ppsspp/UI/ControlMappingScreen.h
2023-12-20 16:20:26 +01:00

174 lines
4.7 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 <functional>
#include <memory>
#include <set>
#include <mutex>
#include <vector>
#include <string>
#include "Common/UI/View.h"
#include "Common/UI/UIScreen.h"
#include "Common/Data/Text/I18n.h"
#include "Core/ControlMapper.h"
#include "UI/MiscScreens.h"
class SingleControlMapper;
class ControlMappingScreen : public UIDialogScreenWithGameBackground {
public:
explicit ControlMappingScreen(const Path &gamePath) : UIDialogScreenWithGameBackground(gamePath) {
categoryToggles_[0] = true;
categoryToggles_[1] = true;
}
const char *tag() const override { return "ControlMapping"; }
protected:
void CreateViews() override;
void update() override;
private:
UI::EventReturn OnAutoConfigure(UI::EventParams &params);
void dialogFinished(const Screen *dialog, DialogResult result) override;
UI::ScrollView *rightScroll_ = nullptr;
std::vector<SingleControlMapper *> mappers_;
int keyMapGeneration_ = -1;
bool categoryToggles_[10]{};
};
class KeyMappingNewKeyDialog : public PopupScreen {
public:
explicit KeyMappingNewKeyDialog(int btn, bool replace, std::function<void(KeyMap::MultiInputMapping)> callback, I18NCat i18n)
: PopupScreen(T(i18n, "Map Key"), "Cancel", ""), pspBtn_(btn), callback_(callback) {}
const char *tag() const override { return "KeyMappingNewKey"; }
bool key(const KeyInput &key) override;
void axis(const AxisInput &axis) override;
void SetDelay(float t);
protected:
void CreatePopupContents(UI::ViewGroup *parent) override;
bool FillVertical() const override { return false; }
bool ShowButtons() const override { return true; }
void OnCompleted(DialogResult result) override {}
private:
int pspBtn_;
std::function<void(KeyMap::MultiInputMapping)> callback_;
KeyMap::MultiInputMapping mapping_;
UI::View *comboMappingsNotEnabled_ = nullptr;
// We need to do our own detection for axis "keyup" here.
std::set<InputMapping> triggeredAxes_;
double delayUntil_ = 0.0f;
};
class KeyMappingNewMouseKeyDialog : public PopupScreen {
public:
KeyMappingNewMouseKeyDialog(int btn, bool replace, std::function<void(KeyMap::MultiInputMapping)> callback, I18NCat i18n)
: PopupScreen(T(i18n, "Map Mouse"), "", ""), pspBtn_(btn), callback_(callback) {}
const char *tag() const override { return "KeyMappingNewMouseKey"; }
bool key(const KeyInput &key) override;
void axis(const AxisInput &axis) override;
protected:
void CreatePopupContents(UI::ViewGroup *parent) override;
bool FillVertical() const override { return false; }
bool ShowButtons() const override { return true; }
void OnCompleted(DialogResult result) override {}
private:
int pspBtn_;
std::function<void(KeyMap::MultiInputMapping)> callback_;
bool mapped_ = false; // Prevent double registrations
};
class JoystickHistoryView;
class AnalogSetupScreen : public UIDialogScreenWithGameBackground {
public:
AnalogSetupScreen(const Path &gamePath);
bool key(const KeyInput &key) override;
void axis(const AxisInput &axis) override;
void update() override;
const char *tag() const override { return "AnalogSetup"; }
protected:
void CreateViews() override;
private:
UI::EventReturn OnResetToDefaults(UI::EventParams &e);
ControlMapper mapper_;
float analogX_[2]{};
float analogY_[2]{};
float rawX_[2]{};
float rawY_[2]{};
JoystickHistoryView *stickView_[2]{};
};
class MockPSP;
class VisualMappingScreen : public UIDialogScreenWithGameBackground {
public:
VisualMappingScreen(const Path &gamePath) : UIDialogScreenWithGameBackground(gamePath) {}
const char *tag() const override { return "VisualMapping"; }
bool key(const KeyInput &key) override;
void axis(const AxisInput &axis) override;
protected:
void CreateViews() override;
void dialogFinished(const Screen *dialog, DialogResult result) override;
void resized() override;
private:
UI::EventReturn OnMapButton(UI::EventParams &e);
UI::EventReturn OnBindAll(UI::EventParams &e);
void HandleKeyMapping(const KeyMap::MultiInputMapping &key);
void MapNext(bool successive);
MockPSP *psp_ = nullptr;
int nextKey_ = 0;
int bindAll_ = -1;
bool replace_ = false;
};