogAxes MappedAxesForDevice(InputDeviceID deviceId);
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void LoadFromIni(IniFile &iniFile);
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void SaveToIni(IniFile &iniFile);
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void ClearAllMappings();
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void DeleteNthMapping(int key, int number);
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void SetDefaultKeyMap(DefaultMaps dmap, bool replace);
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void RestoreDefault();
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void UpdateNativeMenuKeys();
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void NotifyPadConnected(InputDeviceID deviceId, const std::string &name);
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bool IsNvidiaShield(const std::string &name);
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bool IsNvidiaShieldTV(const std::string &name);
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bool IsXperiaPlay(const std::string &name);
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bool IsOuya(const std::string &name);
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bool IsMOQII7S(const std::string &name);
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bool IsRetroid(const std::string &name);
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bool HasBuiltinController(const std::string &name);
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const std::set<std::string> &GetSeenPads();
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std::string PadName(InputDeviceID deviceId);
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void AutoConfForPad(const std::string &name);
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bool IsKeyMapped(InputDeviceID device, int key);
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bool HasChanged(int &prevGeneration);
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}
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