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c15c4a6967
Only shows up as a setting if mapped, to avoid cluttering settings.
59 lines
1.8 KiB
C++
59 lines
1.8 KiB
C++
#pragma once
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#include "Common/Input/InputState.h"
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#include "Core/KeyMap.h"
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#include <functional>
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// Utilities for mapping input events to PSP inputs and virtual keys.
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// Main use is of course from EmuScreen.cpp, but also useful from control settings etc.
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// At some point I want to refactor this from using callbacks to simply providing lists of events.
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// Still it won't be able to be completely stateless due to the 2-D processing of analog sticks.
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class ControlMapper {
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public:
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void Update();
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bool Key(const KeyInput &key, bool *pauseTrigger);
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void pspKey(int pspKeyCode, int flags);
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bool Axis(const AxisInput &axis);
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// Required callbacks
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void SetCallbacks(
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std::function<void(int)> onVKeyDown,
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std::function<void(int)> onVKeyUp,
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std::function<void(int, float, float)> setPSPAnalog);
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// Optional callback, only used in config
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void SetRawCallback(std::function<void(int, float, float)> setRawAnalog);
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private:
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void processAxis(const AxisInput &axis, int direction);
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void setVKeyAnalog(char axis, int stick, int virtualKeyMin, int virtualKeyMax, bool setZero = true);
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void SetPSPAxis(char axis, float value, int stick);
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void ProcessAnalogSpeed(const AxisInput &axis, bool opposite);
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void onVKeyDown(int vkey);
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void onVKeyUp(int vkey);
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// To track mappable virtual keys. We can have as many as we want.
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bool virtKeys[VIRTKEY_COUNT]{};
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// De-noise mapped axis updates
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int axisState_[JOYSTICK_AXIS_MAX]{};
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// Mappable auto-rotation. Useful for keyboard/dpad->analog in a few games.
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bool autoRotatingAnalogCW_ = false;
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bool autoRotatingAnalogCCW_ = false;
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// Callbacks
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std::function<void(int)> onVKeyDown_;
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std::function<void(int)> onVKeyUp_;
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std::function<void(int, float, float)> setPSPAnalog_;
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std::function<void(int, float, float)> setRawAnalog_;
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};
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void ConvertAnalogStick(float &x, float &y);
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