mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 08:50:33 +00:00
184 lines
5.4 KiB
C++
184 lines
5.4 KiB
C++
// Copyright (c) 2012- 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 "input/input_state.h"
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#include "gfx_es2/draw_buffer.h"
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#include "ui/view.h"
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#include "ui/viewgroup.h"
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#include "Core/CoreParameter.h"
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class GamepadView : public UI::View {
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public:
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GamepadView(UI::LayoutParams *layoutParams);
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void Touch(const TouchInput &input) override;
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bool Key(const KeyInput &input) override {
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return false;
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}
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void Update() override;
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protected:
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virtual float GetButtonOpacity();
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float lastFrameTime_;
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float secondsWithoutTouch_;
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};
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class MultiTouchButton : public GamepadView {
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public:
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MultiTouchButton(ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
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: GamepadView(layoutParams), scale_(scale), bgImg_(bgImg), bgDownImg_(bgDownImg), img_(img) {
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}
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void Touch(const TouchInput &input) override;
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void Draw(UIContext &dc) override;
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void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
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virtual bool IsDown() { return pointerDownMask_ != 0; }
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// chainable
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MultiTouchButton *FlipImageH(bool flip) { flipImageH_ = flip; return this; }
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MultiTouchButton *SetAngle(float angle) { angle_ = angle; bgAngle_ = angle; return this; }
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MultiTouchButton *SetAngle(float angle, float bgAngle) { angle_ = angle; bgAngle_ = bgAngle; return this; }
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protected:
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uint32_t pointerDownMask_ = 0;
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float scale_;
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private:
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ImageID bgImg_;
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ImageID bgDownImg_;
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ImageID img_;
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float bgAngle_ = 0.0f;
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float angle_ = 0.0f;
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bool flipImageH_ = false;
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};
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class BoolButton : public MultiTouchButton {
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public:
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BoolButton(bool *value, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
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: MultiTouchButton(bgImg, bgDownImg, img, scale, layoutParams), value_(value) {
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}
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void Touch(const TouchInput &input) override;
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bool IsDown() override { return *value_; }
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UI::Event OnChange;
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private:
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bool *value_;
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};
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class FPSLimitButton : public MultiTouchButton {
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public:
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FPSLimitButton(FPSLimit limit, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
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: MultiTouchButton(bgImg, bgDownImg, img, scale, layoutParams), limit_(limit) {
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}
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void Touch(const TouchInput &input) override;
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bool IsDown() override;
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private:
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FPSLimit limit_;
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};
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class RapidFireButton : public MultiTouchButton {
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public:
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RapidFireButton(ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
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: MultiTouchButton(bgImg, bgDownImg, img, scale, layoutParams) {
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}
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void Touch(const TouchInput &input) override;
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bool IsDown() override;
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};
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class PSPButton : public MultiTouchButton {
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public:
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PSPButton(int pspButtonBit, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
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: MultiTouchButton(bgImg, bgDownImg, img, scale, layoutParams), pspButtonBit_(pspButtonBit) {
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}
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void Touch(const TouchInput &input) override;
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bool IsDown() override;
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private:
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int pspButtonBit_;
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};
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class PSPDpad : public GamepadView {
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public:
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PSPDpad(ImageID arrowIndex, ImageID arrowDownIndex, ImageID overlayIndex, float scale, float spacing, UI::LayoutParams *layoutParams);
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void Touch(const TouchInput &input) override;
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void Draw(UIContext &dc) override;
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void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
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private:
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void ProcessTouch(float x, float y, bool down);
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ImageID arrowIndex_;
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ImageID arrowDownIndex_;
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ImageID overlayIndex_;
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float scale_;
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float spacing_;
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int dragPointerId_;
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int down_;
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};
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class PSPStick : public GamepadView {
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public:
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PSPStick(ImageID bgImg, ImageID stickImg, ImageID stickDownImg, int stick, float scale, UI::LayoutParams *layoutParams);
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void Touch(const TouchInput &input) override;
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void Draw(UIContext &dc) override;
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void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
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private:
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void ProcessTouch(float x, float y, bool down);
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int dragPointerId_;
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ImageID bgImg_;
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ImageID stickImageIndex_;
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ImageID stickDownImg_;
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int stick_;
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float stick_size_;
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float scale_;
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float centerX_;
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float centerY_;
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};
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//initializes the layout from Config. if a default layout does not exist,
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//it sets up default values
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void InitPadLayout(float xres, float yres, float globalScale = 1.15f);
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UI::ViewGroup *CreatePadLayout(float xres, float yres, bool *pause);
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const int D_pad_Radius = 50;
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const int baseActionButtonSpacing = 60;
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class ComboKey : public MultiTouchButton {
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public:
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ComboKey(int pspButtonBit, bool toggle, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
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: MultiTouchButton(bgImg, bgDownImg, img, scale, layoutParams), pspButtonBit_(pspButtonBit), toggle_(toggle) {
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}
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void Touch(const TouchInput &input) override;
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private:
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int pspButtonBit_;
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bool toggle_;
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};
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