InputCommon: Decouple ButtonManager and Touchscreen from Android

Changes were also made for codestyle compliance.
This commit is contained in:
OatmealDome
2019-11-27 01:34:01 -05:00
parent c2c8a14966
commit ef32a10d69
9 changed files with 565 additions and 526 deletions

View File

@ -0,0 +1,761 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <array>
#include <sstream>
#include <string>
#include <unordered_map>
#include <vector>
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/Thread.h"
#include "InputCommon/ControllerInterface/Touch/ButtonManager.h"
namespace ButtonManager
{
namespace
{
constexpr char TOUCHSCREEN_KEY[] = "Touchscreen";
constexpr std::array<const char*, 155> CONFIG_STRINGS{{
// GC
"InputA",
"InputB",
"InputStart",
"InputX",
"InputY",
"InputZ",
"DPadUp",
"DPadDown",
"DPadLeft",
"DPadRight",
"MainUp",
"MainDown",
"MainLeft",
"MainRight",
"CStickUp",
"CStickDown",
"CStickLeft",
"CStickRight",
"InputL",
"InputR",
// Wiimote
"WiimoteA",
"WiimoteB",
"WiimoteMinus",
"WiimotePlus",
"WiimoteHome",
"Wiimote1",
"Wiimote2",
"WiimoteUp",
"WiimoteDown",
"WiimoteLeft",
"WiimoteRight",
"IRUp",
"IRDown",
"IRLeft",
"IRRight",
"IRForward",
"IRBackward",
"IRHide",
"SwingUp",
"SwingDown",
"SwingLeft",
"SwingRight",
"SwingForward",
"SwingBackward",
"TiltForward",
"TiltBackward",
"TiltLeft",
"TiltRight",
"TiltModifier",
"ShakeX",
"ShakeY",
"ShakeZ",
// Nunchuk
"NunchukC",
"NunchukZ",
"NunchukUp",
"NunchukDown",
"NunchukLeft",
"NunchukRight",
"NunchukSwingUp",
"NunchukSwingDown",
"NunchukSwingLeft",
"NunchukSwingRight",
"NunchukSwingForward",
"NunchukSwingBackward",
"NunchukTiltForward",
"NunchukTiltBackward",
"NunchukTiltLeft",
"NunchukTiltRight",
"NunchukTiltModifier",
"NunchukShakeX",
"NunchukShakeY",
"NunchukShakeZ",
// Classic
"ClassicA",
"ClassicB",
"ClassicX",
"ClassicY",
"ClassicMinus",
"ClassicPlus",
"ClassicHome",
"ClassicZL",
"ClassicZR",
"ClassicUp",
"ClassicDown",
"ClassicLeft",
"ClassicRight",
"ClassicLeftStickUp",
"ClassicLeftStickDown",
"ClassicLeftStickLeft",
"ClassicLeftStickRight",
"ClassicRightStickUp",
"ClassicRightStickDown",
"ClassicRightStickLeft",
"ClassicRightStickRight",
"ClassicTriggerL",
"ClassicTriggerR",
// Guitar
"GuitarMinus",
"GuitarPlus",
"GuitarGreen",
"GuitarRed",
"GuitarYellow",
"GuitarBlue",
"GuitarOrange",
"GuitarStrumUp",
"GuitarStrumDown",
"GuitarUp",
"GuitarDown",
"GuitarLeft",
"GuitarRight",
"GuitarWhammy",
// Drums
"DrumsMinus",
"DrumsPlus",
"DrumsRed",
"DrumsYellow",
"DrumsBlue",
"DrumsGreen",
"DrumsOrange",
"DrumsBass",
"DrumsUp",
"DrumsDown",
"DrumsLeft",
"DrumsRight",
// Turntable
"TurntableGreenLeft",
"TurntableRedLeft",
"TurntableBlueLeft",
"TurntableGreenRight",
"TurntableRedRight",
"TurntableBlueRight",
"TurntableMinus",
"TurntablePlus",
"TurntableHome",
"TurntableEuphoria",
"TurntableLeftTLeft",
"TurntableLeftTRight",
"TurntableRightTLeft",
"TurntableRightTRight",
"TurntableUp",
"TurntableDown",
"TurntableLeft",
"TurntableRight",
"TurntableEffDial",
"TurntableCrossLeft",
"TurntableCrossRight",
// Wiimote IMU
"WiimoteAccelLeft",
"WiimoteAccelRight",
"WiimoteAccelForward",
"WiimoteAccelBackward",
"WiimoteAccelUp",
"WiimoteAccelDown",
"WiimoteGyroPitchUp",
"WiimoteGyroPitchDown",
"WiimoteGyroRollLeft",
"WiimoteGyroRollRight",
"WiimoteGyroYawLeft",
"WiimoteGyroYawRight",
// Rumble
"Rumble",
}};
constexpr std::array<ButtonType, 155> CONFIG_TYPES{{
// GC
BUTTON_A,
BUTTON_B,
BUTTON_START,
BUTTON_X,
BUTTON_Y,
BUTTON_Z,
BUTTON_UP,
BUTTON_DOWN,
BUTTON_LEFT,
BUTTON_RIGHT,
STICK_MAIN_UP,
STICK_MAIN_DOWN,
STICK_MAIN_LEFT,
STICK_MAIN_RIGHT,
STICK_C_UP,
STICK_C_DOWN,
STICK_C_LEFT,
STICK_C_RIGHT,
TRIGGER_L,
TRIGGER_R,
// Wiimote
WIIMOTE_BUTTON_A,
WIIMOTE_BUTTON_B,
WIIMOTE_BUTTON_MINUS,
WIIMOTE_BUTTON_PLUS,
WIIMOTE_BUTTON_HOME,
WIIMOTE_BUTTON_1,
WIIMOTE_BUTTON_2,
WIIMOTE_UP,
WIIMOTE_DOWN,
WIIMOTE_LEFT,
WIIMOTE_RIGHT,
WIIMOTE_IR_UP,
WIIMOTE_IR_DOWN,
WIIMOTE_IR_LEFT,
WIIMOTE_IR_RIGHT,
WIIMOTE_IR_FORWARD,
WIIMOTE_IR_BACKWARD,
WIIMOTE_IR_HIDE,
WIIMOTE_SWING_UP,
WIIMOTE_SWING_DOWN,
WIIMOTE_SWING_LEFT,
WIIMOTE_SWING_RIGHT,
WIIMOTE_SWING_FORWARD,
WIIMOTE_SWING_BACKWARD,
WIIMOTE_TILT_FORWARD,
WIIMOTE_TILT_BACKWARD,
WIIMOTE_TILT_LEFT,
WIIMOTE_TILT_RIGHT,
WIIMOTE_TILT_MODIFIER,
WIIMOTE_SHAKE_X,
WIIMOTE_SHAKE_Y,
WIIMOTE_SHAKE_Z,
// Nunchuk
NUNCHUK_BUTTON_C,
NUNCHUK_BUTTON_Z,
NUNCHUK_STICK_UP,
NUNCHUK_STICK_DOWN,
NUNCHUK_STICK_LEFT,
NUNCHUK_STICK_RIGHT,
NUNCHUK_SWING_UP,
NUNCHUK_SWING_DOWN,
NUNCHUK_SWING_LEFT,
NUNCHUK_SWING_RIGHT,
NUNCHUK_SWING_FORWARD,
NUNCHUK_SWING_BACKWARD,
NUNCHUK_TILT_FORWARD,
NUNCHUK_TILT_BACKWARD,
NUNCHUK_TILT_LEFT,
NUNCHUK_TILT_RIGHT,
NUNCHUK_TILT_MODIFIER,
NUNCHUK_SHAKE_X,
NUNCHUK_SHAKE_Y,
NUNCHUK_SHAKE_Z,
// Classic
CLASSIC_BUTTON_A,
CLASSIC_BUTTON_B,
CLASSIC_BUTTON_X,
CLASSIC_BUTTON_Y,
CLASSIC_BUTTON_MINUS,
CLASSIC_BUTTON_PLUS,
CLASSIC_BUTTON_HOME,
CLASSIC_BUTTON_ZL,
CLASSIC_BUTTON_ZR,
CLASSIC_DPAD_UP,
CLASSIC_DPAD_DOWN,
CLASSIC_DPAD_LEFT,
CLASSIC_DPAD_RIGHT,
CLASSIC_STICK_LEFT_UP,
CLASSIC_STICK_LEFT_DOWN,
CLASSIC_STICK_LEFT_LEFT,
CLASSIC_STICK_LEFT_RIGHT,
CLASSIC_STICK_RIGHT_UP,
CLASSIC_STICK_RIGHT_DOWN,
CLASSIC_STICK_RIGHT_LEFT,
CLASSIC_STICK_RIGHT_RIGHT,
CLASSIC_TRIGGER_L,
CLASSIC_TRIGGER_R,
// Guitar
GUITAR_BUTTON_MINUS,
GUITAR_BUTTON_PLUS,
GUITAR_FRET_GREEN,
GUITAR_FRET_RED,
GUITAR_FRET_YELLOW,
GUITAR_FRET_BLUE,
GUITAR_FRET_ORANGE,
GUITAR_STRUM_UP,
GUITAR_STRUM_DOWN,
GUITAR_STICK_UP,
GUITAR_STICK_DOWN,
GUITAR_STICK_LEFT,
GUITAR_STICK_RIGHT,
GUITAR_WHAMMY_BAR,
// Drums
DRUMS_BUTTON_MINUS,
DRUMS_BUTTON_PLUS,
DRUMS_PAD_RED,
DRUMS_PAD_YELLOW,
DRUMS_PAD_BLUE,
DRUMS_PAD_GREEN,
DRUMS_PAD_ORANGE,
DRUMS_PAD_BASS,
DRUMS_STICK_UP,
DRUMS_STICK_DOWN,
DRUMS_STICK_LEFT,
DRUMS_STICK_RIGHT,
// Turntable
TURNTABLE_BUTTON_GREEN_LEFT,
TURNTABLE_BUTTON_RED_LEFT,
TURNTABLE_BUTTON_BLUE_LEFT,
TURNTABLE_BUTTON_GREEN_RIGHT,
TURNTABLE_BUTTON_RED_RIGHT,
TURNTABLE_BUTTON_BLUE_RIGHT,
TURNTABLE_BUTTON_MINUS,
TURNTABLE_BUTTON_PLUS,
TURNTABLE_BUTTON_HOME,
TURNTABLE_BUTTON_EUPHORIA,
TURNTABLE_TABLE_LEFT_LEFT,
TURNTABLE_TABLE_LEFT_RIGHT,
TURNTABLE_TABLE_RIGHT_LEFT,
TURNTABLE_TABLE_RIGHT_RIGHT,
TURNTABLE_STICK_UP,
TURNTABLE_STICK_DOWN,
TURNTABLE_STICK_LEFT,
TURNTABLE_STICK_RIGHT,
TURNTABLE_EFFECT_DIAL,
TURNTABLE_CROSSFADE_LEFT,
TURNTABLE_CROSSFADE_RIGHT,
// Wiimote IMU
WIIMOTE_ACCEL_LEFT,
WIIMOTE_ACCEL_RIGHT,
WIIMOTE_ACCEL_FORWARD,
WIIMOTE_ACCEL_BACKWARD,
WIIMOTE_ACCEL_UP,
WIIMOTE_ACCEL_DOWN,
WIIMOTE_GYRO_PITCH_UP,
WIIMOTE_GYRO_PITCH_DOWN,
WIIMOTE_GYRO_ROLL_LEFT,
WIIMOTE_GYRO_ROLL_RIGHT,
WIIMOTE_GYRO_YAW_LEFT,
WIIMOTE_GYRO_YAW_RIGHT,
// Rumble
RUMBLE,
}};
std::unordered_map<std::string, InputDevice*> m_controllers;
void AddBind(const 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);
}
} // Anonymous namespace
void Init(const std::string& game_id)
{
// Initialize pad 0(gc 1) and pad 4(wii 1) as touch overlay controller
for (int a = 0; a < 5; a += 4)
{
// GC
AddBind(TOUCHSCREEN_KEY, new sBind(a, BUTTON_A, BIND_BUTTON, BUTTON_A, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, BUTTON_B, BIND_BUTTON, BUTTON_B, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, BUTTON_START, BIND_BUTTON, BUTTON_START, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, BUTTON_X, BIND_BUTTON, BUTTON_X, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, BUTTON_Y, BIND_BUTTON, BUTTON_Y, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, BUTTON_Z, BIND_BUTTON, BUTTON_Z, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, BUTTON_UP, BIND_BUTTON, BUTTON_UP, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, BUTTON_DOWN, BIND_BUTTON, BUTTON_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, BUTTON_LEFT, BIND_BUTTON, BUTTON_LEFT, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, BUTTON_RIGHT, BIND_BUTTON, BUTTON_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, STICK_MAIN_UP, BIND_AXIS, STICK_MAIN_UP, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, STICK_MAIN_DOWN, BIND_AXIS, STICK_MAIN_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, STICK_MAIN_LEFT, BIND_AXIS, STICK_MAIN_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, STICK_MAIN_RIGHT, BIND_AXIS, STICK_MAIN_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, STICK_C_UP, BIND_AXIS, STICK_C_UP, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, STICK_C_DOWN, BIND_AXIS, STICK_C_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, STICK_C_LEFT, BIND_AXIS, STICK_C_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, STICK_C_RIGHT, BIND_AXIS, STICK_C_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, TRIGGER_L, BIND_AXIS, TRIGGER_L, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, TRIGGER_R, BIND_AXIS, TRIGGER_R, 1.0f));
// Wiimote
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_BUTTON_A, BIND_BUTTON, WIIMOTE_BUTTON_A, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_BUTTON_B, BIND_BUTTON, WIIMOTE_BUTTON_B, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_BUTTON_MINUS, BIND_BUTTON, WIIMOTE_BUTTON_MINUS, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_BUTTON_PLUS, BIND_BUTTON, WIIMOTE_BUTTON_PLUS, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_BUTTON_HOME, BIND_BUTTON, WIIMOTE_BUTTON_HOME, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_BUTTON_1, BIND_BUTTON, WIIMOTE_BUTTON_1, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_BUTTON_2, BIND_BUTTON, WIIMOTE_BUTTON_2, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_UP, BIND_BUTTON, WIIMOTE_UP, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_DOWN, BIND_BUTTON, WIIMOTE_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_LEFT, BIND_BUTTON, WIIMOTE_LEFT, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_RIGHT, BIND_BUTTON, WIIMOTE_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_IR_HIDE, BIND_BUTTON, WIIMOTE_IR_HIDE, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_TILT_MODIFIER, BIND_BUTTON, WIIMOTE_TILT_MODIFIER, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_SHAKE_X, BIND_BUTTON, WIIMOTE_SHAKE_X, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_SHAKE_Y, BIND_BUTTON, WIIMOTE_SHAKE_Y, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_SHAKE_Z, BIND_BUTTON, WIIMOTE_SHAKE_Z, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_IR_UP, BIND_AXIS, WIIMOTE_IR_UP, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_IR_DOWN, BIND_AXIS, WIIMOTE_IR_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_IR_LEFT, BIND_AXIS, WIIMOTE_IR_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_IR_RIGHT, BIND_AXIS, WIIMOTE_IR_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_IR_FORWARD, BIND_AXIS, WIIMOTE_IR_FORWARD, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_IR_BACKWARD, BIND_AXIS, WIIMOTE_IR_BACKWARD, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_SWING_UP, BIND_AXIS, WIIMOTE_SWING_UP, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_SWING_DOWN, BIND_AXIS, WIIMOTE_SWING_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_SWING_LEFT, BIND_AXIS, WIIMOTE_SWING_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_SWING_RIGHT, BIND_AXIS, WIIMOTE_SWING_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_SWING_FORWARD, BIND_AXIS, WIIMOTE_SWING_FORWARD, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_SWING_BACKWARD, BIND_AXIS, WIIMOTE_SWING_BACKWARD, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_TILT_FORWARD, BIND_AXIS, WIIMOTE_TILT_FORWARD, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_TILT_BACKWARD, BIND_AXIS, WIIMOTE_TILT_BACKWARD, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_TILT_LEFT, BIND_AXIS, WIIMOTE_TILT_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_TILT_RIGHT, BIND_AXIS, WIIMOTE_TILT_RIGHT, 1.0f));
// Wii: Nunchuk
AddBind(TOUCHSCREEN_KEY, new sBind(a, NUNCHUK_BUTTON_C, BIND_BUTTON, NUNCHUK_BUTTON_C, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, NUNCHUK_BUTTON_Z, BIND_BUTTON, NUNCHUK_BUTTON_Z, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, NUNCHUK_TILT_MODIFIER, BIND_BUTTON, NUNCHUK_TILT_MODIFIER, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, NUNCHUK_SHAKE_X, BIND_BUTTON, NUNCHUK_SHAKE_X, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, NUNCHUK_SHAKE_Y, BIND_BUTTON, NUNCHUK_SHAKE_Y, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, NUNCHUK_SHAKE_Z, BIND_BUTTON, NUNCHUK_SHAKE_Z, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, NUNCHUK_SWING_UP, BIND_AXIS, NUNCHUK_SWING_UP, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, NUNCHUK_SWING_DOWN, BIND_AXIS, NUNCHUK_SWING_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, NUNCHUK_SWING_LEFT, BIND_AXIS, NUNCHUK_SWING_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, NUNCHUK_SWING_RIGHT, BIND_AXIS, NUNCHUK_SWING_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, NUNCHUK_SWING_FORWARD, BIND_AXIS, NUNCHUK_SWING_FORWARD, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, NUNCHUK_SWING_BACKWARD, BIND_BUTTON, NUNCHUK_SWING_BACKWARD, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, NUNCHUK_TILT_FORWARD, BIND_AXIS, NUNCHUK_TILT_FORWARD, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, NUNCHUK_TILT_BACKWARD, BIND_AXIS, NUNCHUK_TILT_BACKWARD, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, NUNCHUK_TILT_LEFT, BIND_AXIS, NUNCHUK_TILT_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, NUNCHUK_TILT_RIGHT, BIND_AXIS, NUNCHUK_TILT_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, NUNCHUK_STICK_UP, BIND_AXIS, NUNCHUK_STICK_UP, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, NUNCHUK_STICK_DOWN, BIND_AXIS, NUNCHUK_STICK_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, NUNCHUK_STICK_LEFT, BIND_AXIS, NUNCHUK_STICK_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, NUNCHUK_STICK_RIGHT, BIND_AXIS, NUNCHUK_STICK_RIGHT, 1.0f));
// Wii: Classic
AddBind(TOUCHSCREEN_KEY, new sBind(a, CLASSIC_BUTTON_A, BIND_BUTTON, CLASSIC_BUTTON_A, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, CLASSIC_BUTTON_B, BIND_BUTTON, CLASSIC_BUTTON_B, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, CLASSIC_BUTTON_X, BIND_BUTTON, CLASSIC_BUTTON_X, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, CLASSIC_BUTTON_Y, BIND_BUTTON, CLASSIC_BUTTON_Y, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, CLASSIC_BUTTON_MINUS, BIND_BUTTON, CLASSIC_BUTTON_MINUS, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, CLASSIC_BUTTON_PLUS, BIND_BUTTON, CLASSIC_BUTTON_PLUS, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, CLASSIC_BUTTON_HOME, BIND_BUTTON, CLASSIC_BUTTON_HOME, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, CLASSIC_BUTTON_ZL, BIND_BUTTON, CLASSIC_BUTTON_ZL, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, CLASSIC_BUTTON_ZR, BIND_BUTTON, CLASSIC_BUTTON_ZR, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, CLASSIC_DPAD_UP, BIND_BUTTON, CLASSIC_DPAD_UP, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, CLASSIC_DPAD_DOWN, BIND_BUTTON, CLASSIC_DPAD_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, CLASSIC_DPAD_LEFT, BIND_BUTTON, CLASSIC_DPAD_LEFT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, CLASSIC_DPAD_RIGHT, BIND_BUTTON, CLASSIC_DPAD_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, CLASSIC_STICK_LEFT_UP, BIND_AXIS, CLASSIC_STICK_LEFT_UP, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, CLASSIC_STICK_LEFT_DOWN, BIND_AXIS, CLASSIC_STICK_LEFT_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, CLASSIC_STICK_LEFT_LEFT, BIND_AXIS, CLASSIC_STICK_LEFT_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, CLASSIC_STICK_LEFT_RIGHT, BIND_AXIS, CLASSIC_STICK_LEFT_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, CLASSIC_STICK_RIGHT_UP, BIND_AXIS, CLASSIC_STICK_RIGHT_UP, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, CLASSIC_STICK_RIGHT_DOWN, BIND_AXIS, CLASSIC_STICK_RIGHT_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, CLASSIC_STICK_RIGHT_LEFT, BIND_AXIS, CLASSIC_STICK_RIGHT_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, CLASSIC_STICK_RIGHT_RIGHT, BIND_AXIS, CLASSIC_STICK_RIGHT_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, CLASSIC_TRIGGER_L, BIND_AXIS, CLASSIC_TRIGGER_L, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, CLASSIC_TRIGGER_R, BIND_AXIS, CLASSIC_TRIGGER_R, 1.0f));
// Wii: Guitar
AddBind(TOUCHSCREEN_KEY,
new sBind(a, GUITAR_BUTTON_MINUS, BIND_BUTTON, GUITAR_BUTTON_MINUS, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, GUITAR_BUTTON_PLUS, BIND_BUTTON, GUITAR_BUTTON_PLUS, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, GUITAR_FRET_GREEN, BIND_BUTTON, GUITAR_FRET_GREEN, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, GUITAR_FRET_RED, BIND_BUTTON, GUITAR_FRET_RED, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, GUITAR_FRET_YELLOW, BIND_BUTTON, GUITAR_FRET_YELLOW, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, GUITAR_FRET_BLUE, BIND_BUTTON, GUITAR_FRET_BLUE, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, GUITAR_FRET_ORANGE, BIND_BUTTON, GUITAR_FRET_ORANGE, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, GUITAR_STRUM_UP, BIND_BUTTON, GUITAR_STRUM_UP, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, GUITAR_STRUM_DOWN, BIND_BUTTON, GUITAR_STRUM_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, GUITAR_STICK_UP, BIND_AXIS, GUITAR_STICK_UP, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, GUITAR_STICK_DOWN, BIND_AXIS, GUITAR_STICK_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, GUITAR_STICK_LEFT, BIND_AXIS, GUITAR_STICK_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, GUITAR_STICK_RIGHT, BIND_AXIS, GUITAR_STICK_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, GUITAR_WHAMMY_BAR, BIND_AXIS, GUITAR_WHAMMY_BAR, 1.0f));
// Wii: Drums
AddBind(TOUCHSCREEN_KEY,
new sBind(a, DRUMS_BUTTON_MINUS, BIND_BUTTON, DRUMS_BUTTON_MINUS, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, DRUMS_BUTTON_PLUS, BIND_BUTTON, DRUMS_BUTTON_PLUS, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, DRUMS_PAD_RED, BIND_BUTTON, DRUMS_PAD_RED, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, DRUMS_PAD_YELLOW, BIND_BUTTON, DRUMS_PAD_YELLOW, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, DRUMS_PAD_BLUE, BIND_BUTTON, DRUMS_PAD_BLUE, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, DRUMS_PAD_GREEN, BIND_BUTTON, DRUMS_PAD_GREEN, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, DRUMS_PAD_ORANGE, BIND_BUTTON, DRUMS_PAD_ORANGE, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, DRUMS_PAD_BASS, BIND_BUTTON, DRUMS_PAD_BASS, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, DRUMS_STICK_UP, BIND_AXIS, DRUMS_STICK_UP, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, DRUMS_STICK_DOWN, BIND_AXIS, DRUMS_STICK_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, DRUMS_STICK_LEFT, BIND_AXIS, DRUMS_STICK_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, DRUMS_STICK_RIGHT, BIND_AXIS, DRUMS_STICK_RIGHT, 1.0f));
// Wii: Turntable
AddBind(TOUCHSCREEN_KEY, new sBind(a, TURNTABLE_BUTTON_GREEN_LEFT, BIND_BUTTON,
TURNTABLE_BUTTON_GREEN_LEFT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_BUTTON_RED_LEFT, BIND_BUTTON, TURNTABLE_BUTTON_RED_LEFT, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, TURNTABLE_BUTTON_BLUE_LEFT, BIND_BUTTON,
TURNTABLE_BUTTON_BLUE_LEFT, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, TURNTABLE_BUTTON_GREEN_RIGHT, BIND_BUTTON,
TURNTABLE_BUTTON_GREEN_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, TURNTABLE_BUTTON_RED_RIGHT, BIND_BUTTON,
TURNTABLE_BUTTON_RED_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, TURNTABLE_BUTTON_BLUE_RIGHT, BIND_BUTTON,
TURNTABLE_BUTTON_BLUE_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_BUTTON_MINUS, BIND_BUTTON, TURNTABLE_BUTTON_MINUS, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_BUTTON_PLUS, BIND_BUTTON, TURNTABLE_BUTTON_PLUS, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_BUTTON_HOME, BIND_BUTTON, TURNTABLE_BUTTON_HOME, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_BUTTON_EUPHORIA, BIND_BUTTON, TURNTABLE_BUTTON_EUPHORIA, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_TABLE_LEFT_LEFT, BIND_AXIS, TURNTABLE_TABLE_LEFT_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_TABLE_LEFT_RIGHT, BIND_AXIS, TURNTABLE_TABLE_LEFT_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_TABLE_RIGHT_LEFT, BIND_AXIS, TURNTABLE_TABLE_RIGHT_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, TURNTABLE_TABLE_RIGHT_RIGHT, BIND_AXIS,
TURNTABLE_TABLE_RIGHT_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_STICK_UP, BIND_AXIS, TURNTABLE_STICK_UP, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_STICK_DOWN, BIND_AXIS, TURNTABLE_STICK_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_STICK_LEFT, BIND_AXIS, TURNTABLE_STICK_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_STICK_RIGHT, BIND_AXIS, TURNTABLE_STICK_RIGHT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_EFFECT_DIAL, BIND_AXIS, TURNTABLE_EFFECT_DIAL, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_CROSSFADE_LEFT, BIND_AXIS, TURNTABLE_CROSSFADE_LEFT, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, TURNTABLE_CROSSFADE_RIGHT, BIND_AXIS, TURNTABLE_CROSSFADE_RIGHT, 1.0f));
// Wiimote IMU
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_ACCEL_LEFT, BIND_AXIS, WIIMOTE_ACCEL_LEFT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_ACCEL_RIGHT, BIND_AXIS, WIIMOTE_ACCEL_RIGHT, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_ACCEL_FORWARD, BIND_AXIS, WIIMOTE_ACCEL_FORWARD, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_ACCEL_BACKWARD, BIND_AXIS, WIIMOTE_ACCEL_BACKWARD, 1.0f));
AddBind(TOUCHSCREEN_KEY, new sBind(a, WIIMOTE_ACCEL_UP, BIND_AXIS, WIIMOTE_ACCEL_UP, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_ACCEL_DOWN, BIND_AXIS, WIIMOTE_ACCEL_DOWN, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_GYRO_PITCH_UP, BIND_AXIS, WIIMOTE_GYRO_PITCH_UP, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_GYRO_PITCH_DOWN, BIND_AXIS, WIIMOTE_GYRO_PITCH_DOWN, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_GYRO_ROLL_LEFT, BIND_AXIS, WIIMOTE_GYRO_ROLL_LEFT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_GYRO_ROLL_RIGHT, BIND_AXIS, WIIMOTE_GYRO_ROLL_RIGHT, -1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_GYRO_YAW_LEFT, BIND_AXIS, WIIMOTE_GYRO_YAW_LEFT, 1.0f));
AddBind(TOUCHSCREEN_KEY,
new sBind(a, WIIMOTE_GYRO_YAW_RIGHT, BIND_AXIS, WIIMOTE_GYRO_YAW_RIGHT, -1.0f));
}
// Init our controller bindings
IniFile ini;
ini.Load(File::GetUserPath(D_CONFIG_IDX) + std::string("Dolphin.ini"), true);
ini.Load(File::GetUserPath(D_GAMESETTINGS_IDX) + std::string(game_id + ".ini"), true);
for (u32 a = 0; a < CONFIG_STRINGS.size(); ++a)
{
for (int pad_id = 0; pad_id < 8; ++pad_id)
{
std::ostringstream config;
config << CONFIG_STRINGS[a] << "_" << pad_id;
BindType type;
int bindnum;
char dev[128];
bool hasbind = false;
char modifier = '+';
std::string value;
ini.GetOrCreateSection("Android")->Get(config.str(), &value, "None");
if (value == "None")
continue;
if (std::string::npos != value.find("Axis"))
{
hasbind = true;
type = BIND_AXIS;
sscanf(value.c_str(), "Device '%127[^\']'-Axis %d%c", dev, &bindnum, &modifier);
}
else if (std::string::npos != value.find("Button"))
{
hasbind = true;
type = BIND_BUTTON;
sscanf(value.c_str(), "Device '%127[^\']'-Button %d", dev, &bindnum);
}
if (hasbind)
AddBind(std::string(dev),
new sBind(pad_id, CONFIG_TYPES[a], type, bindnum, modifier == '-' ? -1.0f : 1.0f));
}
}
}
bool GetButtonPressed(int pad_id, ButtonType button)
{
bool pressed = m_controllers[TOUCHSCREEN_KEY]->ButtonValue(pad_id, button);
for (const auto& ctrl : m_controllers)
pressed |= ctrl.second->ButtonValue(pad_id, button);
return pressed;
}
float GetAxisValue(int pad_id, ButtonType axis)
{
float value = m_controllers[TOUCHSCREEN_KEY]->AxisValue(pad_id, axis);
if (value == 0.0f)
{
for (const auto& ctrl : m_controllers)
{
value = ctrl.second->AxisValue(pad_id, axis);
if (value != 0.0f)
return value;
}
}
return value;
}
bool GamepadEvent(const std::string& dev, int button, int action)
{
auto it = m_controllers.find(dev);
if (it != m_controllers.end())
return it->second->PressEvent(button, action);
return false;
}
void GamepadAxisEvent(const std::string& dev, int axis, float value)
{
auto it = m_controllers.find(dev);
if (it != m_controllers.end())
it->second->AxisEvent(axis, value);
}
void Shutdown()
{
for (const auto& controller : m_controllers)
delete controller.second;
m_controllers.clear();
}
// InputDevice
bool InputDevice::PressEvent(int button, int action)
{
bool handled = false;
for (const auto& binding : m_input_binds)
{
if (binding.second->m_bind == button)
{
if (binding.second->m_bind_type == BIND_BUTTON)
m_buttons[binding.second->m_button_type] = action == BUTTON_PRESSED ? true : false;
else
m_axises[binding.second->m_button_type] = action == BUTTON_PRESSED ? 1.0f : 0.0f;
handled = true;
}
}
return handled;
}
void InputDevice::AxisEvent(int axis, float value)
{
for (const auto& binding : m_input_binds)
{
if (binding.second->m_bind == axis)
{
if (binding.second->m_bind_type == BIND_AXIS)
m_axises[binding.second->m_button_type] = value;
else
m_buttons[binding.second->m_button_type] = value > 0.5f ? true : false;
}
}
}
bool InputDevice::ButtonValue(int pad_id, ButtonType button)
{
const auto& binding = m_input_binds.find(std::make_pair(pad_id, button));
if (binding == m_input_binds.end())
return false;
if (binding->second->m_bind_type == BIND_BUTTON)
return m_buttons[binding->second->m_button_type];
else
return (m_axises[binding->second->m_button_type] * binding->second->m_neg) > 0.5f;
}
float InputDevice::AxisValue(int pad_id, ButtonType axis)
{
const auto& binding = m_input_binds.find(std::make_pair(pad_id, axis));
if (binding == m_input_binds.end())
return 0.0f;
if (binding->second->m_bind_type == BIND_AXIS)
return m_axises[binding->second->m_button_type] * binding->second->m_neg;
else
return m_buttons[binding->second->m_button_type] == BUTTON_PRESSED ? 1.0f : 0.0f;
}
} // namespace ButtonManager

View File

@ -0,0 +1,276 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <map>
#include <string>
namespace ButtonManager
{
enum ButtonType
{
// GC
BUTTON_A = 0,
BUTTON_B = 1,
BUTTON_START = 2,
BUTTON_X = 3,
BUTTON_Y = 4,
BUTTON_Z = 5,
BUTTON_UP = 6,
BUTTON_DOWN = 7,
BUTTON_LEFT = 8,
BUTTON_RIGHT = 9,
STICK_MAIN = 10, // Used on Java Side
STICK_MAIN_UP = 11,
STICK_MAIN_DOWN = 12,
STICK_MAIN_LEFT = 13,
STICK_MAIN_RIGHT = 14,
STICK_C = 15, // Used on Java Side
STICK_C_UP = 16,
STICK_C_DOWN = 17,
STICK_C_LEFT = 18,
STICK_C_RIGHT = 19,
TRIGGER_L = 20,
TRIGGER_R = 21,
// Wiimote
WIIMOTE_BUTTON_A = 100,
WIIMOTE_BUTTON_B = 101,
WIIMOTE_BUTTON_MINUS = 102,
WIIMOTE_BUTTON_PLUS = 103,
WIIMOTE_BUTTON_HOME = 104,
WIIMOTE_BUTTON_1 = 105,
WIIMOTE_BUTTON_2 = 106,
WIIMOTE_UP = 107,
WIIMOTE_DOWN = 108,
WIIMOTE_LEFT = 109,
WIIMOTE_RIGHT = 110,
WIIMOTE_IR = 111, // To Be Used on Java Side
WIIMOTE_IR_UP = 112,
WIIMOTE_IR_DOWN = 113,
WIIMOTE_IR_LEFT = 114,
WIIMOTE_IR_RIGHT = 115,
WIIMOTE_IR_FORWARD = 116,
WIIMOTE_IR_BACKWARD = 117,
WIIMOTE_IR_HIDE = 118,
WIIMOTE_SWING = 119, // To Be Used on Java Side
WIIMOTE_SWING_UP = 120,
WIIMOTE_SWING_DOWN = 121,
WIIMOTE_SWING_LEFT = 122,
WIIMOTE_SWING_RIGHT = 123,
WIIMOTE_SWING_FORWARD = 124,
WIIMOTE_SWING_BACKWARD = 125,
WIIMOTE_TILT = 126, // To Be Used on Java Side
WIIMOTE_TILT_FORWARD = 127,
WIIMOTE_TILT_BACKWARD = 128,
WIIMOTE_TILT_LEFT = 129,
WIIMOTE_TILT_RIGHT = 130,
WIIMOTE_TILT_MODIFIER = 131,
WIIMOTE_SHAKE_X = 132,
WIIMOTE_SHAKE_Y = 133,
WIIMOTE_SHAKE_Z = 134,
// Nunchuk
NUNCHUK_BUTTON_C = 200,
NUNCHUK_BUTTON_Z = 201,
NUNCHUK_STICK = 202, // To Be Used on Java Side
NUNCHUK_STICK_UP = 203,
NUNCHUK_STICK_DOWN = 204,
NUNCHUK_STICK_LEFT = 205,
NUNCHUK_STICK_RIGHT = 206,
NUNCHUK_SWING = 207, // To Be Used on Java Side
NUNCHUK_SWING_UP = 208,
NUNCHUK_SWING_DOWN = 209,
NUNCHUK_SWING_LEFT = 210,
NUNCHUK_SWING_RIGHT = 211,
NUNCHUK_SWING_FORWARD = 212,
NUNCHUK_SWING_BACKWARD = 213,
NUNCHUK_TILT = 214, // To Be Used on Java Side
NUNCHUK_TILT_FORWARD = 215,
NUNCHUK_TILT_BACKWARD = 216,
NUNCHUK_TILT_LEFT = 217,
NUNCHUK_TILT_RIGHT = 218,
NUNCHUK_TILT_MODIFIER = 219,
NUNCHUK_SHAKE_X = 220,
NUNCHUK_SHAKE_Y = 221,
NUNCHUK_SHAKE_Z = 222,
// Classic
CLASSIC_BUTTON_A = 300,
CLASSIC_BUTTON_B = 301,
CLASSIC_BUTTON_X = 302,
CLASSIC_BUTTON_Y = 303,
CLASSIC_BUTTON_MINUS = 304,
CLASSIC_BUTTON_PLUS = 305,
CLASSIC_BUTTON_HOME = 306,
CLASSIC_BUTTON_ZL = 307,
CLASSIC_BUTTON_ZR = 308,
CLASSIC_DPAD_UP = 309,
CLASSIC_DPAD_DOWN = 310,
CLASSIC_DPAD_LEFT = 311,
CLASSIC_DPAD_RIGHT = 312,
CLASSIC_STICK_LEFT = 313, // To Be Used on Java Side
CLASSIC_STICK_LEFT_UP = 314,
CLASSIC_STICK_LEFT_DOWN = 315,
CLASSIC_STICK_LEFT_LEFT = 316,
CLASSIC_STICK_LEFT_RIGHT = 317,
CLASSIC_STICK_RIGHT = 318, // To Be Used on Java Side
CLASSIC_STICK_RIGHT_UP = 319,
CLASSIC_STICK_RIGHT_DOWN = 320,
CLASSIC_STICK_RIGHT_LEFT = 321,
CLASSIC_STICK_RIGHT_RIGHT = 322,
CLASSIC_TRIGGER_L = 323,
CLASSIC_TRIGGER_R = 324,
// Guitar
GUITAR_BUTTON_MINUS = 400,
GUITAR_BUTTON_PLUS = 401,
GUITAR_FRET_GREEN = 402,
GUITAR_FRET_RED = 403,
GUITAR_FRET_YELLOW = 404,
GUITAR_FRET_BLUE = 405,
GUITAR_FRET_ORANGE = 406,
GUITAR_STRUM_UP = 407,
GUITAR_STRUM_DOWN = 408,
GUITAR_STICK = 409, // To Be Used on Java Side
GUITAR_STICK_UP = 410,
GUITAR_STICK_DOWN = 411,
GUITAR_STICK_LEFT = 412,
GUITAR_STICK_RIGHT = 413,
GUITAR_WHAMMY_BAR = 414,
// Drums
DRUMS_BUTTON_MINUS = 500,
DRUMS_BUTTON_PLUS = 501,
DRUMS_PAD_RED = 502,
DRUMS_PAD_YELLOW = 503,
DRUMS_PAD_BLUE = 504,
DRUMS_PAD_GREEN = 505,
DRUMS_PAD_ORANGE = 506,
DRUMS_PAD_BASS = 507,
DRUMS_STICK = 508, // To Be Used on Java Side
DRUMS_STICK_UP = 509,
DRUMS_STICK_DOWN = 510,
DRUMS_STICK_LEFT = 511,
DRUMS_STICK_RIGHT = 512,
// Turntable
TURNTABLE_BUTTON_GREEN_LEFT = 600,
TURNTABLE_BUTTON_RED_LEFT = 601,
TURNTABLE_BUTTON_BLUE_LEFT = 602,
TURNTABLE_BUTTON_GREEN_RIGHT = 603,
TURNTABLE_BUTTON_RED_RIGHT = 604,
TURNTABLE_BUTTON_BLUE_RIGHT = 605,
TURNTABLE_BUTTON_MINUS = 606,
TURNTABLE_BUTTON_PLUS = 607,
TURNTABLE_BUTTON_HOME = 608,
TURNTABLE_BUTTON_EUPHORIA = 609,
TURNTABLE_TABLE_LEFT = 610, // To Be Used on Java Side
TURNTABLE_TABLE_LEFT_LEFT = 611,
TURNTABLE_TABLE_LEFT_RIGHT = 612,
TURNTABLE_TABLE_RIGHT = 613, // To Be Used on Java Side
TURNTABLE_TABLE_RIGHT_LEFT = 614,
TURNTABLE_TABLE_RIGHT_RIGHT = 615,
TURNTABLE_STICK = 616, // To Be Used on Java Side
TURNTABLE_STICK_UP = 617,
TURNTABLE_STICK_DOWN = 618,
TURNTABLE_STICK_LEFT = 619,
TURNTABLE_STICK_RIGHT = 620,
TURNTABLE_EFFECT_DIAL = 621,
TURNTABLE_CROSSFADE = 622, // To Be Used on Java Side
TURNTABLE_CROSSFADE_LEFT = 623,
TURNTABLE_CROSSFADE_RIGHT = 624,
// Wiimote IMU
WIIMOTE_ACCEL_LEFT = 625,
WIIMOTE_ACCEL_RIGHT = 626,
WIIMOTE_ACCEL_FORWARD = 627,
WIIMOTE_ACCEL_BACKWARD = 628,
WIIMOTE_ACCEL_UP = 629,
WIIMOTE_ACCEL_DOWN = 630,
WIIMOTE_GYRO_PITCH_UP = 631,
WIIMOTE_GYRO_PITCH_DOWN = 632,
WIIMOTE_GYRO_ROLL_LEFT = 633,
WIIMOTE_GYRO_ROLL_RIGHT = 634,
WIIMOTE_GYRO_YAW_LEFT = 635,
WIIMOTE_GYRO_YAW_RIGHT = 636,
// Rumble
RUMBLE = 700,
};
enum ButtonState
{
BUTTON_RELEASED = 0,
BUTTON_PRESSED = 1
};
enum BindType
{
BIND_BUTTON = 0,
BIND_AXIS
};
class Button
{
private:
ButtonState m_state;
public:
Button() : m_state(BUTTON_RELEASED) {}
void SetState(ButtonState state) { m_state = state; }
bool Pressed() { return m_state == BUTTON_PRESSED; }
~Button() {}
};
class Axis
{
private:
float m_value;
public:
Axis() : m_value(0.0f) {}
void SetValue(float value) { m_value = value; }
float AxisValue() { return m_value; }
~Axis() {}
};
struct sBind
{
const int m_pad_id;
const ButtonType m_button_type;
const BindType m_bind_type;
const int m_bind;
const float m_neg;
sBind(int pad_id, ButtonType button_type, BindType bind_type, int bind, float neg)
: m_pad_id(pad_id), m_button_type(button_type), m_bind_type(bind_type), m_bind(bind),
m_neg(neg)
{
}
};
class InputDevice
{
private:
const std::string m_dev;
std::map<ButtonType, bool> m_buttons;
std::map<ButtonType, float> m_axises;
// Key is pad_id and ButtonType
std::map<std::pair<int, ButtonType>, sBind*> m_input_binds;
public:
InputDevice(std::string dev) : m_dev(dev) {}
~InputDevice()
{
for (const auto& bind : m_input_binds)
delete bind.second;
m_input_binds.clear();
}
void AddBind(sBind* bind)
{
m_input_binds[std::make_pair(bind->m_pad_id, bind->m_button_type)] = bind;
}
bool PressEvent(int button, int action);
void AxisEvent(int axis, float value);
bool ButtonValue(int pad_id, ButtonType button);
float AxisValue(int pad_id, ButtonType axis);
};
void Init(const std::string&);
bool GetButtonPressed(int pad_id, ButtonType button);
float GetAxisValue(int pad_id, ButtonType axis);
bool GamepadEvent(const std::string& dev, int button, int action);
void GamepadAxisEvent(const std::string& dev, int axis, float value);
void Shutdown();
} // namespace ButtonManager

View File

@ -0,0 +1,264 @@
// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#ifdef ANDROID
#include <jni/AndroidCommon/IDCache.h>
#endif
#include <sstream>
#include <thread>
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/ControllerInterface/Touch/Touchscreen.h"
namespace ciface::Touch
{
// Touchscreens and stuff
std::string Touchscreen::GetName() const
{
return "Touchscreen";
}
std::string Touchscreen::GetSource() const
{
return "Android";
}
Touchscreen::Touchscreen(int pad_id, bool accelerometer_enabled, bool gyroscope_enabled)
: m_pad_id(pad_id)
{
// GC
AddInput(new Button(m_pad_id, ButtonManager::BUTTON_A));
AddInput(new Button(m_pad_id, ButtonManager::BUTTON_B));
AddInput(new Button(m_pad_id, ButtonManager::BUTTON_START));
AddInput(new Button(m_pad_id, ButtonManager::BUTTON_X));
AddInput(new Button(m_pad_id, ButtonManager::BUTTON_Y));
AddInput(new Button(m_pad_id, ButtonManager::BUTTON_Z));
AddInput(new Button(m_pad_id, ButtonManager::BUTTON_UP));
AddInput(new Button(m_pad_id, ButtonManager::BUTTON_DOWN));
AddInput(new Button(m_pad_id, ButtonManager::BUTTON_LEFT));
AddInput(new Button(m_pad_id, ButtonManager::BUTTON_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::STICK_MAIN_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::STICK_MAIN_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::STICK_MAIN_UP));
AddInput(new Axis(m_pad_id, ButtonManager::STICK_MAIN_DOWN));
AddInput(new Axis(m_pad_id, ButtonManager::STICK_C_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::STICK_C_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::STICK_C_UP));
AddInput(new Axis(m_pad_id, ButtonManager::STICK_C_DOWN));
AddInput(new Axis(m_pad_id, ButtonManager::TRIGGER_L));
AddInput(new Axis(m_pad_id, ButtonManager::TRIGGER_R));
// Wiimote
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_BUTTON_A));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_BUTTON_B));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_BUTTON_MINUS));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_BUTTON_PLUS));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_BUTTON_HOME));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_BUTTON_1));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_BUTTON_2));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_UP));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_DOWN));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_LEFT));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_RIGHT));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_IR_HIDE));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_TILT_MODIFIER));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_SHAKE_X));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_SHAKE_Y));
AddInput(new Button(m_pad_id, ButtonManager::WIIMOTE_SHAKE_Z));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_IR_UP));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_IR_DOWN));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_IR_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_IR_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_IR_FORWARD));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_IR_BACKWARD));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_SWING_UP));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_SWING_DOWN));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_SWING_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_SWING_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_SWING_FORWARD));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_SWING_BACKWARD));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_TILT_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_TILT_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_TILT_FORWARD));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_TILT_BACKWARD));
// Wii ext: Nunchuk
AddInput(new Button(m_pad_id, ButtonManager::NUNCHUK_BUTTON_C));
AddInput(new Button(m_pad_id, ButtonManager::NUNCHUK_BUTTON_Z));
AddInput(new Button(m_pad_id, ButtonManager::NUNCHUK_TILT_MODIFIER));
AddInput(new Button(m_pad_id, ButtonManager::NUNCHUK_SHAKE_X));
AddInput(new Button(m_pad_id, ButtonManager::NUNCHUK_SHAKE_Y));
AddInput(new Button(m_pad_id, ButtonManager::NUNCHUK_SHAKE_Z));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_STICK_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_STICK_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_STICK_UP));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_STICK_DOWN));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_SWING_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_SWING_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_SWING_UP));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_SWING_DOWN));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_SWING_FORWARD));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_SWING_BACKWARD));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_TILT_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_TILT_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_TILT_FORWARD));
AddInput(new Axis(m_pad_id, ButtonManager::NUNCHUK_TILT_BACKWARD));
// Wii ext: Classic
AddInput(new Button(m_pad_id, ButtonManager::CLASSIC_BUTTON_A));
AddInput(new Button(m_pad_id, ButtonManager::CLASSIC_BUTTON_B));
AddInput(new Button(m_pad_id, ButtonManager::CLASSIC_BUTTON_X));
AddInput(new Button(m_pad_id, ButtonManager::CLASSIC_BUTTON_Y));
AddInput(new Button(m_pad_id, ButtonManager::CLASSIC_BUTTON_MINUS));
AddInput(new Button(m_pad_id, ButtonManager::CLASSIC_BUTTON_PLUS));
AddInput(new Button(m_pad_id, ButtonManager::CLASSIC_BUTTON_HOME));
AddInput(new Button(m_pad_id, ButtonManager::CLASSIC_BUTTON_ZL));
AddInput(new Button(m_pad_id, ButtonManager::CLASSIC_BUTTON_ZR));
AddInput(new Button(m_pad_id, ButtonManager::CLASSIC_DPAD_UP));
AddInput(new Button(m_pad_id, ButtonManager::CLASSIC_DPAD_DOWN));
AddInput(new Button(m_pad_id, ButtonManager::CLASSIC_DPAD_LEFT));
AddInput(new Button(m_pad_id, ButtonManager::CLASSIC_DPAD_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::CLASSIC_STICK_LEFT_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::CLASSIC_STICK_LEFT_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::CLASSIC_STICK_LEFT_UP));
AddInput(new Axis(m_pad_id, ButtonManager::CLASSIC_STICK_LEFT_DOWN));
AddInput(new Axis(m_pad_id, ButtonManager::CLASSIC_STICK_RIGHT_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::CLASSIC_STICK_RIGHT_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::CLASSIC_STICK_RIGHT_UP));
AddInput(new Axis(m_pad_id, ButtonManager::CLASSIC_STICK_RIGHT_DOWN));
AddInput(new Axis(m_pad_id, ButtonManager::CLASSIC_TRIGGER_L));
AddInput(new Axis(m_pad_id, ButtonManager::CLASSIC_TRIGGER_R));
// Wii-ext: Guitar
AddInput(new Button(m_pad_id, ButtonManager::GUITAR_BUTTON_MINUS));
AddInput(new Button(m_pad_id, ButtonManager::GUITAR_BUTTON_PLUS));
AddInput(new Button(m_pad_id, ButtonManager::GUITAR_FRET_GREEN));
AddInput(new Button(m_pad_id, ButtonManager::GUITAR_FRET_RED));
AddInput(new Button(m_pad_id, ButtonManager::GUITAR_FRET_YELLOW));
AddInput(new Button(m_pad_id, ButtonManager::GUITAR_FRET_BLUE));
AddInput(new Button(m_pad_id, ButtonManager::GUITAR_FRET_ORANGE));
AddInput(new Button(m_pad_id, ButtonManager::GUITAR_STRUM_UP));
AddInput(new Button(m_pad_id, ButtonManager::GUITAR_STRUM_DOWN));
AddInput(new Axis(m_pad_id, ButtonManager::GUITAR_STICK_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::GUITAR_STICK_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::GUITAR_STICK_UP));
AddInput(new Axis(m_pad_id, ButtonManager::GUITAR_STICK_DOWN));
AddInput(new Axis(m_pad_id, ButtonManager::GUITAR_WHAMMY_BAR));
// Wii-ext: Drums
AddInput(new Button(m_pad_id, ButtonManager::DRUMS_BUTTON_MINUS));
AddInput(new Button(m_pad_id, ButtonManager::DRUMS_BUTTON_PLUS));
AddInput(new Button(m_pad_id, ButtonManager::DRUMS_PAD_RED));
AddInput(new Button(m_pad_id, ButtonManager::DRUMS_PAD_YELLOW));
AddInput(new Button(m_pad_id, ButtonManager::DRUMS_PAD_BLUE));
AddInput(new Button(m_pad_id, ButtonManager::DRUMS_PAD_GREEN));
AddInput(new Button(m_pad_id, ButtonManager::DRUMS_PAD_ORANGE));
AddInput(new Button(m_pad_id, ButtonManager::DRUMS_PAD_BASS));
AddInput(new Axis(m_pad_id, ButtonManager::DRUMS_STICK_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::DRUMS_STICK_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::DRUMS_STICK_UP));
AddInput(new Axis(m_pad_id, ButtonManager::DRUMS_STICK_DOWN));
// Wii-ext: Turntable
AddInput(new Button(m_pad_id, ButtonManager::TURNTABLE_BUTTON_GREEN_LEFT));
AddInput(new Button(m_pad_id, ButtonManager::TURNTABLE_BUTTON_RED_LEFT));
AddInput(new Button(m_pad_id, ButtonManager::TURNTABLE_BUTTON_BLUE_LEFT));
AddInput(new Button(m_pad_id, ButtonManager::TURNTABLE_BUTTON_GREEN_RIGHT));
AddInput(new Button(m_pad_id, ButtonManager::TURNTABLE_BUTTON_RED_RIGHT));
AddInput(new Button(m_pad_id, ButtonManager::TURNTABLE_BUTTON_BLUE_RIGHT));
AddInput(new Button(m_pad_id, ButtonManager::TURNTABLE_BUTTON_MINUS));
AddInput(new Button(m_pad_id, ButtonManager::TURNTABLE_BUTTON_PLUS));
AddInput(new Button(m_pad_id, ButtonManager::TURNTABLE_BUTTON_HOME));
AddInput(new Button(m_pad_id, ButtonManager::TURNTABLE_BUTTON_EUPHORIA));
AddInput(new Axis(m_pad_id, ButtonManager::TURNTABLE_TABLE_LEFT_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::TURNTABLE_TABLE_LEFT_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::TURNTABLE_TABLE_RIGHT_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::TURNTABLE_TABLE_RIGHT_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::TURNTABLE_STICK_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::TURNTABLE_STICK_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::TURNTABLE_STICK_UP));
AddInput(new Axis(m_pad_id, ButtonManager::TURNTABLE_STICK_DOWN));
AddInput(new Axis(m_pad_id, ButtonManager::TURNTABLE_CROSSFADE_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::TURNTABLE_CROSSFADE_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::TURNTABLE_EFFECT_DIAL));
// Wiimote IMU
// Only add inputs if we actually can receive data from the relevant sensor.
// Whether inputs exist affects what WiimoteEmu gets when calling ControlReference::BoundCount.
if (accelerometer_enabled)
{
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_ACCEL_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_ACCEL_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_ACCEL_FORWARD));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_ACCEL_BACKWARD));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_ACCEL_UP));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_ACCEL_DOWN));
}
if (gyroscope_enabled)
{
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_GYRO_PITCH_UP));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_GYRO_PITCH_DOWN));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_GYRO_ROLL_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_GYRO_ROLL_RIGHT));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_GYRO_YAW_LEFT));
AddInput(new Axis(m_pad_id, ButtonManager::WIIMOTE_GYRO_YAW_RIGHT));
}
// Rumble
AddOutput(new Motor(m_pad_id, ButtonManager::RUMBLE));
}
// Buttons and stuff
std::string Touchscreen::Button::GetName() const
{
std::ostringstream ss;
ss << "Button " << static_cast<int>(m_index);
return ss.str();
}
ControlState Touchscreen::Button::GetState() const
{
return ButtonManager::GetButtonPressed(m_pad_id, m_index);
}
std::string Touchscreen::Axis::GetName() const
{
std::ostringstream ss;
ss << "Axis " << static_cast<int>(m_index);
return ss.str();
}
ControlState Touchscreen::Axis::GetState() const
{
return ButtonManager::GetAxisValue(m_pad_id, m_index) * m_neg;
}
Touchscreen::Motor::~Motor()
{
}
std::string Touchscreen::Motor::GetName() const
{
std::ostringstream ss;
ss << "Rumble " << static_cast<int>(m_index);
return ss.str();
}
void Touchscreen::Motor::SetState(ControlState state)
{
if (state > 0)
{
std::thread(Rumble, m_pad_id, state).detach();
}
}
void Touchscreen::Motor::Rumble(int pad_id, double state)
{
#ifdef ANDROID
JNIEnv* env = IDCache::GetEnvForThread();
env->CallStaticVoidMethod(IDCache::GetNativeLibraryClass(), IDCache::GetDoRumble(), pad_id,
state);
#endif
}
} // namespace ciface::Touch

View File

@ -0,0 +1,65 @@
// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include "InputCommon/ControllerInterface/Touch/ButtonManager.h"
namespace ciface::Touch
{
class Touchscreen : public Core::Device
{
private:
class Button : public Input
{
public:
std::string GetName() const;
Button(int pad_id, ButtonManager::ButtonType index) : m_pad_id(pad_id), m_index(index) {}
ControlState GetState() const;
private:
const int m_pad_id;
const ButtonManager::ButtonType m_index;
};
class Axis : public Input
{
public:
std::string GetName() const;
bool IsDetectable() override { return false; }
Axis(int pad_id, ButtonManager::ButtonType index, float neg = 1.0f)
: m_pad_id(pad_id), m_index(index), m_neg(neg)
{
}
ControlState GetState() const;
private:
const int m_pad_id;
const ButtonManager::ButtonType m_index;
const float m_neg;
};
class Motor : public Core::Device::Output
{
public:
Motor(int pad_id, ButtonManager::ButtonType index) : m_pad_id(pad_id), m_index(index) {}
~Motor();
std::string GetName() const override;
void SetState(ControlState state) override;
private:
const int m_pad_id;
const ButtonManager::ButtonType m_index;
static void Rumble(int pad_id, double state);
};
public:
Touchscreen(int pad_id, bool accelerometer_enabled, bool gyroscope_enabled);
~Touchscreen() {}
std::string GetName() const;
std::string GetSource() const;
private:
const int m_pad_id;
};
} // namespace ciface::Touch