ImGuiManager: Map left stick to dpad
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c45e59fe22
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062776c1c7
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@ -14,6 +14,7 @@
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#include "core/host.h"
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#include "common/assert.h"
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#include "common/bitutils.h"
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#include "common/easing.h"
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#include "common/error.h"
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#include "common/file_system.h"
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@ -121,6 +122,9 @@ struct ALIGN_TO_CACHE_LINE State
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float window_height = 0.0f;
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bool scale_changed = false;
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// we maintain a second copy of the stick state here so we can map it to the dpad
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std::array<s8, 2> left_stick_axis_state = {};
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ImFont* debug_font = nullptr;
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ImFont* osd_font = nullptr;
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ImFont* fixed_font = nullptr;
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@ -1240,32 +1244,32 @@ void ImGuiManager::SetImKeyState(ImGuiIO& io, ImGuiKey imkey, bool pressed)
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bool ImGuiManager::ProcessGenericInputEvent(GenericInputBinding key, float value)
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{
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static constexpr std::array key_map = {
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ImGuiKey_None, // Unknown,
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ImGuiKey_GamepadDpadUp, // DPadUp
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ImGuiKey_GamepadDpadRight, // DPadRight
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ImGuiKey_GamepadDpadLeft, // DPadLeft
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ImGuiKey_GamepadDpadDown, // DPadDown
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ImGuiKey_None, // LeftStickUp
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ImGuiKey_None, // LeftStickRight
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ImGuiKey_None, // LeftStickDown
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ImGuiKey_None, // LeftStickLeft
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ImGuiKey_GamepadL3, // L3
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ImGuiKey_None, // RightStickUp
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ImGuiKey_None, // RightStickRight
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ImGuiKey_None, // RightStickDown
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ImGuiKey_None, // RightStickLeft
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ImGuiKey_GamepadR3, // R3
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ImGuiKey_GamepadFaceUp, // Triangle
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ImGuiKey_GamepadFaceRight, // Circle
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ImGuiKey_GamepadFaceDown, // Cross
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ImGuiKey_GamepadFaceLeft, // Square
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ImGuiKey_GamepadBack, // Select
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ImGuiKey_GamepadStart, // Start
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ImGuiKey_None, // System
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ImGuiKey_GamepadL1, // L1
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ImGuiKey_GamepadL2, // L2
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ImGuiKey_GamepadR1, // R1
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ImGuiKey_GamepadL2, // R2
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ImGuiKey_None, // Unknown,
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ImGuiKey_GamepadDpadUp, // DPadUp
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ImGuiKey_GamepadDpadRight, // DPadRight
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ImGuiKey_GamepadDpadLeft, // DPadLeft
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ImGuiKey_GamepadDpadDown, // DPadDown
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ImGuiKey_GamepadLStickUp, // LeftStickUp
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ImGuiKey_GamepadLStickRight, // LeftStickRight
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ImGuiKey_GamepadLStickDown, // LeftStickDown
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ImGuiKey_GamepadLStickLeft, // LeftStickLeft
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ImGuiKey_GamepadL3, // L3
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ImGuiKey_None, // RightStickUp
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ImGuiKey_None, // RightStickRight
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ImGuiKey_None, // RightStickDown
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ImGuiKey_None, // RightStickLeft
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ImGuiKey_GamepadR3, // R3
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ImGuiKey_GamepadFaceUp, // Triangle
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ImGuiKey_GamepadFaceRight, // Circle
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ImGuiKey_GamepadFaceDown, // Cross
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ImGuiKey_GamepadFaceLeft, // Square
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ImGuiKey_GamepadBack, // Select
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ImGuiKey_GamepadStart, // Start
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ImGuiKey_None, // System
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ImGuiKey_GamepadL1, // L1
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ImGuiKey_GamepadL2, // L2
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ImGuiKey_GamepadR1, // R1
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ImGuiKey_GamepadL2, // R2
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};
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const ImGuiKey imkey = (static_cast<u32>(key) < key_map.size()) ? key_map[static_cast<u32>(key)] : ImGuiKey_None;
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@ -1280,7 +1284,31 @@ bool ImGuiManager::ProcessGenericInputEvent(GenericInputBinding key, float value
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if (!s_state.imgui_context)
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return;
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s_state.imgui_context->IO.AddKeyAnalogEvent(imkey, (value > 0.0f), value);
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if (imkey >= ImGuiKey_GamepadLStickLeft && imkey <= ImGuiKey_GamepadLStickDown)
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{
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// NOTE: This assumes the source is sending a whole axis value, not half axis.
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const u32 axis = BoolToUInt32(imkey >= ImGuiKey_GamepadLStickUp);
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const s8 old_state = s_state.left_stick_axis_state[axis];
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const s8 new_state = (value <= -0.5f) ? -1 : ((value >= 0.5f) ? 1 : 0);
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if (old_state != new_state)
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{
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static constexpr auto map_to_key = [](u32 axis, s8 state) {
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// 0:-1/1 => ImGuiKey_GamepadDpadLeft/Right, 1:-1/1 => ImGuiKey_GamepadDpadUp/ImGuiKey_GamepadDpadDown
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return static_cast<ImGuiKey>(static_cast<u32>(ImGuiKey_GamepadDpadLeft) + (axis << 1) +
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BoolToUInt32(state > 0));
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};
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s_state.left_stick_axis_state[axis] = new_state;
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if (old_state != 0)
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s_state.imgui_context->IO.AddKeyAnalogEvent(map_to_key(axis, old_state), false, 0.0f);
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if (new_state != 0)
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s_state.imgui_context->IO.AddKeyAnalogEvent(map_to_key(axis, new_state), true, 1.0f);
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}
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}
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else
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{
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s_state.imgui_context->IO.AddKeyAnalogEvent(imkey, (value > 0.0f), value);
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}
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});
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return s_state.imgui_wants_keyboard.load(std::memory_order_acquire);
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