// Copyright (C) 2003 Dolphin 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. // 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 SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include #include "GLInterface.h" #include "Android/TextureLoader.h" #include "Android/ButtonManager.h" extern void DrawButton(GLuint tex, float *coords); namespace ButtonManager { std::vector m_buttons; std::map m_controllers; // XXX: This needs to not be here so we can load the locations from file // This will allow customizable button locations in the future // These are the OpenGL on screen coordinates float m_coords[][8] = { // X, Y, X, EY, EX, EY, EX, Y {0.75f, -1.0f, 0.75f, -0.75f, 1.0f, -0.75f, 1.0f, -1.0f}, // A {0.50f, -1.0f, 0.50f, -0.75f, 0.75f, -0.75f, 0.75f, -1.0f}, // B {-0.10f, -1.0f, -0.10f, -0.80f, 0.10f, -0.80f, 0.10f, -1.0f}, // Start }; const char *configStrings[] = { "InputA", "InputB", "InputStart", "InputX", "InputY", "InputZ", "DPadUp", "DPadDown", "DPadLeft", "DPadRight", "MainUp", "MainDown", "MainLeft", "MainRight", "CStickUp", "CStickDown", "CStickLeft", "CStickRight", "InputL", "InputR" }; const int configStringNum = 20; void AddBind(std::string dev, sBind *bind) { auto it = m_controllers.find(dev); if (it != m_controllers.end()) { it->second->AddBind(bind); return; } m_controllers[dev] = new InputDevice(dev); m_controllers[dev]->AddBind(bind); } void Init() { // Initialize our touchscreen buttons m_buttons.push_back(new Button("ButtonA.png", BUTTON_A, m_coords[0])); m_buttons.push_back(new Button("ButtonB.png", BUTTON_B, m_coords[1])); m_buttons.push_back(new Button("ButtonStart.png", BUTTON_START, m_coords[2])); // Init our controller bindings IniFile ini; ini.Load(File::GetUserPath(D_CONFIG_IDX) + std::string("Dolphin.ini")); for (int a = 0; a < configStringNum; ++a) { BindType type; int bindnum; char dev[128]; bool hasbind = false; char modifier = 0; std::string value; ini.Get("Android", configStrings[a], &value, "None"); if (value == "None") continue; if (std::string::npos != value.find("Axis")) { hasbind = true; type = BIND_AXIS; sscanf(value.c_str(), "Device '%[^\']'-Axis %d%c", dev, &bindnum, &modifier); } else if (std::string::npos != value.find("Button")) { hasbind = true; type = BIND_BUTTON; sscanf(value.c_str(), "Device '%[^\']'-Button %d", dev, &bindnum); } if (hasbind) AddBind(std::string(dev), new sBind((ButtonType)a, type, bindnum, modifier == '-' ? -1.0f : 1.0f)); } } bool GetButtonPressed(ButtonType button) { bool pressed = false; for (auto it = m_buttons.begin(); it != m_buttons.end(); ++it) if ((*it)->GetButtonType() == button) pressed = (*it)->Pressed(); for (auto it = m_controllers.begin(); it != m_controllers.end(); ++it) pressed |= it->second->ButtonValue(button); return pressed; } float GetAxisValue(ButtonType axis) { auto it = m_controllers.begin(); if (it == m_controllers.end()) return 0.0f; return it->second->AxisValue(axis); } void TouchEvent(int action, float x, float y) { // Actions // 0 is press // 1 is let go // 2 is move for (auto it = m_buttons.begin(); it != m_buttons.end(); ++it) { float *coords = (*it)->GetCoords(); if ( x >= coords[0] && x <= coords[4] && y >= coords[1] && y <= coords[3]) { if (action == 0) (*it)->SetState(BUTTON_PRESSED); if (action == 1) (*it)->SetState(BUTTON_RELEASED); if (action == 2) ; // XXX: Be used later for analog stick } } } void GamepadEvent(std::string dev, int button, int action) { auto it = m_controllers.find(dev); if (it != m_controllers.end()) { it->second->PressEvent(button, action); return; } m_controllers[dev] = new InputDevice(dev); m_controllers[dev]->PressEvent(button, action); } void GamepadAxisEvent(std::string dev, int axis, float value) { auto it = m_controllers.find(dev); if (it != m_controllers.end()) { it->second->AxisEvent(axis, value); return; } m_controllers[dev] = new InputDevice(dev); m_controllers[dev]->AxisEvent(axis, value); } void Shutdown() { for(auto it = m_buttons.begin(); it != m_buttons.end(); ++it) delete *it; for (auto it = m_controllers.begin(); it != m_controllers.end(); ++it) delete it->second; m_controllers.clear(); m_buttons.clear(); } void DrawButtons() { // XXX: Make platform specific drawing } // InputDevice void InputDevice::PressEvent(int button, int action) { m_buttons[button] = action == 0 ? true : false; } void InputDevice::AxisEvent(int axis, float value) { m_axises[axis] = value; } bool InputDevice::ButtonValue(ButtonType button) { auto it = m_binds.find(button); if (it == m_binds.end()) return false; if (it->second->m_bindtype == BIND_BUTTON) return m_buttons[it->second->m_bind]; else return AxisValue(button); } float InputDevice::AxisValue(ButtonType axis) { auto it = m_binds.find(axis); if (it == m_binds.end()) return 0.0f; if (it->second->m_bindtype == BIND_BUTTON) return ButtonValue(axis); else return m_axises[it->second->m_bind] * it->second->m_neg; } }