mirror of
https://github.com/libretro/ppsspp.git
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120 lines
3.9 KiB
C++
120 lines
3.9 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "GamepadEmu.h"
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#include "ui/virtual_input.h"
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#include "../../Core/Config.h"
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#include "ui_atlas.h"
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TouchButton buttonX(&ui_atlas, I_ROUND, I_CROSS, PAD_BUTTON_A);
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TouchButton buttonO(&ui_atlas, I_ROUND, I_CIRCLE, PAD_BUTTON_X);
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TouchButton buttonSq(&ui_atlas, I_ROUND, I_SQUARE, PAD_BUTTON_B);
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TouchButton buttonTri(&ui_atlas, I_ROUND, I_TRIANGLE, PAD_BUTTON_Y);
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TouchButton buttonSelect(&ui_atlas, I_RECT, I_SELECT, PAD_BUTTON_SELECT);
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TouchButton buttonStart(&ui_atlas, I_RECT, I_START, PAD_BUTTON_START);
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TouchButton buttonLShoulder(&ui_atlas, I_SHOULDER, I_L, PAD_BUTTON_LBUMPER);
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TouchButton buttonRShoulder(&ui_atlas, I_SHOULDER, I_R, PAD_BUTTON_RBUMPER, 0, true);
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TouchButton buttonLeft(&ui_atlas, I_DIR, I_ARROW, PAD_BUTTON_LEFT, 0);
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TouchButton buttonUp(&ui_atlas, I_DIR, I_ARROW, PAD_BUTTON_UP, 90);
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TouchButton buttonRight(&ui_atlas, I_DIR, I_ARROW, PAD_BUTTON_RIGHT, 180);
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TouchButton buttonDown(&ui_atlas, I_DIR, I_ARROW, PAD_BUTTON_DOWN, 270);
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TouchStick leftStick(&ui_atlas, I_STICKBG, I_STICK, 0);
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void LayoutGamepad(int w, int h)
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{
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const int button_spacing = 50;
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const int arrow_spacing = 40;
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const int circleX = w - 40;
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const int circleY = h - 120;
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const int leftX = 40;
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int leftY = h - 120;
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if (g_Config.bShowAnalogStick) {
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leftY = h - 220;
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}
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const int stickX = leftX + arrow_spacing;
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const int stickY = h - 80;
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const int halfW = w / 2;
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buttonO.setPos(circleX, circleY);
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buttonX.setPos(circleX - button_spacing, circleY + button_spacing);
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buttonTri.setPos(circleX - button_spacing, circleY - button_spacing);
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buttonSq.setPos(circleX - button_spacing * 2, circleY);
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buttonLeft.setPos(leftX, leftY);
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buttonUp.setPos(leftX + arrow_spacing, leftY - arrow_spacing);
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buttonDown.setPos(leftX + arrow_spacing, leftY + arrow_spacing);
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buttonRight.setPos(leftX + arrow_spacing * 2, leftY);
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buttonSelect.setPos(halfW - button_spacing, h - 20);
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buttonStart.setPos(halfW + button_spacing, h - 20);
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buttonLShoulder.setPos(button_spacing + 10, 15);
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buttonRShoulder.setPos(w - button_spacing - 10, 15);
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leftStick.setPos(stickX, stickY);
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}
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void UpdateGamepad(InputState &input_state)
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{
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buttonO.update(input_state);
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buttonX.update(input_state);
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buttonTri.update(input_state);
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buttonSq.update(input_state);
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buttonLeft.update(input_state);
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buttonUp.update(input_state);
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buttonDown.update(input_state);
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buttonRight.update(input_state);
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buttonSelect.update(input_state);
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buttonStart.update(input_state);
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buttonLShoulder.update(input_state);
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buttonRShoulder.update(input_state);
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if (g_Config.bShowAnalogStick)
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leftStick.update(input_state);
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}
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void DrawGamepad(DrawBuffer &db)
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{
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uint32_t color = 0xa0c0b080;
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uint32_t colorOverlay = 0xa0FFFFFF;
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buttonO.draw(db, color, colorOverlay);
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buttonX.draw(db, color, colorOverlay);
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buttonTri.draw(db, color, colorOverlay);
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buttonSq.draw(db, color, colorOverlay);
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buttonLeft.draw(db, color, colorOverlay);
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buttonUp.draw(db, color, colorOverlay);
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buttonDown.draw(db, color, colorOverlay);
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buttonRight.draw(db, color, colorOverlay);
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buttonSelect.draw(db, color, colorOverlay);
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buttonStart.draw(db, color, colorOverlay);
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buttonLShoulder.draw(db, color, colorOverlay);
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buttonRShoulder.draw(db, color, colorOverlay);
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if (g_Config.bShowAnalogStick)
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leftStick.draw(db, color);
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}
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