XInputControllerInterface: Support fullscreen UI navigation

This commit is contained in:
Connor McLaughlin 2021-03-03 03:04:42 +10:00
parent 738bf9be9f
commit 7a05b4f98e
1 changed files with 26 additions and 0 deletions

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@ -279,9 +279,35 @@ bool XInputControllerInterface::HandleButtonEvent(u32 index, u32 button, bool pr
Log_DevPrintf("controller %u button %u %s", index, button, pressed ? "pressed" : "released");
DebugAssert(index < XUSER_MAX_COUNT);
static constexpr std::array<FrontendCommon::ControllerNavigationButton, MAX_NUM_BUTTONS> nav_button_mapping = {{
FrontendCommon::ControllerNavigationButton::Activate, // XINPUT_GAMEPAD_A
FrontendCommon::ControllerNavigationButton::Cancel, // XINPUT_GAMEPAD_B
FrontendCommon::ControllerNavigationButton::Count, // XINPUT_GAMEPAD_X
FrontendCommon::ControllerNavigationButton::Count, // XINPUT_GAMEPAD_Y
FrontendCommon::ControllerNavigationButton::Count, // XINPUT_GAMEPAD_BACK
FrontendCommon::ControllerNavigationButton::Count, // XINPUT_GAMEPAD_GUIDE
FrontendCommon::ControllerNavigationButton::Count, // XINPUT_GAMEPAD_START
FrontendCommon::ControllerNavigationButton::Count, // XINPUT_GAMEPAD_LEFT_THUMB
FrontendCommon::ControllerNavigationButton::Count, // XINPUT_GAMEPAD_RIGHT_THUMB
FrontendCommon::ControllerNavigationButton::LeftShoulder, // XINPUT_GAMEPAD_LEFT_SHOULDER
FrontendCommon::ControllerNavigationButton::RightShoulder, // XINPUT_GAMEPAD_RIGHT_SHOULDER
FrontendCommon::ControllerNavigationButton::DPadUp, // XINPUT_GAMEPAD_DPAD_UP
FrontendCommon::ControllerNavigationButton::DPadDown, // XINPUT_GAMEPAD_DPAD_DOWN
FrontendCommon::ControllerNavigationButton::DPadLeft, // XINPUT_GAMEPAD_DPAD_LEFT
FrontendCommon::ControllerNavigationButton::DPadRight, // XINPUT_GAMEPAD_DPAD_RIGHT
}};
if (DoEventHook(Hook::Type::Button, index, button, pressed ? 1.0f : 0.0f))
return true;
if (button < nav_button_mapping.size() &&
nav_button_mapping[button] != FrontendCommon::ControllerNavigationButton::Count &&
m_host_interface->SetControllerNavigationButtonState(nav_button_mapping[button], pressed))
{
// UI consumed the event
return true;
}
const ButtonCallback& cb = m_controllers[index].button_mapping[button];
if (cb)
{