pcsx2/plugins/onepad/keyboard.cpp

360 lines
11 KiB
C++

/* OnePAD - author: arcum42(@gmail.com)
* Copyright (C) 2009
*
* Based on ZeroPAD, author zerofrog@gmail.com
* Copyright (C) 2006-2007
*
* 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; either version 2 of the License, or
* (at your option) any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
/*
* Theoretically, this header is for anything to do with keyboard input.
* Pragmatically, event handing's going in here too.
*/
#if defined(__unix__)
#include <gtk/gtk.h>
#include <gdk/gdkkeysyms.h>
#elif defined(__APPLE__)
#include <Carbon/Carbon.h>
#endif
#include "keyboard.h"
#ifdef _WIN32
char *KeysymToChar(int keysym)
{
LPWORD temp;
ToAscii((UINT)keysym, NULL, NULL, temp, NULL);
return (char *)temp;
}
#endif
/// g_key_status.press but with proper handling for analog buttons
static void PressButton(u32 pad, u32 button) {
// Analog controls.
if (IsAnalogKey(button)) {
switch (button) {
case PAD_R_LEFT:
case PAD_R_UP:
case PAD_L_LEFT:
case PAD_L_UP:
g_key_status.press(pad, button, -MAX_ANALOG_VALUE);
break;
case PAD_R_RIGHT:
case PAD_R_DOWN:
case PAD_L_RIGHT:
case PAD_L_DOWN:
g_key_status.press(pad, button, MAX_ANALOG_VALUE);
break;
}
} else {
g_key_status.press(pad, button);
}
}
#if defined(__APPLE__)
// Mac keyboard input code is based on Dolphin's Source/Core/InputCommon/ControllerInterface/Quartz/QuartzKeyboardAndMouse.mm
// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// All keycodes are 16 bits or less, so we use top 16 bits to differentiate source
// Keyboard keys use discriminator 0
// Mouse buttons use discriminator 1
void UpdateKeyboardInput() {
for (int pad = 0; pad < GAMEPAD_NUMBER; pad++) {
const auto& map = g_conf.keysym_map[pad];
// If we loop over all keys press/release based on current state,
// joystick axes (which have two bound keys) will always go to the later-polled key
// Instead, release all keys first and then set the ones that are pressed
for (const auto& key : map) g_key_status.release(pad, key.second);
for (const auto& key : map) {
bool state;
if (key.first >> 16 == 0) {
state = CGEventSourceKeyState(kCGEventSourceStateHIDSystemState, key.first);
} else {
state = CGEventSourceButtonState(kCGEventSourceStateHIDSystemState, (CGMouseButton)(key.first & 0xFFFF));
}
if (state) PressButton(pad, key.second);
}
}
}
bool PollForNewKeyboardKeys(u32 &pkey) {
// All keycodes in <HIToolbox/Events.h> are 0x7e or lower. If you notice
// keys that aren't being recognized, bump this number up!
for (int key = 0; key < 0x80; key++) {
if (CGEventSourceKeyState(kCGEventSourceStateHIDSystemState, key)) {
pkey = key == kVK_Escape ? 0 : key;
return true;
}
}
for (auto btn : {kCGMouseButtonLeft, kCGMouseButtonCenter, kCGMouseButtonRight}) {
if (CGEventSourceButtonState(kCGEventSourceStateHIDSystemState, btn)) {
pkey = btn | (1 << 16);
return true;
}
}
return false;
}
#elif defined(__unix__)
static bool s_grab_input = false;
static bool s_Shift = false;
static unsigned int s_previous_mouse_x = 0;
static unsigned int s_previous_mouse_y = 0;
void AnalyzeKeyEvent(keyEvent &evt)
{
KeySym key = (KeySym)evt.key;
int pad = 0;
int index = -1;
for (int cpad = 0; cpad < GAMEPAD_NUMBER; cpad++) {
int tmp_index = get_keyboard_key(cpad, key);
if (tmp_index != -1) {
pad = cpad;
index = tmp_index;
}
}
switch (evt.evt) {
case KeyPress:
// Shift F12 is not yet use by pcsx2. So keep it to grab/ungrab input
// I found it very handy vs the automatic fullscreen detection
// 1/ Does not need to detect full-screen
// 2/ Can use a debugger in full-screen
// 3/ Can grab input in window without the need of a pixelated full-screen
if (key == XK_Shift_R || key == XK_Shift_L)
s_Shift = true;
if (key == XK_F12 && s_Shift) {
if (!s_grab_input) {
s_grab_input = true;
XGrabPointer(GSdsp, GSwin, True, ButtonPressMask, GrabModeAsync, GrabModeAsync, GSwin, None, CurrentTime);
XGrabKeyboard(GSdsp, GSwin, True, GrabModeAsync, GrabModeAsync, CurrentTime);
} else {
s_grab_input = false;
XUngrabPointer(GSdsp, CurrentTime);
XUngrabKeyboard(GSdsp, CurrentTime);
}
}
if (index != -1)
PressButton(pad, index);
//PAD_LOG("Key pressed:%d\n", index);
event.evt = KEYPRESS;
event.key = key;
break;
case KeyRelease:
if (key == XK_Shift_R || key == XK_Shift_L)
s_Shift = false;
if (index != -1)
g_key_status.release(pad, index);
event.evt = KEYRELEASE;
event.key = key;
break;
case FocusIn:
break;
case FocusOut:
s_Shift = false;
break;
case ButtonPress:
if (index != -1)
g_key_status.press(pad, index);
break;
case ButtonRelease:
if (index != -1)
g_key_status.release(pad, index);
break;
case MotionNotify:
// FIXME: How to handle when the mouse does not move, no event generated!!!
// 1/ small move == no move. Cons : can not do small movement
// 2/ use a watchdog timer thread
// 3/ ??? idea welcome ;)
if (g_conf.pad_options[pad].mouse_l | g_conf.pad_options[pad].mouse_r) {
unsigned int pad_x;
unsigned int pad_y;
// Note when both PADOPTION_MOUSE_R and PADOPTION_MOUSE_L are set, take only the right one
if (g_conf.pad_options[pad].mouse_r) {
pad_x = PAD_R_RIGHT;
pad_y = PAD_R_UP;
} else {
pad_x = PAD_L_RIGHT;
pad_y = PAD_L_UP;
}
unsigned x = evt.key & 0xFFFF;
unsigned int value = (s_previous_mouse_x > x) ? s_previous_mouse_x - x : x - s_previous_mouse_x;
value *= g_conf.get_sensibility();
if (x == 0)
g_key_status.press(pad, pad_x, -MAX_ANALOG_VALUE);
else if (x == 0xFFFF)
g_key_status.press(pad, pad_x, MAX_ANALOG_VALUE);
else if (x < (s_previous_mouse_x - 2))
g_key_status.press(pad, pad_x, -value);
else if (x > (s_previous_mouse_x + 2))
g_key_status.press(pad, pad_x, value);
else
g_key_status.release(pad, pad_x);
unsigned y = evt.key >> 16;
value = (s_previous_mouse_y > y) ? s_previous_mouse_y - y : y - s_previous_mouse_y;
value *= g_conf.get_sensibility();
if (y == 0)
g_key_status.press(pad, pad_y, -MAX_ANALOG_VALUE);
else if (y == 0xFFFF)
g_key_status.press(pad, pad_y, MAX_ANALOG_VALUE);
else if (y < (s_previous_mouse_y - 2))
g_key_status.press(pad, pad_y, -value);
else if (y > (s_previous_mouse_y + 2))
g_key_status.press(pad, pad_y, value);
else
g_key_status.release(pad, pad_y);
s_previous_mouse_x = x;
s_previous_mouse_y = y;
}
break;
}
}
void UpdateKeyboardInput()
{
keyEvent evt = {0};
XEvent E = {0};
// Keyboard input send by PCSX2
g_ev_fifo.consume_all(AnalyzeKeyEvent);
// keyboard input
while (XPending(GSdsp) > 0) {
XNextEvent(GSdsp, &E);
// Change the format of the structure to be compatible with GSOpen2
// mode (event come from pcsx2 not X)
evt.evt = E.type;
switch (E.type) {
case MotionNotify:
evt.key = (E.xbutton.x & 0xFFFF) | (E.xbutton.y << 16);
break;
case ButtonRelease:
case ButtonPress:
evt.key = E.xbutton.button;
break;
default:
evt.key = (int)XLookupKeysym(&E.xkey, 0);
}
AnalyzeKeyEvent(evt);
}
}
bool PollForNewKeyboardKeys(u32 &pkey)
{
GdkEvent *ev = gdk_event_get();
if (ev != NULL) {
if (ev->type == GDK_KEY_PRESS) {
pkey = ev->key.keyval != GDK_KEY_Escape ? ev->key.keyval : 0;
return true;
} else if (ev->type == GDK_BUTTON_PRESS) {
pkey = ev->button.button;
return true;
}
}
return false;
}
#else
LRESULT WINAPI PADwndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
static bool lbutton = false, rbutton = false;
for (int pad = 0; pad < GAMEPAD_NUMBER; ++pad)
{
g_key_status.keyboard_state_acces(pad);
}
switch (msg) {
case WM_KEYDOWN:
if (lParam & 0x40000000)
return TRUE;
for (int pad = 0; pad < GAMEPAD_NUMBER; ++pad) {
for (int i = 0; i < MAX_KEYS; i++) {
assert(0);
#if 0
if (wParam == get_key(pad, i)) {
g_key_status.press(pad, i);
break;
}
#endif
}
}
event.evt = KEYPRESS;
event.key = wParam;
break;
case WM_KEYUP:
for (int pad = 0; pad < GAMEPAD_NUMBER; ++pad) {
for (int i = 0; i < MAX_KEYS; i++) {
assert(0);
#if 0
if (wParam == get_key(pad, i)) {
g_key_status.release(pad, i);
break;
}
#endif
}
}
event.evt = KEYRELEASE;
event.key = wParam;
break;
case WM_DESTROY:
case WM_QUIT:
event.evt = KEYPRESS;
event.key = VK_ESCAPE;
return GSwndProc(hWnd, msg, wParam, lParam);
default:
return GSwndProc(hWnd, msg, wParam, lParam);
}
for (int pad = 0; pad < GAMEPAD_NUMBER; ++pad)
g_key_status.commit_status(pad);
return TRUE;
}
#endif