ppsspp/UI/GamepadEmu.h
Henrik Rydgard 2b98f15f17 Add option to auto-center the analog stick on touch within the boundaries of the stick
TODO: Should this be default? Does this make sense for d-pad too?
2015-03-05 11:01:58 +01:00

134 lines
3.9 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/.
#pragma once
#include "input/input_state.h"
#include "gfx_es2/draw_buffer.h"
#include "ui/view.h"
#include "ui/viewgroup.h"
class MultiTouchButton : public UI::View {
public:
MultiTouchButton(int bgImg, int img, float scale, UI::LayoutParams *layoutParams)
: UI::View(layoutParams), pointerDownMask_(0), scale_(scale), bgImg_(bgImg), img_(img), angle_(0.0f), flipImageH_(false) {
}
virtual bool Key(const KeyInput &input) { return false; }
virtual void Update(const InputState &input) {}
virtual void Touch(const TouchInput &input);
virtual void Draw(UIContext &dc);
virtual void GetContentDimensions(const UIContext &dc, float &w, float &h) const;
virtual bool IsDown() { return pointerDownMask_ != 0; }
// chainable
MultiTouchButton *FlipImageH(bool flip) { flipImageH_ = flip; return this; }
MultiTouchButton *SetAngle(float angle) { angle_ = angle; return this; }
protected:
uint32_t pointerDownMask_;
float scale_;
private:
int bgImg_;
int img_;
float angle_;
bool flipImageH_;
};
class BoolButton : public MultiTouchButton {
public:
BoolButton(bool *value, int bgImg, int img, float scale, UI::LayoutParams *layoutParams)
: MultiTouchButton(bgImg, img, scale, layoutParams), value_(value) {
}
virtual void Touch(const TouchInput &input) override;
virtual bool IsDown() { return *value_; }
private:
bool *value_;
};
class PSPButton : public MultiTouchButton {
public:
PSPButton(int pspButtonBit, int bgImg, int img, float scale, UI::LayoutParams *layoutParams)
: MultiTouchButton(bgImg, img, scale, layoutParams), pspButtonBit_(pspButtonBit) {
}
void Touch(const TouchInput &input) override;
virtual bool IsDown();
private:
int pspButtonBit_;
};
class PSPDpad : public UI::View {
public:
PSPDpad(int arrowIndex, int overlayIndex, float scale, float spacing, UI::LayoutParams *layoutParams);
bool Key(const KeyInput &input) override { return false; }
void Update(const InputState &input) override {}
void Touch(const TouchInput &input) override;
void Draw(UIContext &dc) override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
private:
void ProcessTouch(float x, float y, bool down);
int arrowIndex_;
int overlayIndex_;
float scale_;
float spacing_;
int dragPointerId_;
int down_;
};
class PSPStick : public UI::View {
public:
PSPStick(int bgImg, int stickImg, int stick, float scale, UI::LayoutParams *layoutParams);
bool Key(const KeyInput &input) override { return false; }
void Update(const InputState &input) override {}
void Touch(const TouchInput &input) override;
void Draw(UIContext &dc) override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
private:
void ProcessTouch(float x, float y, bool down);
int dragPointerId_;
int bgImg_;
int stickImageIndex_;
int stick_;
float stick_size_;
float scale_;
bool dragging_[MAX_POINTERS];
bool lastPointerDown_[MAX_POINTERS];
float centerX_;
float centerY_;
};
//initializes the layout from Config. if a default layout does not exist,
//it sets up default values
void InitPadLayout(float xres, float yres, float globalScale = 1.15f);
UI::ViewGroup *CreatePadLayout(float xres, float yres, bool *pause);
const int D_pad_Radius = 50;
const int baseActionButtonSpacing = 60;