ppsspp/Core/ControlMapper.h

58 lines
1.7 KiB
C++

#pragma once
#include "Common/Input/InputState.h"
#include "Core/KeyMap.h"
#include <functional>
// Utilities for mapping input events to PSP inputs and virtual keys.
// Main use is of course from EmuScreen.cpp, but also useful from control settings etc.
// At some point I want to refactor this from using callbacks to simply providing lists of events.
// Still it won't be able to be completely stateless due to the 2-D processing of analog sticks.
class ControlMapper {
public:
void Update();
bool Key(const KeyInput &key, bool *pauseTrigger);
void pspKey(int pspKeyCode, int flags);
bool Axis(const AxisInput &axis);
// Required callbacks
void SetCallbacks(
std::function<void(int)> onVKeyDown,
std::function<void(int)> onVKeyUp,
std::function<void(int, float, float)> setPSPAnalog);
// Optional callback, only used in config
void SetRawCallback(std::function<void(int, float, float)> setRawAnalog);
private:
void processAxis(const AxisInput &axis, int direction);
void setVKeyAnalog(char axis, int stick, int virtualKeyMin, int virtualKeyMax, bool setZero = true);
void SetPSPAxis(char axis, float value, int stick);
void onVKeyDown(int vkey);
void onVKeyUp(int vkey);
// To track mappable virtual keys. We can have as many as we want.
bool virtKeys[VIRTKEY_COUNT]{};
// De-noise mapped axis updates
int axisState_[JOYSTICK_AXIS_MAX]{};
// Mappable auto-rotation. Useful for keyboard/dpad->analog in a few games.
bool autoRotatingAnalogCW_ = false;
bool autoRotatingAnalogCCW_ = false;
// Callbacks
std::function<void(int)> onVKeyDown_;
std::function<void(int)> onVKeyUp_;
std::function<void(int, float, float)> setPSPAnalog_;
std::function<void(int, float, float)> setRawAnalog_;
};
void ConvertAnalogStick(float &x, float &y);