ppsspp/UI/GamepadEmu.cpp

152 lines
4.9 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/.
#include "GamepadEmu.h"
#include "base/colorutil.h"
#include "ui/virtual_input.h"
#include "Core/Config.h"
#include "ui_atlas.h"
#if defined(__SYMBIAN32__) || defined(IOS) || defined(MEEGO_EDITION_HARMATTAN)
#define USE_PAUSE_BUTTON 1
#else
#define USE_PAUSE_BUTTON 0
#endif
TouchButton buttonX(&ui_atlas, I_ROUND, I_CROSS, PAD_BUTTON_A);
TouchButton buttonO(&ui_atlas, I_ROUND, I_CIRCLE, PAD_BUTTON_B);
TouchButton buttonSq(&ui_atlas, I_ROUND, I_SQUARE, PAD_BUTTON_X);
TouchButton buttonTri(&ui_atlas, I_ROUND, I_TRIANGLE, PAD_BUTTON_Y);
TouchButton buttonSelect(&ui_atlas, I_RECT, I_SELECT, PAD_BUTTON_SELECT);
TouchButton buttonStart(&ui_atlas, I_RECT, I_START, PAD_BUTTON_START);
TouchButton buttonLShoulder(&ui_atlas, I_SHOULDER, I_L, PAD_BUTTON_LBUMPER);
TouchButton buttonRShoulder(&ui_atlas, I_SHOULDER, I_R, PAD_BUTTON_RBUMPER, 0, true);
TouchButton buttonTurbo(&ui_atlas, I_RECT, I_ARROW, PAD_BUTTON_UNTHROTTLE, 180);
//TouchButton buttonVPS(&ui_atlas, I_RECT, I_ARROW, PAD_BUTTON_LEFT_THUMB, 180);
TouchCrossPad crossPad(&ui_atlas, I_DIR, I_ARROW);
#if USE_PAUSE_BUTTON
TouchButton buttonPause(&ui_atlas, I_RECT, I_ARROW, PAD_BUTTON_BACK, 90);
#endif
TouchStick leftStick(&ui_atlas, I_STICKBG, I_STICK, 0);
void LayoutGamepad(int w, int h)
{
float controlScale = g_Config.bLargeControls ? g_Config.fButtonScale : 1.15;
const int button_spacing = 50 * controlScale;
const int arrow_spacing = 40 * controlScale;
const int circleX = w - 40 * controlScale;
const int circleY = h - 120 * controlScale;
const int leftX = 40 * controlScale;
int leftY = h - 120 * controlScale;
if (g_Config.bShowAnalogStick) {
leftY = h - 250 * controlScale;
}
const int stickX = leftX + arrow_spacing;
const int stickY = h - 80 * controlScale;
const int halfW = w / 2;
buttonO.setPos(circleX, circleY, controlScale);
buttonX.setPos(circleX - button_spacing, circleY + button_spacing, controlScale);
buttonTri.setPos(circleX - button_spacing, circleY - button_spacing, controlScale);
buttonSq.setPos(circleX - button_spacing * 2, circleY, controlScale);
crossPad.setPos(leftX + arrow_spacing, leftY, 40, controlScale);
//if (g_Config.iFpsLimit)
// buttonVPS.setPos(halfW - button_spacing * 2, h - 20 * controlScale, controlScale);
//else
buttonTurbo.setPos(halfW - button_spacing * 2, h - 20 * controlScale, controlScale);
buttonSelect.setPos(halfW , h - 20 * controlScale, controlScale);
buttonStart.setPos(halfW + button_spacing * 2 , h - 20 * controlScale, controlScale);
buttonLShoulder.setPos(button_spacing + 10 * controlScale, 30 * controlScale, controlScale);
buttonRShoulder.setPos(w - button_spacing - 10 * controlScale, 30 * controlScale, controlScale);
#if USE_PAUSE_BUTTON
buttonPause.setPos(halfW, 15 * controlScale, controlScale);
#endif
leftStick.setPos(stickX, stickY, controlScale);
}
void UpdateGamepad(InputState &input_state)
{
LayoutGamepad(dp_xres, dp_yres);
buttonO.update(input_state);
buttonX.update(input_state);
buttonTri.update(input_state);
buttonSq.update(input_state);
crossPad.update(input_state);
buttonSelect.update(input_state);
buttonStart.update(input_state);
buttonLShoulder.update(input_state);
buttonRShoulder.update(input_state);
//if (g_Config.iFpsLimit)
// buttonVPS.update(input_state);
//else
buttonTurbo.update(input_state);
#if USE_PAUSE_BUTTON
buttonPause.update(input_state);
#endif
if (g_Config.bShowAnalogStick)
leftStick.update(input_state);
}
void DrawGamepad(DrawBuffer &db, float opacity)
{
uint32_t color = colorAlpha(0xc0b080, opacity);
uint32_t colorOverlay = colorAlpha(0xFFFFFF, opacity);
buttonO.draw(db, color, colorOverlay);
buttonX.draw(db, color, colorOverlay);
buttonTri.draw(db, color, colorOverlay);
buttonSq.draw(db, color, colorOverlay);
crossPad.draw(db, color, colorOverlay);
buttonSelect.draw(db, color, colorOverlay);
buttonStart.draw(db, color, colorOverlay);
buttonLShoulder.draw(db, color, colorOverlay);
buttonRShoulder.draw(db, color, colorOverlay);
//if (g_Config.iFpsLimit)
// buttonVPS.draw(db, color, colorOverlay);
//else
buttonTurbo.draw(db, color, colorOverlay);
#if USE_PAUSE_BUTTON
buttonPause.draw(db, color, colorOverlay);
#endif
if (g_Config.bShowAnalogStick)
leftStick.draw(db, color);
}