212 lines
5.9 KiB
C++
212 lines
5.9 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <unordered_map>
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#include "DolphinWX/Android/ButtonManager.h"
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#include "DolphinWX/GLInterface/GLInterface.h"
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namespace ButtonManager
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{
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// Pair key is padID, BUTTONTYPE
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std::map<std::pair<int, int>, Button*> m_buttons;
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std::map<std::pair<int, int>, Axis*> m_axises;
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std::unordered_map<std::string, InputDevice*> m_controllers;
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const char* configStrings[] = {
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"InputA",
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"InputB",
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"InputStart",
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"InputX",
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"InputY",
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"InputZ",
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"DPadUp",
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"DPadDown",
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"DPadLeft",
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"DPadRight",
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"MainUp",
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"MainDown",
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"MainLeft",
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"MainRight",
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"CStickUp",
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"CStickDown",
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"CStickLeft",
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"CStickRight",
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"InputL",
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"InputR"
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};
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const int configStringNum = 20;
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void AddBind(std::string dev, sBind *bind)
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{
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auto it = m_controllers.find(dev);
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if (it != m_controllers.end())
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{
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it->second->AddBind(bind);
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return;
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}
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m_controllers[dev] = new InputDevice(dev);
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m_controllers[dev]->AddBind(bind);
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}
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void Init()
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{
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// Initialize our touchscreen buttons
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for (int a = 0; a < 4; ++a)
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{
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m_buttons[std::make_pair(a, BUTTON_A)] = new Button();
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m_buttons[std::make_pair(a, BUTTON_B)] = new Button();
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m_buttons[std::make_pair(a, BUTTON_START)] = new Button();
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m_buttons[std::make_pair(a, BUTTON_X)] = new Button();
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m_buttons[std::make_pair(a, BUTTON_Y)] = new Button();
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m_buttons[std::make_pair(a, BUTTON_Z)] = new Button();
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m_buttons[std::make_pair(a, BUTTON_UP)] = new Button();
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m_buttons[std::make_pair(a, BUTTON_DOWN)] = new Button();
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m_buttons[std::make_pair(a, BUTTON_LEFT)] = new Button();
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m_buttons[std::make_pair(a, BUTTON_RIGHT)] = new Button();
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m_axises[std::make_pair(a, STICK_MAIN_UP)] = new Axis();
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m_axises[std::make_pair(a, STICK_MAIN_DOWN)] = new Axis();
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m_axises[std::make_pair(a, STICK_MAIN_LEFT)] = new Axis();
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m_axises[std::make_pair(a, STICK_MAIN_RIGHT)] = new Axis();
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m_axises[std::make_pair(a, STICK_C_UP)] = new Axis();
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m_axises[std::make_pair(a, STICK_C_DOWN)] = new Axis();
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m_axises[std::make_pair(a, STICK_C_LEFT)] = new Axis();
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m_axises[std::make_pair(a, STICK_C_RIGHT)] = new Axis();
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m_buttons[std::make_pair(a, TRIGGER_L)] = new Button();
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m_buttons[std::make_pair(a, TRIGGER_R)] = new Button();
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}
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// Init our controller bindings
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IniFile ini;
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ini.Load(File::GetUserPath(D_CONFIG_IDX) + std::string("Dolphin.ini"));
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for (int a = 0; a < configStringNum; ++a)
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{
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for (int padID = 0; padID < 4; ++padID)
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{
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std::ostringstream config;
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config << configStrings[a] << "_" << padID;
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BindType type;
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int bindnum;
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char dev[128];
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bool hasbind = false;
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char modifier = 0;
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std::string value;
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ini.Get("Android", config.str(), &value, "None");
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if (value == "None")
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continue;
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if (std::string::npos != value.find("Axis"))
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{
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hasbind = true;
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type = BIND_AXIS;
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sscanf(value.c_str(), "Device '%[^\']'-Axis %d%c", dev, &bindnum, &modifier);
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}
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else if (std::string::npos != value.find("Button"))
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{
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hasbind = true;
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type = BIND_BUTTON;
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sscanf(value.c_str(), "Device '%[^\']'-Button %d", dev, &bindnum);
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}
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if (hasbind)
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AddBind(std::string(dev), new sBind(padID, (ButtonType)a, type, bindnum, modifier == '-' ? -1.0f : 1.0f));
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}
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}
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}
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bool GetButtonPressed(int padID, ButtonType button)
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{
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bool pressed = false;
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pressed = m_buttons[std::make_pair(padID, button)]->Pressed();
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for (const auto& ctrl : m_controllers)
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pressed |= ctrl.second->ButtonValue(padID, button);
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return pressed;
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}
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float GetAxisValue(int padID, ButtonType axis)
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{
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float value = m_axises[std::make_pair(padID, axis)]->AxisValue();
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auto it = m_controllers.begin();
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if (it == m_controllers.end())
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return value;
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return value != 0.0f ? value : it->second->AxisValue(padID, axis);
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}
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void TouchEvent(int padID, ButtonType button, int action)
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{
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m_buttons[std::make_pair(padID, button)]->SetState(action ? BUTTON_PRESSED : BUTTON_RELEASED);
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}
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void TouchAxisEvent(int padID, ButtonType axis, float value)
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{
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m_axises[std::make_pair(padID, axis)]->SetValue(value);
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}
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void GamepadEvent(std::string dev, int button, int action)
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{
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auto it = m_controllers.find(dev);
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if (it != m_controllers.end())
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{
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it->second->PressEvent(button, action);
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return;
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}
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m_controllers[dev] = new InputDevice(dev);
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m_controllers[dev]->PressEvent(button, action);
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}
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void GamepadAxisEvent(std::string dev, int axis, float value)
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{
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auto it = m_controllers.find(dev);
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if (it != m_controllers.end())
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{
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it->second->AxisEvent(axis, value);
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return;
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}
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m_controllers[dev] = new InputDevice(dev);
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m_controllers[dev]->AxisEvent(axis, value);
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}
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void Shutdown()
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{
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for (const auto& button : m_buttons)
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delete button.second;
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for (const auto& controller : m_controllers)
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delete controller.second;
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m_controllers.clear();
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m_buttons.clear();
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}
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// InputDevice
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void InputDevice::PressEvent(int button, int action)
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{
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if (_inputbinds.find(button) == _inputbinds.end())
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return;
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_buttons[_inputbinds[button]->_buttontype] = action == 0 ? true : false;
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}
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void InputDevice::AxisEvent(int axis, float value)
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{
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if (_inputbinds.find(axis) == _inputbinds.end())
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return;
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_axises[_inputbinds[axis]->_buttontype] = value;
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}
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bool InputDevice::ButtonValue(int padID, ButtonType button)
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{
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auto it = _binds.find(button);
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if (it == _binds.end())
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return false;
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if (it->second->_padID != padID)
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return false;
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if (it->second->_bindtype == BIND_BUTTON)
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return _buttons[it->second->_buttontype];
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else
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return AxisValue(padID, button);
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}
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float InputDevice::AxisValue(int padID, ButtonType axis)
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{
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auto it = _binds.find(axis);
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if (it == _binds.end())
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return 0.0f;
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if (it->second->_padID != padID)
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return 0.0f;
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if (it->second->_bindtype == BIND_BUTTON)
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return ButtonValue(padID, axis);
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else
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return _axises[it->second->_buttontype] * it->second->_neg;
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}
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}
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