ppsspp/UI/GamepadEmu.h
Henrik Rydgård 0a3d78221e Fix drag-background-through-buttons problem by adding "touch exclusive" mode to viewgroups.
Not using universally because I don't want to debug all the issues...
2022-11-27 16:16:18 +01:00

355 lines
11 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 "Common/Input/InputState.h"
#include "Common/Render/DrawBuffer.h"
#include "Common/UI/View.h"
#include "Common/UI/ViewGroup.h"
#include "Core/CoreParameter.h"
#include "UI/EmuScreen.h"
class GamepadView : public UI::View {
public:
GamepadView(const char *key, UI::LayoutParams *layoutParams);
bool Touch(const TouchInput &input) override;
bool Key(const KeyInput &input) override {
return false;
}
void Update() override;
std::string DescribeText() const override;
protected:
virtual float GetButtonOpacity();
const char *key_;
double lastFrameTime_;
float secondsWithoutTouch_ = 0.0;
};
class MultiTouchButton : public GamepadView {
public:
MultiTouchButton(const char *key, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
: GamepadView(key, layoutParams), scale_(scale), bgImg_(bgImg), bgDownImg_(bgDownImg), img_(img) {
}
bool Touch(const TouchInput &input) override;
void Draw(UIContext &dc) override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
virtual bool IsDown() { return pointerDownMask_ != 0; }
// chainable
MultiTouchButton *FlipImageH(bool flip) { flipImageH_ = flip; return this; }
MultiTouchButton *SetAngle(float angle) { angle_ = angle; bgAngle_ = angle; return this; }
MultiTouchButton *SetAngle(float angle, float bgAngle) { angle_ = angle; bgAngle_ = bgAngle; return this; }
protected:
uint32_t pointerDownMask_ = 0;
float scale_;
private:
ImageID bgImg_;
ImageID bgDownImg_;
ImageID img_;
float bgAngle_ = 0.0f;
float angle_ = 0.0f;
bool flipImageH_ = false;
};
class BoolButton : public MultiTouchButton {
public:
BoolButton(bool *value, const char *key, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
: MultiTouchButton(key, bgImg, bgDownImg, img, scale, layoutParams), value_(value) {
}
bool Touch(const TouchInput &input) override;
bool IsDown() override { return *value_; }
UI::Event OnChange;
private:
bool *value_;
};
class PSPButton : public MultiTouchButton {
public:
PSPButton(int pspButtonBit, const char *key, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams)
: MultiTouchButton(key, bgImg, bgDownImg, img, scale, layoutParams), pspButtonBit_(pspButtonBit) {
}
bool Touch(const TouchInput &input) override;
bool IsDown() override;
private:
int pspButtonBit_;
};
class PSPDpad : public GamepadView {
public:
PSPDpad(ImageID arrowIndex, const char *key, ImageID arrowDownIndex, ImageID overlayIndex, float scale, float spacing, UI::LayoutParams *layoutParams);
bool 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);
ImageID arrowIndex_;
ImageID arrowDownIndex_;
ImageID overlayIndex_;
float scale_;
float spacing_;
int dragPointerId_;
int down_;
};
class PSPStick : public GamepadView {
public:
PSPStick(ImageID bgImg, const char *key, ImageID stickImg, ImageID stickDownImg, int stick, float scale, UI::LayoutParams *layoutParams);
bool Touch(const TouchInput &input) override;
void Draw(UIContext &dc) override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
protected:
int dragPointerId_;
ImageID bgImg_;
ImageID stickImageIndex_;
ImageID stickDownImg_;
int stick_;
float stick_size_;
float scale_;
float centerX_;
float centerY_;
private:
void ProcessTouch(float x, float y, bool down);
};
class PSPCustomStick : public PSPStick {
public:
PSPCustomStick(ImageID bgImg, const char *key, ImageID stickImg, ImageID stickDownImg, float scale, UI::LayoutParams *layoutParams);
bool Touch(const TouchInput &input) override;
void Draw(UIContext &dc) override;
private:
void ProcessTouch(float x, float y, bool down);
float posX_ = 0.0f;
float posY_ = 0.0f;
};
//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, bool showPauseButton, ControlMapper* controllMapper);
const int D_pad_Radius = 50;
const int baseActionButtonSpacing = 60;
class ComboKey : public MultiTouchButton {
public:
ComboKey(uint64_t pspButtonBit, const char *key, bool toggle, bool repeat, ControlMapper* controllMapper, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, bool invertedContextDimension, UI::LayoutParams *layoutParams)
: MultiTouchButton(key, bgImg, bgDownImg, img, scale, layoutParams), pspButtonBit_(pspButtonBit), toggle_(toggle), repeat_(repeat), controlMapper_(controllMapper), on_(false), invertedContextDimension_(invertedContextDimension) {
}
bool Touch(const TouchInput &input) override;
void Update() override;
bool IsDown() override;
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override;
private:
uint64_t pspButtonBit_;
bool toggle_;
bool repeat_;
int pressedFrames_ = 0;
ControlMapper* controlMapper_;
bool on_;
bool invertedContextDimension_; // Swap width and height
};
class GestureGamepad : public UI::View {
public:
GestureGamepad(ControlMapper* controllMapper) : controlMapper_(controllMapper) {};
bool Touch(const TouchInput &input) override;
void Update() override;
protected:
float lastX_ = 0.0f;
float lastY_ = 0.0f;
float deltaX_ = 0.0f;
float deltaY_ = 0.0f;
float lastTapRelease_ = 0.0f;
float lastTouchDown_ = 0.0f;
int dragPointerId_ = -1;
bool swipeLeftReleased_ = true;
bool swipeRightReleased_ = true;
bool swipeUpReleased_ = true;
bool swipeDownReleased_ = true;
bool haveDoubleTapped_ = false;
ControlMapper* controlMapper_;
};
// Just edit this to add new image, shape or button function
namespace CustomKey {
// Image list
struct keyImage {
ImageID i; // ImageID
float r; // Rotation angle in degree
};
static const keyImage comboKeyImages[] = {
{ ImageID("I_1"), 0.0f },
{ ImageID("I_2"), 0.0f },
{ ImageID("I_3"), 0.0f },
{ ImageID("I_4"), 0.0f },
{ ImageID("I_5"), 0.0f },
{ ImageID("I_6"), 0.0f },
{ ImageID("I_A"), 0.0f },
{ ImageID("I_B"), 0.0f },
{ ImageID("I_C"), 0.0f },
{ ImageID("I_D"), 0.0f },
{ ImageID("I_E"), 0.0f },
{ ImageID("I_F"), 0.0f },
{ ImageID("I_CIRCLE"), 0.0f },
{ ImageID("I_CROSS"), 0.0f },
{ ImageID("I_SQUARE"), 0.0f },
{ ImageID("I_TRIANGLE"), 0.0f },
{ ImageID("I_L"), 0.0f },
{ ImageID("I_R"), 0.0f },
{ ImageID("I_START"), 0.0f },
{ ImageID("I_SELECT"), 0.0f },
{ ImageID("I_CROSS"), 45.0f },
{ ImageID("I_SQUARE"), 45.0f },
{ ImageID("I_TRIANGLE"), 180.0f },
{ ImageID("I_ARROW"), 90.0f},
{ ImageID("I_ARROW"), 270.0f},
{ ImageID("I_ARROW"), 0.0f},
{ ImageID("I_ARROW"), 180.0f},
{ ImageID("I_GEAR"), 0.0f},
};
// Shape list
struct keyShape {
ImageID i; // ImageID
ImageID l; // ImageID line version
float r; // Rotation angle in dregree
bool f; // Flip Horizontally
bool d; // Invert height and width for context dimension (for example for 90 degree rot)
};
static const keyShape comboKeyShapes[] = {
{ ImageID("I_ROUND"), ImageID("I_ROUND_LINE"), 0.0f, false, false },
{ ImageID("I_RECT"), ImageID("I_RECT_LINE"), 0.0f, false, false },
{ ImageID("I_RECT"), ImageID("I_RECT_LINE"), 90.0f, false, true },
{ ImageID("I_SHOULDER"), ImageID("I_SHOULDER_LINE"), 0.0f, false, false },
{ ImageID("I_SHOULDER"), ImageID("I_SHOULDER_LINE"), 0.0f, true, false },
{ ImageID("I_DIR"), ImageID("I_DIR_LINE"), 270.0f, false, true },
{ ImageID("I_DIR"), ImageID("I_DIR_LINE"), 90.0f, false, true },
{ ImageID("I_DIR"), ImageID("I_DIR_LINE"), 180.0f, false, false },
{ ImageID("I_DIR"), ImageID("I_DIR_LINE"), 0.0f, false, false },
{ ImageID("I_SQUARE_SHAPE"), ImageID("I_SQUARE_SHAPE_LINE"), 0.0f, false, false },
};
// Button list
struct keyList {
ImageID i; // UI ImageID
uint32_t c; // Key code
};
static const keyList comboKeyList[] = {
{ ImageID("I_SQUARE"), CTRL_SQUARE },
{ ImageID("I_TRIANGLE"), CTRL_TRIANGLE },
{ ImageID("I_CIRCLE"), CTRL_CIRCLE },
{ ImageID("I_CROSS"), CTRL_CROSS },
{ ImageID::invalid(), CTRL_UP },
{ ImageID::invalid(), CTRL_DOWN },
{ ImageID::invalid(), CTRL_LEFT },
{ ImageID::invalid(), CTRL_RIGHT },
{ ImageID("I_START"), CTRL_START },
{ ImageID("I_SELECT"), CTRL_SELECT },
{ ImageID("I_L"), CTRL_LTRIGGER },
{ ImageID("I_R"), CTRL_RTRIGGER },
{ ImageID::invalid(), VIRTKEY_RAPID_FIRE },
{ ImageID::invalid(), VIRTKEY_FASTFORWARD },
{ ImageID::invalid(), VIRTKEY_SPEED_TOGGLE },
{ ImageID::invalid(), VIRTKEY_REWIND },
{ ImageID::invalid(), VIRTKEY_SAVE_STATE },
{ ImageID::invalid(), VIRTKEY_LOAD_STATE },
{ ImageID::invalid(), VIRTKEY_NEXT_SLOT },
#if !defined(MOBILE_DEVICE)
{ ImageID::invalid(), VIRTKEY_TOGGLE_FULLSCREEN },
#endif
{ ImageID::invalid(), VIRTKEY_SPEED_CUSTOM1 },
{ ImageID::invalid(), VIRTKEY_SPEED_CUSTOM2 },
{ ImageID::invalid(), VIRTKEY_TEXTURE_DUMP },
{ ImageID::invalid(), VIRTKEY_TEXTURE_REPLACE },
{ ImageID::invalid(), VIRTKEY_SCREENSHOT },
{ ImageID::invalid(), VIRTKEY_MUTE_TOGGLE },
{ ImageID::invalid(), VIRTKEY_OPENCHAT },
{ ImageID::invalid(), VIRTKEY_ANALOG_ROTATE_CW },
{ ImageID::invalid(), VIRTKEY_ANALOG_ROTATE_CCW },
{ ImageID::invalid(), VIRTKEY_PAUSE },
{ ImageID::invalid(), VIRTKEY_DEVMENU },
#ifndef MOBILE_DEVICE
{ ImageID::invalid(), VIRTKEY_RECORD },
#endif
};
static_assert(ARRAY_SIZE(comboKeyList) <= 64, "Too many key for a uint64_t bit mask");
};
// Gesture key only have virtual button that can work without constant press
namespace GestureKey {
static const uint32_t keyList[] = {
CTRL_SQUARE,
CTRL_TRIANGLE,
CTRL_CIRCLE,
CTRL_CROSS,
CTRL_UP,
CTRL_DOWN,
CTRL_LEFT,
CTRL_RIGHT,
CTRL_START,
CTRL_SELECT,
CTRL_LTRIGGER,
CTRL_RTRIGGER,
VIRTKEY_AXIS_Y_MAX,
VIRTKEY_AXIS_Y_MIN,
VIRTKEY_AXIS_X_MIN,
VIRTKEY_AXIS_X_MAX,
VIRTKEY_SPEED_TOGGLE,
VIRTKEY_REWIND,
VIRTKEY_SAVE_STATE,
VIRTKEY_LOAD_STATE,
VIRTKEY_NEXT_SLOT,
VIRTKEY_TEXTURE_DUMP,
VIRTKEY_TEXTURE_REPLACE,
VIRTKEY_SCREENSHOT,
VIRTKEY_MUTE_TOGGLE,
VIRTKEY_OPENCHAT,
VIRTKEY_PAUSE,
VIRTKEY_DEVMENU,
#ifndef MOBILE_DEVICE
VIRTKEY_RECORD,
#endif
};
}