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https://github.com/hrydgard/ppsspp.git
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74 lines
1.8 KiB
C++
74 lines
1.8 KiB
C++
#pragma once
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#include "math/lin/vec3.h"
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#include "base/mutex.h"
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#include "base/basictypes.h"
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enum {
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PAD_BUTTON_A = 1,
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PAD_BUTTON_B = 2,
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PAD_BUTTON_X = 4,
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PAD_BUTTON_Y = 8,
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PAD_BUTTON_LBUMPER = 16,
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PAD_BUTTON_RBUMPER = 32,
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PAD_BUTTON_START = 64,
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PAD_BUTTON_BACK = 128,
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PAD_BUTTON_UP = 256,
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PAD_BUTTON_DOWN = 512,
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PAD_BUTTON_LEFT = 1024,
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PAD_BUTTON_RIGHT = 2048,
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};
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#ifndef MAX_POINTERS
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#define MAX_POINTERS 8
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#endif
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// Agglomeration of all possible inputs, and automatically computed
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// deltas where applicable.
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struct InputState {
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// Lock this whenever you access the data in this struct.
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mutable recursive_mutex lock;
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InputState()
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: pad_buttons(0),
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pad_last_buttons(0),
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pad_buttons_down(0),
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pad_buttons_up(0),
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mouse_valid(false),
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accelerometer_valid(false) {
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memset(pointer_down, 0, sizeof(pointer_down));
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}
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// Gamepad style input
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int pad_buttons; // bitfield
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int pad_last_buttons;
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int pad_buttons_down; // buttons just pressed this frame
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int pad_buttons_up; // buttons just pressed last frame
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float pad_lstick_x;
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float pad_lstick_y;
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float pad_rstick_x;
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float pad_rstick_y;
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float pad_ltrigger;
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float pad_rtrigger;
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// Mouse/touch style input
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// There are up to 8 mice / fingers.
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volatile bool mouse_valid;
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int pointer_x[MAX_POINTERS];
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int pointer_y[MAX_POINTERS];
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bool pointer_down[MAX_POINTERS];
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// Accelerometer
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bool accelerometer_valid;
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Vec3 acc;
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private:
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DISALLOW_COPY_AND_ASSIGN(InputState);
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};
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inline void UpdateInputState(InputState *input) {
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input->pad_buttons_down = (input->pad_last_buttons ^ input->pad_buttons) & input->pad_buttons;
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input->pad_buttons_up = (input->pad_last_buttons ^ input->pad_buttons) & input->pad_last_buttons;
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input->pad_last_buttons = input->pad_buttons;
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}
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