mirror of
https://github.com/libretro/ppsspp.git
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2bf061d05b
This way we can know what they actually right clicked on.
165 lines
4.8 KiB
C++
165 lines
4.8 KiB
C++
// Copyright (c) 2013- 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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#pragma once
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#include <string>
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#include <map>
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#include <vector>
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#include "input/keycodes.h" // keyboard keys
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#include "../Core/HLE/sceCtrl.h" // psp keys
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#define KEYMAP_ERROR_KEY_ALREADY_USED -1
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#define KEYMAP_ERROR_UNKNOWN_KEY 0
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enum {
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VIRTKEY_FIRST = 0x10000,
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VIRTKEY_AXIS_X_MIN = 0x10000,
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VIRTKEY_AXIS_Y_MIN = 0x10001,
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VIRTKEY_AXIS_X_MAX = 0x10002,
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VIRTKEY_AXIS_Y_MAX = 0x10003,
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VIRTKEY_RAPID_FIRE = 0x10004,
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VIRTKEY_UNTHROTTLE = 0x10005,
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VIRTKEY_PAUSE = 0x10006,
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VIRTKEY_SPEED_TOGGLE = 0x10007,
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VIRTKEY_AXIS_RIGHT_X_MIN = 0x10008,
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VIRTKEY_AXIS_RIGHT_Y_MIN = 0x10009,
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VIRTKEY_AXIS_RIGHT_X_MAX = 0x1000a,
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VIRTKEY_AXIS_RIGHT_Y_MAX = 0x1000b,
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VIRTKEY_REWIND = 0x1000c,
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VIRTKEY_SAVE_STATE = 0x1000d,
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VIRTKEY_LOAD_STATE = 0x1000e,
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VIRTKEY_NEXT_SLOT = 0x1000f,
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VIRTKEY_TOGGLE_FULLSCREEN = 0x10010,
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VIRTKEY_LAST,
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VIRTKEY_COUNT = VIRTKEY_LAST - VIRTKEY_FIRST
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};
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enum DefaultMaps {
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DEFAULT_MAPPING_KEYBOARD,
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DEFAULT_MAPPING_PAD,
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DEFAULT_MAPPING_X360,
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DEFAULT_MAPPING_SHIELD,
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DEFAULT_MAPPING_BLACKBERRY_QWERTY,
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DEFAULT_MAPPING_OUYA,
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DEFAULT_MAPPING_XPERIA_PLAY,
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};
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const float AXIS_BIND_THRESHOLD = 0.75f;
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class KeyDef {
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public:
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KeyDef() : deviceId(0), keyCode(0) {}
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KeyDef(int devId, int k) : deviceId(devId), keyCode(k) {}
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int deviceId;
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int keyCode;
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bool operator < (const KeyDef &other) const {
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if (deviceId < other.deviceId) return true;
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if (deviceId > other.deviceId) return false;
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if (keyCode < other.keyCode) return true;
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return false;
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}
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bool operator == (const KeyDef &other) const {
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if (deviceId != other.deviceId) return false;
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if (keyCode != other.keyCode) return false;
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return true;
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}
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};
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struct AxisPos {
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int axis;
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float position;
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bool operator < (const AxisPos &other) const {
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if (axis < other.axis) return true;
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if (axis > other.axis) return false;
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return position < other.position;
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}
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bool operator == (const AxisPos &other) const {
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return axis == other.axis && position == other.position;
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}
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};
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typedef std::map<int, std::vector<KeyDef>> KeyMapping;
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// KeyMap
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// A translation layer for key assignment. Provides
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// integration with Core's config state.
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//
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// Does not handle input state managment.
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//
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// Platform ports should map their platform's keys to KeyMap's keys (NKCODE_*).
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//
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// Then have KeyMap transform those into psp buttons.
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class IniFile;
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namespace KeyMap {
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extern KeyMapping g_controllerMap;
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// Key & Button names
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struct KeyMap_IntStrPair {
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int key;
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std::string name;
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};
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// Use if you need to display the textual name
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std::string GetKeyName(int keyCode);
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std::string GetKeyOrAxisName(int keyCode);
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std::string GetAxisName(int axisId);
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std::string GetPspButtonName(int btn);
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std::vector<KeyMap_IntStrPair> GetMappableKeys();
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// Use to translate KeyMap Keys to PSP
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// buttons. You should have already translated
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// your platform's keys to KeyMap keys.
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bool KeyToPspButton(int deviceId, int key, std::vector<int> *pspKeys);
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bool KeyFromPspButton(int btn, std::vector<KeyDef> *keys);
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int TranslateKeyCodeToAxis(int keyCode, int &direction);
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int TranslateKeyCodeFromAxis(int axisId, int direction);
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// Configure the key mapping.
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// Any configuration will be saved to the Core config.
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void SetKeyMapping(int psp_key, KeyDef key, bool replace);
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// Configure an axis mapping, saves the configuration.
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// Direction is negative or positive.
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void SetAxisMapping(int btn, int deviceId, int axisId, int direction, bool replace);
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bool AxisToPspButton(int deviceId, int axisId, int direction, std::vector<int> *pspKeys);
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bool AxisFromPspButton(int btn, int *deviceId, int *axisId, int *direction);
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std::string NamePspButtonFromAxis(int deviceId, int axisId, int direction);
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void LoadFromIni(IniFile &iniFile);
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void SaveToIni(IniFile &iniFile);
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void SetDefaultKeyMap(DefaultMaps dmap, bool replace);
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void RestoreDefault();
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void UpdateConfirmCancelKeys();
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bool IsNvidiaShield(const std::string &name);
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bool IsBlackberryQWERTY(const std::string &name);
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bool IsXperiaPlay(const std::string &name);
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bool IsOuya(const std::string &name);
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bool HasBuiltinController(const std::string &name);
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}
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