ppsspp/Common/KeyMap.h
2016-10-11 17:40:32 +02:00

141 lines
4.2 KiB
C++

// Copyright (c) 2013- 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 <string>
#include <map>
#include <vector>
#include <set>
#include "input/input_state.h" // KeyDef, AxisPos
#include "input/keycodes.h" // keyboard keys
#include "../Core/HLE/sceCtrl.h" // psp keys
#define KEYMAP_ERROR_KEY_ALREADY_USED -1
#define KEYMAP_ERROR_UNKNOWN_KEY 0
enum {
VIRTKEY_FIRST = 0x10000,
VIRTKEY_AXIS_X_MIN = 0x10000,
VIRTKEY_AXIS_Y_MIN = 0x10001,
VIRTKEY_AXIS_X_MAX = 0x10002,
VIRTKEY_AXIS_Y_MAX = 0x10003,
VIRTKEY_RAPID_FIRE = 0x10004,
VIRTKEY_UNTHROTTLE = 0x10005,
VIRTKEY_PAUSE = 0x10006,
VIRTKEY_SPEED_TOGGLE = 0x10007,
VIRTKEY_AXIS_RIGHT_X_MIN = 0x10008,
VIRTKEY_AXIS_RIGHT_Y_MIN = 0x10009,
VIRTKEY_AXIS_RIGHT_X_MAX = 0x1000a,
VIRTKEY_AXIS_RIGHT_Y_MAX = 0x1000b,
VIRTKEY_REWIND = 0x1000c,
VIRTKEY_SAVE_STATE = 0x1000d,
VIRTKEY_LOAD_STATE = 0x1000e,
VIRTKEY_NEXT_SLOT = 0x1000f,
VIRTKEY_TOGGLE_FULLSCREEN = 0x10010,
VIRTKEY_ANALOG_LIGHTLY = 0x10011,
VIRTKEY_AXIS_SWAP = 0x10012,
VIRTKEY_DEVMENU = 0x10013,
VIRTKEY_FRAME_ADVANCE = 0x10014,
VIRTKEY_LAST,
VIRTKEY_COUNT = VIRTKEY_LAST - VIRTKEY_FIRST
};
enum DefaultMaps {
DEFAULT_MAPPING_KEYBOARD,
DEFAULT_MAPPING_PAD,
DEFAULT_MAPPING_X360,
DEFAULT_MAPPING_SHIELD,
DEFAULT_MAPPING_OUYA,
DEFAULT_MAPPING_XPERIA_PLAY,
};
const float AXIS_BIND_THRESHOLD = 0.75f;
typedef std::map<int, std::vector<KeyDef>> KeyMapping;
// KeyMap
// A translation layer for key assignment. Provides
// integration with Core's config state.
//
// Does not handle input state managment.
//
// Platform ports should map their platform's keys to KeyMap's keys (NKCODE_*).
//
// Then have KeyMap transform those into psp buttons.
class IniFile;
namespace KeyMap {
extern KeyMapping g_controllerMap;
// Key & Button names
struct KeyMap_IntStrPair {
int key;
std::string name;
};
// Use if you need to display the textual name
std::string GetKeyName(int keyCode);
std::string GetKeyOrAxisName(int keyCode);
std::string GetAxisName(int axisId);
std::string GetPspButtonName(int btn);
std::vector<KeyMap_IntStrPair> GetMappableKeys();
// Use to translate KeyMap Keys to PSP
// buttons. You should have already translated
// your platform's keys to KeyMap keys.
bool KeyToPspButton(int deviceId, int key, std::vector<int> *pspKeys);
bool KeyFromPspButton(int btn, std::vector<KeyDef> *keys);
int TranslateKeyCodeToAxis(int keyCode, int &direction);
int TranslateKeyCodeFromAxis(int axisId, int direction);
// Configure the key mapping.
// Any configuration will be saved to the Core config.
void SetKeyMapping(int psp_key, KeyDef key, bool replace);
// Configure an axis mapping, saves the configuration.
// Direction is negative or positive.
void SetAxisMapping(int btn, int deviceId, int axisId, int direction, bool replace);
bool AxisToPspButton(int deviceId, int axisId, int direction, std::vector<int> *pspKeys);
bool AxisFromPspButton(int btn, int *deviceId, int *axisId, int *direction);
std::string NamePspButtonFromAxis(int deviceId, int axisId, int direction);
void LoadFromIni(IniFile &iniFile);
void SaveToIni(IniFile &iniFile);
void SetDefaultKeyMap(DefaultMaps dmap, bool replace);
void RestoreDefault();
void SwapAxis();
void UpdateNativeMenuKeys();
void NotifyPadConnected(const std::string &name);
bool IsNvidiaShield(const std::string &name);
bool IsNvidiaShieldTV(const std::string &name);
bool IsXperiaPlay(const std::string &name);
bool IsOuya(const std::string &name);
bool HasBuiltinController(const std::string &name);
const std::set<std::string> &GetSeenPads();
void AutoConfForPad(const std::string &name);
}