ppsspp/Common/KeyMap.h
Henrik Rydgard 3023f7d06b Android: Switch dpad default to use HAT X/Y +/- instead of "dpad", as documented.
Add a simple "autoconfigure" facility for input devices, that lets the user choose
if several are connected.

Can be expanded in the future to provide custom default mapppings for various devices as long as we manage to identify them.

Ideally, key mappings should be unique per device but they aren't yet.
2014-05-19 23:31:11 +02:00

170 lines
4.9 KiB
C++

// 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>
#include <vector>
#include <set>
#include "input/keycodes.h" // keyboard keys
#include "../Core/HLE/sceCtrl.h" // psp keys
#define KEYMAP_ERROR_KEY_ALREADY_USED -1
#define KEYMAP_ERROR_UNKNOWN_KEY 0
enum {
VIRTKEY_FIRST = 0x10000,
VIRTKEY_AXIS_X_MIN = 0x10000,
VIRTKEY_AXIS_Y_MIN = 0x10001,
VIRTKEY_AXIS_X_MAX = 0x10002,
VIRTKEY_AXIS_Y_MAX = 0x10003,
VIRTKEY_RAPID_FIRE = 0x10004,
VIRTKEY_UNTHROTTLE = 0x10005,
VIRTKEY_PAUSE = 0x10006,
VIRTKEY_SPEED_TOGGLE = 0x10007,
VIRTKEY_AXIS_RIGHT_X_MIN = 0x10008,
VIRTKEY_AXIS_RIGHT_Y_MIN = 0x10009,
VIRTKEY_AXIS_RIGHT_X_MAX = 0x1000a,
VIRTKEY_AXIS_RIGHT_Y_MAX = 0x1000b,
VIRTKEY_REWIND = 0x1000c,
VIRTKEY_SAVE_STATE = 0x1000d,
VIRTKEY_LOAD_STATE = 0x1000e,
VIRTKEY_NEXT_SLOT = 0x1000f,
VIRTKEY_TOGGLE_FULLSCREEN = 0x10010,
VIRTKEY_LAST,
VIRTKEY_COUNT = VIRTKEY_LAST - VIRTKEY_FIRST
};
enum DefaultMaps {
DEFAULT_MAPPING_KEYBOARD,
DEFAULT_MAPPING_PAD,
DEFAULT_MAPPING_X360,
DEFAULT_MAPPING_SHIELD,
DEFAULT_MAPPING_BLACKBERRY_QWERTY,
DEFAULT_MAPPING_OUYA,
DEFAULT_MAPPING_XPERIA_PLAY,
};
const float AXIS_BIND_THRESHOLD = 0.75f;
class KeyDef {
public:
KeyDef() : deviceId(0), keyCode(0) {}
KeyDef(int devId, int k) : deviceId(devId), keyCode(k) {}
int deviceId;
int keyCode;
bool operator < (const KeyDef &other) const {
if (deviceId < other.deviceId) return true;
if (deviceId > other.deviceId) return false;
if (keyCode < other.keyCode) return true;
return false;
}
bool operator == (const KeyDef &other) const {
if (deviceId != other.deviceId) return false;
if (keyCode != other.keyCode) return false;
return true;
}
};
struct AxisPos {
int axis;
float position;
bool operator < (const AxisPos &other) const {
if (axis < other.axis) return true;
if (axis > other.axis) return false;
return position < other.position;
}
bool operator == (const AxisPos &other) const {
return axis == other.axis && position == other.position;
}
};
typedef std::map<int, std::vector<KeyDef>> KeyMapping;
// 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 (NKCODE_*).
//
// Then have KeyMap transform those into psp buttons.
class IniFile;
namespace KeyMap {
extern KeyMapping g_controllerMap;
// Key & Button names
struct KeyMap_IntStrPair {
int key;
std::string name;
};
// Use if you need to display the textual name
std::string GetKeyName(int keyCode);
std::string GetKeyOrAxisName(int keyCode);
std::string GetAxisName(int axisId);
std::string GetPspButtonName(int btn);
std::vector<KeyMap_IntStrPair> GetMappableKeys();
// Use to translate KeyMap Keys to PSP
// buttons. You should have already translated
// your platform's keys to KeyMap keys.
bool KeyToPspButton(int deviceId, int key, std::vector<int> *pspKeys);
bool KeyFromPspButton(int btn, std::vector<KeyDef> *keys);
int TranslateKeyCodeToAxis(int keyCode, int &direction);
int TranslateKeyCodeFromAxis(int axisId, int direction);
// Configure the key mapping.
// Any configuration will be saved to the Core config.
void SetKeyMapping(int psp_key, KeyDef key, bool replace);
// Configure an axis mapping, saves the configuration.
// Direction is negative or positive.
void SetAxisMapping(int btn, int deviceId, int axisId, int direction, bool replace);
bool AxisToPspButton(int deviceId, int axisId, int direction, std::vector<int> *pspKeys);
bool AxisFromPspButton(int btn, int *deviceId, int *axisId, int *direction);
std::string NamePspButtonFromAxis(int deviceId, int axisId, int direction);
void LoadFromIni(IniFile &iniFile);
void SaveToIni(IniFile &iniFile);
void SetDefaultKeyMap(DefaultMaps dmap, bool replace);
void RestoreDefault();
void UpdateConfirmCancelKeys();
void NotifyPadConnected(const std::string &name);
bool IsNvidiaShield(const std::string &name);
bool IsBlackberryQWERTY(const std::string &name);
bool IsXperiaPlay(const std::string &name);
bool IsOuya(const std::string &name);
bool HasBuiltinController(const std::string &name);
const std::set<std::string> &GetSeenPads();
void AutoConfForPad(const std::string &name);
}