Add KeyMap key translation layer

This commit is contained in:
danieru 2013-04-19 22:52:54 -06:00
parent 45b2c62ddf
commit 8ea13cd3ed
3 changed files with 475 additions and 0 deletions

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@ -244,6 +244,8 @@ add_library(Common STATIC
Common/FileUtil.h
Common/Hash.cpp
Common/Hash.h
Common/KeyMap.cpp
Common/KeyMap.h
Common/LogManager.cpp
Common/LogManager.h
Common/MathUtil.cpp

285
Common/KeyMap.cpp Normal file
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@ -0,0 +1,285 @@
// Copyright (c) 2013- 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/.
#include <map>
#include <string>
#include "input/input_state.h"
#include "Core/Config.h"
#include "KeyMap.h"
using namespace KeyMap;
/* Platform specific
* default */
std::map<int,int> *platform_keymap = NULL;
/* Default key mapping */
/* Ugly, yet the cleanest way
* I could find to create a
* static map.
* Still nicer than what
* I once did in C. */
struct DefaultKeyMap {
static std::map<int,int> init()
// TODO: Fix this indentation, spaces to tabs
{
std::map<int,int> m;
m[KEY_x] = PAD_BUTTON_A;
m[KEY_z] = PAD_BUTTON_B;
m[KEY_s] = PAD_BUTTON_X;
m[KEY_a] = PAD_BUTTON_Y;
m[KEY_q] = PAD_BUTTON_LBUMPER;
m[KEY_w] = PAD_BUTTON_RBUMPER;
m[KEY_SPACE] = PAD_BUTTON_START;
m[KEY_ENTER] = PAD_BUTTON_SELECT;
m[KEY_ARROW_UP] = PAD_BUTTON_UP;
m[KEY_ARROW_DOWN] = PAD_BUTTON_DOWN;
m[KEY_ARROW_LEFT] = PAD_BUTTON_LEFT;
m[KEY_ARROW_RIGHT] = PAD_BUTTON_RIGHT;
m[KEY_TAB] = PAD_BUTTON_MENU;
m[KEY_BACKSPACE] = PAD_BUTTON_BACK;
m[KEY_ANALOG_FAKE_UP] = PAD_BUTTON_JOY_UP;
m[KEY_ANALOG_FAKE_DOWN] = PAD_BUTTON_JOY_DOWN;
m[KEY_ANALOG_FAKE_LEFT] = PAD_BUTTON_JOY_LEFT;
m[KEY_ANALOG_FAKE_RIGHT] = PAD_BUTTON_JOY_RIGHT;
m[KEY_CTRL_LEFT] = PAD_BUTTON_LEFT_THUMB;
m[KEY_ALT_LEFT] = PAD_BUTTON_RIGHT_THUMB;
return m;
}
static std::map<int,int> KeyMap;
};
std::map<int,int> DefaultKeyMap::KeyMap = DefaultKeyMap::init();
/* Key & Button names */
struct KeyMap_IntStrPair {
int key;
std::string name;
};
const KeyMap_IntStrPair key_names[] = {
{KEY_a, "a"},
{KEY_b, "B"},
{KEY_c, "c"},
{KEY_d, "d"},
{KEY_e, "e"},
{KEY_f, "f"},
{KEY_g, "g"},
{KEY_h, "h"},
{KEY_i, "i"},
{KEY_j, "j"},
{KEY_k, "k"},
{KEY_l, "l"},
{KEY_m, "m"},
{KEY_n, "n"},
{KEY_o, "o"},
{KEY_p, "p"},
{KEY_q, "q"},
{KEY_r, "r"},
{KEY_s, "s"},
{KEY_t, "t"},
{KEY_u, "u"},
{KEY_v, "v"},
{KEY_w, "w"},
{KEY_x, "x"},
{KEY_y, "y"},
{KEY_z, "z"},
{KEY_1, "1"},
{KEY_2, "2"},
{KEY_3, "3"},
{KEY_4, "4"},
{KEY_5, "5"},
{KEY_6, "6"},
{KEY_7, "7"},
{KEY_8, "8"},
{KEY_9, "9"},
{KEY_0, "0"},
{KEY_BACKSPACE, "Backspace"},
{KEY_TAB, "Tab"},
{KEY_ENTER, "Enter"},
{KEY_SHIFT_LEFT, "Shift"},
{KEY_SHIFT_RIGHT, "Shift"},
{KEY_CTRL_LEFT, "Ctrl"},
{KEY_CTRL_RIGHT, "Ctrl"},
{KEY_ALT_LEFT, "Alt"},
{KEY_ALT_RIGHT, "Alt"},
{KEY_SPACE, "Space"},
{KEY_SUPER, "Super"},
{KEY_SPACE, "Space"},
{KEY_VOLUME_UP, "Vol Up"},
{KEY_VOLUME_DOWN, "Vol Down"},
{KEY_HOME, "Home"},
{KEY_CALL_START, "Start Call"},
{KEY_CALL_END, "End Call"},
{KEY_ARROW_LEFT, "Left"},
{KEY_ARROW_UP, "Up"},
{KEY_ARROW_RIGHT, "Right"},
{KEY_ARROW_DOWN, "Down"},
{KEY_EXTRA1, "Extra1"},
{KEY_EXTRA2, "Extra2"},
{KEY_EXTRA3, "Extra3"},
{KEY_EXTRA4, "Extra4"},
{KEY_EXTRA5, "Extra5"},
{KEY_EXTRA6, "Extra6"},
{KEY_EXTRA7, "Extra7"},
{KEY_EXTRA8, "Extra8"},
{KEY_EXTRA9, "Extra9"},
{KEY_EXTRA0, "Extra0"},
};
static int key_names_count = sizeof(key_names) / sizeof(key_names[0]);
static std::string unknown_key_name = "Unknown";
const KeyMap_IntStrPair psp_button_names[] = {
{PAD_BUTTON_A, "O"},
{PAD_BUTTON_B, "X"},
{PAD_BUTTON_X, "[]"}, // TODO: use proper unicode symbol
{PAD_BUTTON_Y, "^"},
{PAD_BUTTON_LBUMPER, "L"},
{PAD_BUTTON_RBUMPER, "R"},
{PAD_BUTTON_START, "Start"},
{PAD_BUTTON_SELECT, "Select"},
{PAD_BUTTON_UP, "Up"},
{PAD_BUTTON_DOWN, "Down"},
{PAD_BUTTON_LEFT, "Left"},
{PAD_BUTTON_RIGHT, "Right"},
{PAD_BUTTON_MENU, "Menu"},
{PAD_BUTTON_BACK, "Back"},
{PAD_BUTTON_JOY_UP, "Analog Up"},
{PAD_BUTTON_JOY_DOWN, "Analog Down"},
{PAD_BUTTON_JOY_LEFT, "Analog Left"},
{PAD_BUTTON_JOY_RIGHT, "Analog Right"},
{PAD_BUTTON_LEFT_THUMB, "Left analog click"},
{PAD_BUTTON_RIGHT_THUMB, "Right analog click"},
};
static int psp_button_names_count = sizeof(psp_button_names) / sizeof(psp_button_names[0]);
static std::string FindName(int key, const KeyMap_IntStrPair list[], int size)
{
for (int i = 0; i < size; i++)
if (list[i].key == key)
return list[i].name;
return unknown_key_name;
}
static std::string KeyMap::GetKeyName(KeyMap::Key key)
{
return FindName((int)key, key_names, key_names_count);
}
static std::string KeyMap::GetPspButtonName(int btn)
{
return FindName(btn, key_names, key_names_count);
}
static bool FindKeyMapping(int key, int *map_id, int *psp_button)
{
std::map<int,int>::iterator it;
if (*map_id >= 0) {
// check user configuration
std::map<int,int> user_map = g_Config.iMappingMap;
it = user_map.find(key);
if (it != user_map.end()) {
*map_id = 0;
*psp_button = it->second;
return true;
}
}
if (*map_id >= 1 && platform_keymap != NULL) {
// check optional platform specific keymap
std::map<int,int> port_map = *platform_keymap;
it = port_map.find(key);
if (it != port_map.end()) {
*map_id = 1;
*psp_button = it->second;
return true;
}
}
if (*map_id >= 2) {
// check default keymap
const std::map<int,int> default_map = DefaultKeyMap::KeyMap;
const std::map<int,int>::const_iterator it = default_map.find(key);
if (it != default_map.end()) {
*map_id = 2;
*psp_button = it->second;
return true;
}
}
*map_id = -1;
return false;
}
static int KeyMap::KeyToPspButton(const KeyMap::Key key)
{
int search_start_layer = 0;
int psp_button;
if (FindKeyMapping((int)key, &search_start_layer, &psp_button))
return psp_button;
return KEYMAP_ERROR_UNKNOWN_KEY;
}
static bool KeyMap::IsMappedKey(Key key)
{
return KeyMap::KeyToPspButton(key) != KEYMAP_ERROR_UNKNOWN_KEY;
}
static std::string KeyMap::NamePspButtonFromKey(KeyMap::Key key)
{
return KeyMap::GetPspButtonName(KeyMap::KeyToPspButton(key));
}
static std::string KeyMap::NameKeyFromPspButton(int btn)
{
// We drive our iteration
// with the list of key names.
for (int i = 0; i < key_names_count; i++) {
const struct KeyMap_IntStrPair *key_name = key_names + i;
if (btn == KeyMap::KeyToPspButton((KeyMap::Key)key_name->key))
return key_name->name;
}
// all psp buttons are mapped from some key
// but it appears we do not have a name
// for this key.
return unknown_key_name;
}
static int KeyMap::SetKeyMapping(KeyMap::Key key, int btn)
{
if (KeyMap::IsMappedKey(key))
return KEYMAP_ERROR_KEY_ALREADY_USED;
g_Config.iMappingMap[key] = btn;
}
// TODO: implement RegisterPlatformDefaultKeyMap()

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Common/KeyMap.h Normal file
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// Copyright (c) 2013- 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 <string>
#include <map>
#define KEYMAP_ERROR_KEY_ALREADY_USED -1
#define KEYMAP_ERROR_UNKNOWN_KEY 0
/* KeyMap
* A translation layer for
* key assignment. Provides
* integration with Core's
* config state.
*
* Does not handle input
* state managment.
*
* Platform ports should
* map their platform's
* keys to KeyMap's keys.
* Then have KeyMap transform
* those into psp buttons.
*/
namespace KeyMap {
enum Key {
/* Lower class latin */
KEY_q = 1, // top row
KEY_w,
KEY_e,
KEY_r,
KEY_t,
KEY_y,
KEY_u,
KEY_i,
KEY_o,
KEY_p,
KEY_a, // mid row
KEY_s,
KEY_d,
KEY_f,
KEY_g,
KEY_h,
KEY_j,
KEY_k,
KEY_l,
KEY_z, // low row
KEY_x,
KEY_c,
KEY_v,
KEY_b,
KEY_n,
KEY_m,
/* Numeric */
KEY_1,
KEY_2,
KEY_3,
KEY_4,
KEY_5,
KEY_6,
KEY_7,
KEY_8,
KEY_9,
KEY_0,
/* Special keys */
KEY_ARROW_LEFT,
KEY_ARROW_RIGHT,
KEY_ARROW_UP,
KEY_ARROW_DOWN,
KEY_ANALOG_FAKE_LEFT,
KEY_ANALOG_FAKE_RIGHT,
KEY_ANALOG_FAKE_UP,
KEY_ANALOG_FAKE_DOWN,
KEY_SPACE,
KEY_ENTER,
KEY_CTRL_LEFT,
KEY_CTRL_RIGHT,
KEY_SHIFT_LEFT,
KEY_SHIFT_RIGHT,
KEY_ALT_LEFT,
KEY_ALT_RIGHT,
KEY_BACKSPACE,
KEY_SUPER,
KEY_TAB,
/* Mobile Keys */
KEY_VOLUME_UP,
KEY_VOLUME_DOWN,
KEY_HOME,
KEY_CALL_START,
KEY_CALL_END,
/* Extra keys
* Use for platform specific keys.
* Example: android's back btn */
KEY_EXTRA1,
KEY_EXTRA2,
KEY_EXTRA3,
KEY_EXTRA4,
KEY_EXTRA5,
KEY_EXTRA6,
KEY_EXTRA7,
KEY_EXTRA8,
KEY_EXTRA9,
KEY_EXTRA0,
// TODO: Add fastforward key
// TODO: Add any missing keys.
// Many can be found in the
// window's port's keyboard
// files.
};
/* Use if you need to
* display the textual
* name
* These functions are not
* fast, do not call them
* a million times. */
static std::string GetKeyName(Key);
static std::string GetPspButtonName(int);
/* Use if to translate
* KeyMap Keys to PSP
* buttons.
* You should have
* already translated
* your platform's keys
* to KeyMap keys.
*
* Returns KEYMAP_ERROR_UNKNOWN_KEY
* for any unmapped key */
static int KeyToPspButton(Key);
static bool IsMappedKey(Key);
/* Might be usful if you want
* to provide hints to users
* upon mapping conflicts */
static std::string NamePspButtonFromKey(Key);
/* Use for showing the existing
* key mapping. */
static std::string NameKeyFromPspButton(int);
/* Configure the key mapping.
* Any configuration will
* be saved to the Core
* config.
*
* Returns KEYMAP_ERROR_KEY_ALREADY_USED
* for mapping conflicts. 0 otherwise. */
static int SetKeyMapping(Key, int);
/* Platform specific keymaps
* override KeyMap's defaults.
* They do not override user's
* configuration.
* A platform default keymap
* does not need to cover
* all psp buttons.
* Any buttons missing will
* fallback to KeyMap's keymap. */
static int RegisterPlatformDefaultKeyMap(std::map<int,int> *);
}