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65 lines
2.0 KiB
C++
65 lines
2.0 KiB
C++
#pragma once
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#include "Common/Input/InputState.h"
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#include "Core/KeyMap.h"
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#include <functional>
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#include <cstring>
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// Utilities for mapping input events to PSP inputs and virtual keys.
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// Main use is of course from EmuScreen.cpp, but also useful from control settings etc.
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class ControlMapper {
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public:
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void Update();
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// Inputs to the table-based mapping
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bool Key(const KeyInput &key, bool *pauseTrigger);
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void Axis(const AxisInput &axis);
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// Required callbacks
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void SetCallbacks(
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std::function<void(int, bool)> onVKey,
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std::function<void(int, float)> onVKeyAnalog,
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std::function<void(uint32_t, uint32_t)> setAllPSPButtonStates_,
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std::function<void(int, bool)> setPSPButtonState,
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std::function<void(int, float, float)> setPSPAnalog);
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// Inject raw PSP key input directly, such as from touch screen controls.
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// Combined with the mapped input.
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void PSPKey(int deviceId, int pspKeyCode, int flags);
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// Optional callback, only used in config
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void SetRawCallback(std::function<void(int, float, float)> setRawAnalog);
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private:
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bool UpdatePSPState(const InputMapping &changedMapping);
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void SetPSPAxis(int deviceId, int stick, char axis, float value);
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void onVKey(int vkey, bool down);
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void onVKeyAnalog(int deviceId, int vkey, float value);
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// To track mappable virtual keys. We can have as many as we want.
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float virtKeys_[VIRTKEY_COUNT]{};
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int lastNonDeadzoneDeviceID_[2]{};
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float history_[2][2]{};
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// Mappable auto-rotation. Useful for keyboard/dpad->analog in a few games.
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bool autoRotatingAnalogCW_ = false;
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bool autoRotatingAnalogCCW_ = false;
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std::map<InputMapping, float> curInput_;
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// Callbacks
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std::function<void(int, bool)> onVKey_;
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std::function<void(int, float)> onVKeyAnalog_;
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std::function<void(uint32_t, uint32_t)> setAllPSPButtonStates_;
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std::function<void(int, bool)> setPSPButtonState_;
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std::function<void(int, float, float)> setPSPAnalog_;
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std::function<void(int, float, float)> setRawAnalog_;
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};
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void ConvertAnalogStick(float x, float y, float *outX, float *outY);
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