ppsspp/Core/ControlMapper.h
Henrik Rydgård 7920d3a44b Release all keys on pause.
Fixes #18767

Not sure about merging for the 1.17 series though, maybe someone really
likes to bring up the pause menu briefly while holding a direction.. we
could actually handle that with some extra logic.
2024-01-29 18:41:43 +01:00

105 lines
3.7 KiB
C++

#pragma once
#include "Common/Input/InputState.h"
#include "Core/KeyMap.h"
#include <functional>
#include <cstring>
#include <mutex>
// 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.
class ControlMapper {
public:
void Update(double now);
// Inputs to the table-based mapping
// These functions are free-threaded.
bool Key(const KeyInput &key, bool *pauseTrigger);
void Axis(const AxisInput *axes, size_t count);
// Required callbacks.
// TODO: These are so many now that a virtual interface might be more appropriate..
void SetCallbacks(
std::function<void(int, bool)> onVKey,
std::function<void(int, float)> onVKeyAnalog,
std::function<void(uint32_t, uint32_t)> updatePSPButtons,
std::function<void(int, float, float)> setPSPAnalog,
std::function<void(int, float, float)> setRawAnalog);
// Inject raw PSP key input directly, such as from touch screen controls.
// Combined with the mapped input. Unlike __Ctrl APIs, this supports
// virtual key codes, including analog mappings.
void PSPKey(int deviceId, int pspKeyCode, int flags);
// Toggle swapping DPAD and Analog. Useful on some input devices with few buttons.
void ToggleSwapAxes();
// Call this when a Vkey press triggers leaving the screen you're using the controlmapper on. This can cause
// the loss of key-up events, which will confuse things later when you're back.
// Might replace this later by allowing through "key-up" and similar events to lower screens.
void ForceReleaseVKey(int vkey);
// Call when the emu screen gets pushed behind some other screen, like the pause screen, to release all "down" inputs.
void ReleaseAll();
void GetDebugString(char *buffer, size_t bufSize) const;
struct InputSample {
float value;
double timestamp;
};
private:
bool UpdatePSPState(const InputMapping &changedMapping, double now);
float MapAxisValue(float value, int vkId, const InputMapping &mapping, const InputMapping &changedMapping, bool *oppositeTouched);
void SwapMappingIfEnabled(uint32_t *vkey);
void SetPSPAxis(int deviceId, int stick, char axis, float value);
void UpdateAnalogOutput(int stick);
void onVKey(int vkey, bool down);
void onVKeyAnalog(int deviceId, int vkey, float value);
void UpdateCurInputAxis(const InputMapping &mapping, float value, double timestamp);
float GetDeviceAxisThreshold(int device, const InputMapping &mapping);
// To track mappable virtual keys. We can have as many as we want.
float virtKeys_[VIRTKEY_COUNT]{};
bool virtKeyOn_[VIRTKEY_COUNT]{}; // Track boolean output separaately since thresholds may differ.
// This is only used for co-axis (analog stick to buttons), so not bothering to track separately
// per device.
float rawAxisValue_[JOYSTICK_AXIS_MAX]{};
double deviceTimestamps_[(size_t)DEVICE_ID_COUNT]{};
int lastNonDeadzoneDeviceID_[2]{};
float history_[2][2]{};
float converted_[2][2]{}; // for debug display
// Mappable auto-rotation. Useful for keyboard/dpad->analog in a few games.
bool autoRotatingAnalogCW_ = false;
bool autoRotatingAnalogCCW_ = false;
bool swapAxes_ = false;
// Protects basically all the state.
// TODO: Maybe we should piggyback on the screenmanager mutex - it's always locked
// when events come in here.
std::mutex mutex_;
std::map<InputMapping, InputSample> curInput_;
// Callbacks
std::function<void(int, bool)> onVKey_;
std::function<void(int, float)> onVKeyAnalog_;
std::function<void(uint32_t, uint32_t)> updatePSPButtons_;
std::function<void(int, float, float)> setPSPAnalog_;
std::function<void(int, float, float)> setRawAnalog_;
};
void ConvertAnalogStick(float x, float y, float *outX, float *outY);
float GetDeviceAxisThreshold(int device, const InputMapping &mapping);