mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
426 lines
11 KiB
C++
426 lines
11 KiB
C++
#include <atomic>
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#include <mutex>
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#include <deque>
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#include "ppsspp_config.h"
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#include "Common/Input/InputState.h"
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#include "Common/Log.h"
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#include "Common/TimeUtil.h"
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#include "Common/UI/Root.h"
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#include "Common/UI/ViewGroup.h"
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namespace UI {
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static std::mutex focusLock;
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static std::vector<int> focusMoves;
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extern bool focusForced;
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static View *focusedView;
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static bool focusMovementEnabled;
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bool focusForced;
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static std::mutex eventMutex_;
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static std::function<void(UISound)> soundCallback;
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static bool soundEnabled = true;
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struct DispatchQueueItem {
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Event *e;
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EventParams params;
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};
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std::atomic<bool> hasDispatchQueue;
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std::deque<DispatchQueueItem> g_dispatchQueue;
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void EventTriggered(Event *e, EventParams params) {
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DispatchQueueItem item{ e, params };
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std::unique_lock<std::mutex> guard(eventMutex_);
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// Set before adding so we lock and check the added value.
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hasDispatchQueue = true;
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g_dispatchQueue.push_front(item);
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}
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void DispatchEvents() {
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while (hasDispatchQueue) {
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DispatchQueueItem item;
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{
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std::unique_lock<std::mutex> guard(eventMutex_);
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if (g_dispatchQueue.empty())
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break;
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item = g_dispatchQueue.back();
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g_dispatchQueue.pop_back();
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hasDispatchQueue = !g_dispatchQueue.empty();
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}
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if (item.e) {
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item.e->Dispatch(item.params);
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}
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}
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}
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void RemoveQueuedEventsByView(View *view) {
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if (!hasDispatchQueue)
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return;
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std::unique_lock<std::mutex> guard(eventMutex_);
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for (auto it = g_dispatchQueue.begin(); it != g_dispatchQueue.end(); ) {
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if (it->params.v == view) {
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it = g_dispatchQueue.erase(it);
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} else {
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++it;
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}
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}
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}
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void RemoveQueuedEventsByEvent(Event *event) {
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if (!hasDispatchQueue)
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return;
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std::unique_lock<std::mutex> guard(eventMutex_);
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for (auto it = g_dispatchQueue.begin(); it != g_dispatchQueue.end(); ) {
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if (it->e == event) {
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it = g_dispatchQueue.erase(it);
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} else {
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++it;
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}
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}
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}
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View *GetFocusedView() {
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return focusedView;
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}
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void SetFocusedView(View *view, bool force) {
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if (focusedView) {
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focusedView->FocusChanged(FF_LOSTFOCUS);
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}
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focusedView = view;
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if (focusedView) {
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focusedView->FocusChanged(FF_GOTFOCUS);
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if (force) {
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focusForced = true;
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}
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}
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}
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void EnableFocusMovement(bool enable) {
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focusMovementEnabled = enable;
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if (!enable) {
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if (focusedView) {
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focusedView->FocusChanged(FF_LOSTFOCUS);
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}
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focusedView = 0;
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}
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}
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bool IsFocusMovementEnabled() {
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return focusMovementEnabled;
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}
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void LayoutViewHierarchy(const UIContext &dc, ViewGroup *root, bool ignoreInsets) {
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if (!root) {
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ERROR_LOG(SYSTEM, "Tried to layout a view hierarchy from a zero pointer root");
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return;
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}
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Bounds rootBounds = ignoreInsets ? dc.GetBounds() : dc.GetLayoutBounds();
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MeasureSpec horiz(EXACTLY, rootBounds.w);
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MeasureSpec vert(EXACTLY, rootBounds.h);
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// Two phases - measure contents, layout.
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root->Measure(dc, horiz, vert);
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// Root has a specified size. Set it, then let root layout all its children.
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root->SetBounds(rootBounds);
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root->Layout();
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}
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void MoveFocus(ViewGroup *root, FocusDirection direction) {
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if (!GetFocusedView()) {
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// Nothing was focused when we got in here. Focus the first non-group in the hierarchy.
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root->SetFocus();
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return;
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}
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NeighborResult neigh(0, 0);
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neigh = root->FindNeighbor(GetFocusedView(), direction, neigh);
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if (neigh.view) {
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neigh.view->SetFocus();
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root->SubviewFocused(neigh.view);
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PlayUISound(UISound::SELECT);
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}
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}
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void SetSoundEnabled(bool enabled) {
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soundEnabled = enabled;
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}
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void SetSoundCallback(std::function<void(UISound)> func) {
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soundCallback = func;
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}
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void PlayUISound(UISound sound) {
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if (soundEnabled && soundCallback) {
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soundCallback(sound);
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}
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}
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// TODO: Figure out where this should really live.
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// Simple simulation of key repeat on platforms and for gamepads where we don't
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// automatically get it.
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static int frameCount;
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// Ignore deviceId when checking for matches. Turns out that Ouya for example sends
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// completely broken input where the original keypresses have deviceId = 10 and the repeats
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// have deviceId = 0.
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struct HeldKey {
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int key;
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int deviceId;
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double triggerTime;
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// Ignores startTime
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bool operator <(const HeldKey &other) const {
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if (key < other.key) return true;
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return false;
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}
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bool operator ==(const HeldKey &other) const { return key == other.key; }
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};
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static std::set<HeldKey> heldKeys;
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const double repeatDelay = 15 * (1.0 / 60.0f); // 15 frames like before.
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const double repeatInterval = 5 * (1.0 / 60.0f); // 5 frames like before.
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bool IsScrollKey(const KeyInput &input) {
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switch (input.keyCode) {
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case NKCODE_PAGE_UP:
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case NKCODE_PAGE_DOWN:
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case NKCODE_MOVE_HOME:
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case NKCODE_MOVE_END:
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return true;
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default:
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return false;
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}
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}
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bool KeyEvent(const KeyInput &key, ViewGroup *root) {
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bool retval = false;
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// Ignore repeats for focus moves.
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if ((key.flags & (KEY_DOWN | KEY_IS_REPEAT)) == KEY_DOWN) {
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if (IsDPadKey(key) || IsScrollKey(key)) {
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// Let's only repeat DPAD initially.
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HeldKey hk;
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hk.key = key.keyCode;
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hk.deviceId = key.deviceId;
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hk.triggerTime = time_now_d() + repeatDelay;
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// Check if the key is already held. If it is, ignore it. This is to avoid
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// multiple key repeat mechanisms colliding.
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if (heldKeys.find(hk) != heldKeys.end()) {
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return false;
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}
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heldKeys.insert(hk);
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std::lock_guard<std::mutex> lock(focusLock);
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focusMoves.push_back(key.keyCode);
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retval = true;
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}
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}
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if (key.flags & KEY_UP) {
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// We ignore the device ID here (in the comparator for HeldKey), due to the Ouya quirk mentioned above.
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if (!heldKeys.empty()) {
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HeldKey hk;
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hk.key = key.keyCode;
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hk.deviceId = key.deviceId;
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hk.triggerTime = 0.0; // irrelevant
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if (heldKeys.find(hk) != heldKeys.end()) {
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heldKeys.erase(hk);
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retval = true;
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}
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}
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}
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retval = root->Key(key);
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// Ignore volume keys and stuff here. Not elegant but need to propagate bools through the view hierarchy as well...
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switch (key.keyCode) {
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case NKCODE_VOLUME_DOWN:
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case NKCODE_VOLUME_UP:
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case NKCODE_VOLUME_MUTE:
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retval = false;
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break;
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}
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return retval;
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}
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static void ProcessHeldKeys(ViewGroup *root) {
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double now = time_now_d();
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restart:
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for (std::set<HeldKey>::iterator iter = heldKeys.begin(); iter != heldKeys.end(); ++iter) {
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if (iter->triggerTime < now) {
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KeyInput key;
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key.keyCode = iter->key;
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key.deviceId = iter->deviceId;
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key.flags = KEY_DOWN;
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KeyEvent(key, root);
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std::lock_guard<std::mutex> lock(focusLock);
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focusMoves.push_back(key.keyCode);
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// Cannot modify the current item when looping over a set, so let's do this instead.
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HeldKey hk = *iter;
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heldKeys.erase(hk);
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hk.triggerTime = now + repeatInterval;
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heldKeys.insert(hk);
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goto restart;
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}
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}
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}
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bool TouchEvent(const TouchInput &touch, ViewGroup *root) {
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focusForced = false;
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root->Touch(touch);
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if ((touch.flags & TOUCH_DOWN) && !focusForced) {
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EnableFocusMovement(false);
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}
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return true;
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}
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bool AxisEvent(const AxisInput &axis, ViewGroup *root) {
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enum class DirState {
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NONE = 0,
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POS = 1,
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NEG = 2,
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};
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struct PrevState {
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PrevState() : x(DirState::NONE), y(DirState::NONE) {
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}
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DirState x;
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DirState y;
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};
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struct StateKey {
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int deviceId;
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int axisId;
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bool operator <(const StateKey &other) const {
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return std::tie(deviceId, axisId) < std::tie(other.deviceId, other.axisId);
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}
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};
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static std::map<StateKey, PrevState> state;
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StateKey stateKey{ axis.deviceId, axis.axisId };
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const float THRESHOLD = 0.75;
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// Cannot use the remapper since this is for the menu, so we provide our own
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// axis->button emulation here.
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auto GenerateKeyFromAxis = [&](DirState old, DirState cur, keycode_t neg_key, keycode_t pos_key) {
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if (old == cur)
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return;
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if (old == DirState::POS) {
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KeyEvent(KeyInput{ DEVICE_ID_KEYBOARD, pos_key, KEY_UP }, root);
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} else if (old == DirState::NEG) {
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KeyEvent(KeyInput{ DEVICE_ID_KEYBOARD, neg_key, KEY_UP }, root);
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}
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if (cur == DirState::POS) {
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KeyEvent(KeyInput{ DEVICE_ID_KEYBOARD, pos_key, KEY_DOWN }, root);
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} else if (cur == DirState::NEG) {
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KeyEvent(KeyInput{ DEVICE_ID_KEYBOARD, neg_key, KEY_DOWN }, root);
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}
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};
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switch (axis.deviceId) {
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case DEVICE_ID_PAD_0:
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case DEVICE_ID_PAD_1:
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case DEVICE_ID_PAD_2:
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case DEVICE_ID_PAD_3:
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case DEVICE_ID_XINPUT_0:
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case DEVICE_ID_XINPUT_1:
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case DEVICE_ID_XINPUT_2:
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case DEVICE_ID_XINPUT_3:
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{
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PrevState &old = state[stateKey];
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DirState dir = DirState::NONE;
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if (axis.value < -THRESHOLD)
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dir = DirState::NEG;
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else if (axis.value > THRESHOLD)
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dir = DirState::POS;
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if (axis.axisId == JOYSTICK_AXIS_X || axis.axisId == JOYSTICK_AXIS_HAT_X) {
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GenerateKeyFromAxis(old.x, dir, NKCODE_DPAD_LEFT, NKCODE_DPAD_RIGHT);
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old.x = dir;
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}
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if (axis.axisId == JOYSTICK_AXIS_Y || axis.axisId == JOYSTICK_AXIS_HAT_Y) {
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int direction = GetAnalogYDirection(axis.deviceId);
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if (direction == 0) {
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// We stupidly interpret the joystick Y axis backwards on Android and Linux instead of reversing
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// it early (see keymaps...). Too late to fix without invalidating a lot of config files, so we
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// reverse it here too.
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#if PPSSPP_PLATFORM(ANDROID) || PPSSPP_PLATFORM(LINUX)
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GenerateKeyFromAxis(old.y, dir, NKCODE_DPAD_UP, NKCODE_DPAD_DOWN);
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#else
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GenerateKeyFromAxis(old.y, dir, NKCODE_DPAD_DOWN, NKCODE_DPAD_UP);
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#endif
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} else if (direction == -1) {
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GenerateKeyFromAxis(old.y, dir, NKCODE_DPAD_UP, NKCODE_DPAD_DOWN);
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} else {
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GenerateKeyFromAxis(old.y, dir, NKCODE_DPAD_DOWN, NKCODE_DPAD_UP);
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}
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old.y = dir;
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}
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break;
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}
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}
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root->Axis(axis);
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return true;
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}
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void UpdateViewHierarchy(ViewGroup *root) {
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ProcessHeldKeys(root);
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frameCount++;
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if (!root) {
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ERROR_LOG(SYSTEM, "Tried to update a view hierarchy from a zero pointer root");
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return;
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}
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if (focusMoves.size()) {
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std::lock_guard<std::mutex> lock(focusLock);
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EnableFocusMovement(true);
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if (!GetFocusedView()) {
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View *defaultView = root->GetDefaultFocusView();
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// Can't focus what you can't see.
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if (defaultView && defaultView->GetVisibility() == V_VISIBLE) {
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root->GetDefaultFocusView()->SetFocus();
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} else {
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root->SetFocus();
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}
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root->SubviewFocused(GetFocusedView());
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} else {
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for (size_t i = 0; i < focusMoves.size(); i++) {
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switch (focusMoves[i]) {
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case NKCODE_DPAD_LEFT: MoveFocus(root, FOCUS_LEFT); break;
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case NKCODE_DPAD_RIGHT: MoveFocus(root, FOCUS_RIGHT); break;
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case NKCODE_DPAD_UP: MoveFocus(root, FOCUS_UP); break;
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case NKCODE_DPAD_DOWN: MoveFocus(root, FOCUS_DOWN); break;
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case NKCODE_PAGE_UP: MoveFocus(root, FOCUS_PREV_PAGE); break;
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case NKCODE_PAGE_DOWN: MoveFocus(root, FOCUS_NEXT_PAGE); break;
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case NKCODE_MOVE_HOME: MoveFocus(root, FOCUS_FIRST); break;
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case NKCODE_MOVE_END: MoveFocus(root, FOCUS_LAST); break;
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}
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}
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}
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focusMoves.clear();
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}
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root->Update();
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DispatchEvents();
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}
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}
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