ppsspp/android/jni/GamepadEmu.cpp

120 lines
3.9 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/.
#include "GamepadEmu.h"
#include "ui/virtual_input.h"
#include "../../Core/Config.h"
#include "ui_atlas.h"
TouchButton buttonX(&ui_atlas, I_ROUND, I_CROSS, PAD_BUTTON_A);
TouchButton buttonO(&ui_atlas, I_ROUND, I_CIRCLE, PAD_BUTTON_X);
TouchButton buttonSq(&ui_atlas, I_ROUND, I_SQUARE, PAD_BUTTON_B);
TouchButton buttonTri(&ui_atlas, I_ROUND, I_TRIANGLE, PAD_BUTTON_Y);
TouchButton buttonSelect(&ui_atlas, I_RECT, I_SELECT, PAD_BUTTON_SELECT);
TouchButton buttonStart(&ui_atlas, I_RECT, I_START, PAD_BUTTON_START);
TouchButton buttonLShoulder(&ui_atlas, I_SHOULDER, I_L, PAD_BUTTON_LBUMPER);
TouchButton buttonRShoulder(&ui_atlas, I_SHOULDER, I_R, PAD_BUTTON_RBUMPER, 0, true);
TouchButton buttonLeft(&ui_atlas, I_DIR, I_ARROW, PAD_BUTTON_LEFT, 0);
TouchButton buttonUp(&ui_atlas, I_DIR, I_ARROW, PAD_BUTTON_UP, 90);
TouchButton buttonRight(&ui_atlas, I_DIR, I_ARROW, PAD_BUTTON_RIGHT, 180);
TouchButton buttonDown(&ui_atlas, I_DIR, I_ARROW, PAD_BUTTON_DOWN, 270);
TouchStick leftStick(&ui_atlas, I_STICKBG, I_STICK, 0);
void LayoutGamepad(int w, int h)
{
const int button_spacing = 50;
const int arrow_spacing = 40;
const int circleX = w - 40;
const int circleY = h - 120;
const int leftX = 40;
int leftY = h - 120;
if (g_Config.bShowAnalogStick) {
leftY = h - 220;
}
const int stickX = leftX + arrow_spacing;
const int stickY = h - 80;
const int halfW = w / 2;
buttonO.setPos(circleX, circleY);
buttonX.setPos(circleX - button_spacing, circleY + button_spacing);
buttonTri.setPos(circleX - button_spacing, circleY - button_spacing);
buttonSq.setPos(circleX - button_spacing * 2, circleY);
buttonLeft.setPos(leftX, leftY);
buttonUp.setPos(leftX + arrow_spacing, leftY - arrow_spacing);
buttonDown.setPos(leftX + arrow_spacing, leftY + arrow_spacing);
buttonRight.setPos(leftX + arrow_spacing * 2, leftY);
buttonSelect.setPos(halfW - button_spacing, h - 20);
buttonStart.setPos(halfW + button_spacing, h - 20);
buttonLShoulder.setPos(button_spacing + 10, 15);
buttonRShoulder.setPos(w - button_spacing - 10, 15);
leftStick.setPos(stickX, stickY);
}
void UpdateGamepad(InputState &input_state)
{
buttonO.update(input_state);
buttonX.update(input_state);
buttonTri.update(input_state);
buttonSq.update(input_state);
buttonLeft.update(input_state);
buttonUp.update(input_state);
buttonDown.update(input_state);
buttonRight.update(input_state);
buttonSelect.update(input_state);
buttonStart.update(input_state);
buttonLShoulder.update(input_state);
buttonRShoulder.update(input_state);
if (g_Config.bShowAnalogStick)
leftStick.update(input_state);
}
void DrawGamepad(DrawBuffer &db)
{
uint32_t color = 0xa0c0b080;
uint32_t colorOverlay = 0xa0FFFFFF;
buttonO.draw(db, color, colorOverlay);
buttonX.draw(db, color, colorOverlay);
buttonTri.draw(db, color, colorOverlay);
buttonSq.draw(db, color, colorOverlay);
buttonLeft.draw(db, color, colorOverlay);
buttonUp.draw(db, color, colorOverlay);
buttonDown.draw(db, color, colorOverlay);
buttonRight.draw(db, color, colorOverlay);
buttonSelect.draw(db, color, colorOverlay);
buttonStart.draw(db, color, colorOverlay);
buttonLShoulder.draw(db, color, colorOverlay);
buttonRShoulder.draw(db, color, colorOverlay);
if (g_Config.bShowAnalogStick)
leftStick.draw(db, color);
}