[Android-overlay] Support multiple gamepads with touch screen controls.

This commit is contained in:
Ryan Houdek
2013-11-24 15:04:53 -06:00
parent 42f8562e5c
commit f6f2b1fc60
8 changed files with 163 additions and 76 deletions

View File

@ -24,8 +24,9 @@ extern void DrawButton(GLuint tex, float *coords);
namespace ButtonManager
{
std::unordered_map<int, Button*> m_buttons;
std::unordered_map<int, Axis*> m_axises;
// Pair key is padID, BUTTONTYPE
std::map<std::pair<int, int>, Button*> m_buttons;
std::map<std::pair<int, int>, Axis*> m_axises;
std::unordered_map<std::string, InputDevice*> m_controllers;
const char *configStrings[] = { "InputA",
"InputB",
@ -64,28 +65,30 @@ namespace ButtonManager
void Init()
{
// Initialize our touchscreen buttons
m_buttons[BUTTON_A] = new Button();
m_buttons[BUTTON_B] = new Button();
m_buttons[BUTTON_START] = new Button();
m_buttons[BUTTON_X] = new Button();
m_buttons[BUTTON_Y] = new Button();
m_buttons[BUTTON_Z] = new Button();
m_buttons[BUTTON_UP] = new Button();
m_buttons[BUTTON_DOWN] = new Button();
m_buttons[BUTTON_LEFT] = new Button();
m_buttons[BUTTON_RIGHT] = new Button();
m_axises[STICK_MAIN_UP] = new Axis();
m_axises[STICK_MAIN_DOWN] = new Axis();
m_axises[STICK_MAIN_LEFT] = new Axis();
m_axises[STICK_MAIN_RIGHT] = new Axis();
m_axises[STICK_C_UP] = new Axis();
m_axises[STICK_C_DOWN] = new Axis();
m_axises[STICK_C_LEFT] = new Axis();
m_axises[STICK_C_RIGHT] = new Axis();
m_axises[TRIGGER_L] = new Axis();
m_axises[TRIGGER_R] = new Axis();
for (int a = 0; a < 4; ++a)
{
m_buttons[std::make_pair(a, BUTTON_A)] = new Button();
m_buttons[std::make_pair(a, BUTTON_B)] = new Button();
m_buttons[std::make_pair(a, BUTTON_START)] = new Button();
m_buttons[std::make_pair(a, BUTTON_X)] = new Button();
m_buttons[std::make_pair(a, BUTTON_Y)] = new Button();
m_buttons[std::make_pair(a, BUTTON_Z)] = new Button();
m_buttons[std::make_pair(a, BUTTON_UP)] = new Button();
m_buttons[std::make_pair(a, BUTTON_DOWN)] = new Button();
m_buttons[std::make_pair(a, BUTTON_LEFT)] = new Button();
m_buttons[std::make_pair(a, BUTTON_RIGHT)] = new Button();
m_axises[std::make_pair(a, STICK_MAIN_UP)] = new Axis();
m_axises[std::make_pair(a, STICK_MAIN_DOWN)] = new Axis();
m_axises[std::make_pair(a, STICK_MAIN_LEFT)] = new Axis();
m_axises[std::make_pair(a, STICK_MAIN_RIGHT)] = new Axis();
m_axises[std::make_pair(a, STICK_C_UP)] = new Axis();
m_axises[std::make_pair(a, STICK_C_DOWN)] = new Axis();
m_axises[std::make_pair(a, STICK_C_LEFT)] = new Axis();
m_axises[std::make_pair(a, STICK_C_RIGHT)] = new Axis();
m_axises[std::make_pair(a, TRIGGER_L)] = new Axis();
m_axises[std::make_pair(a, TRIGGER_R)] = new Axis();
}
// Init our controller bindings
IniFile ini;
ini.Load(File::GetUserPath(D_CONFIG_IDX) + std::string("Dolphin.ini"));
@ -117,33 +120,33 @@ namespace ButtonManager
}
}
bool GetButtonPressed(ButtonType button)
bool GetButtonPressed(int padID, ButtonType button)
{
bool pressed = false;
pressed = m_buttons[button]->Pressed();
pressed = m_buttons[std::make_pair(padID, button)]->Pressed();
for (auto it = m_controllers.begin(); it != m_controllers.end(); ++it)
pressed |= it->second->ButtonValue(button);
return pressed;
}
float GetAxisValue(ButtonType axis)
float GetAxisValue(int padID, ButtonType axis)
{
float value = 0.0f;
value = m_axises[axis]->AxisValue();
value = m_axises[std::make_pair(padID, axis)]->AxisValue();
auto it = m_controllers.begin();
if (it == m_controllers.end())
return value;
return it->second->AxisValue(axis);
}
void TouchEvent(int button, int action)
void TouchEvent(int padID, int button, int action)
{
m_buttons[button]->SetState(action ? BUTTON_PRESSED : BUTTON_RELEASED);
m_buttons[std::make_pair(padID, button)]->SetState(action ? BUTTON_PRESSED : BUTTON_RELEASED);
}
void TouchAxisEvent(int axis, float value)
void TouchAxisEvent(int padID, int axis, float value)
{
m_axises[axis]->SetValue(value);
m_axises[std::make_pair(padID, axis)]->SetValue(value);
}
void GamepadEvent(std::string dev, int button, int action)
{

View File

@ -120,10 +120,10 @@ namespace ButtonManager
};
void Init();
bool GetButtonPressed(ButtonType button);
float GetAxisValue(ButtonType axis);
void TouchEvent(int button, int action);
void TouchAxisEvent(int axis, float value);
bool GetButtonPressed(int padID, ButtonType button);
float GetAxisValue(int padID, ButtonType axis);
void TouchEvent(int padID, int button, int action);
void TouchAxisEvent(int padID, int axis, float value);
void GamepadEvent(std::string dev, int button, int action);
void GamepadAxisEvent(std::string dev, int axis, float value);
void Shutdown();

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@ -237,13 +237,13 @@ JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_StopEmulatio
Core::Stop();
updateMainFrameEvent.Set(); // Kick the waiting event
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_onTouchEvent(JNIEnv *env, jobject obj, jint Button, jint Action)
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_onTouchEvent(JNIEnv *env, jobject obj, jint padID, jint Button, jint Action)
{
ButtonManager::TouchEvent(Button, Action);
ButtonManager::TouchEvent(padID, Button, Action);
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_onTouchAxisEvent(JNIEnv *env, jobject obj, jint Button, jfloat Action)
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_onTouchAxisEvent(JNIEnv *env, jobject obj, jint padID, jint Button, jfloat Action)
{
ButtonManager::TouchAxisEvent(Button, Action);
ButtonManager::TouchAxisEvent(padID, Button, Action);
}
JNIEXPORT void JNICALL Java_org_dolphinemu_dolphinemu_NativeLibrary_onGamePadEvent(JNIEnv *env, jobject obj, jstring jDevice, jint Button, jint Action)
{

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@ -25,7 +25,10 @@ namespace Android
void Init( std::vector<Core::Device*>& devices )
{
devices.push_back(new Touchscreen());
devices.push_back(new Touchscreen(0));
devices.push_back(new Touchscreen(1));
devices.push_back(new Touchscreen(2));
devices.push_back(new Touchscreen(3));
}
// Touchscreens and stuff
@ -43,49 +46,49 @@ int Touchscreen::GetId() const
{
return 0;
}
Touchscreen::Touchscreen()
Touchscreen::Touchscreen(int padID)
: _padID(padID)
{
AddInput(new Button(ButtonManager::BUTTON_A));
AddInput(new Button(ButtonManager::BUTTON_B));
AddInput(new Button(ButtonManager::BUTTON_START));
AddInput(new Button(ButtonManager::BUTTON_X));
AddInput(new Button(ButtonManager::BUTTON_Y));
AddInput(new Button(ButtonManager::BUTTON_Z));
AddInput(new Button(ButtonManager::BUTTON_UP));
AddInput(new Button(ButtonManager::BUTTON_DOWN));
AddInput(new Button(ButtonManager::BUTTON_LEFT));
AddInput(new Button(ButtonManager::BUTTON_RIGHT));
AddAnalogInputs(new Axis(ButtonManager::STICK_MAIN_LEFT), new Axis(ButtonManager::STICK_MAIN_RIGHT));
AddAnalogInputs(new Axis(ButtonManager::STICK_MAIN_UP), new Axis(ButtonManager::STICK_MAIN_DOWN));
AddAnalogInputs(new Axis(ButtonManager::STICK_C_UP), new Axis(ButtonManager::STICK_C_DOWN));
AddAnalogInputs(new Axis(ButtonManager::STICK_C_LEFT), new Axis(ButtonManager::STICK_C_RIGHT));
AddAnalogInputs(new Axis(ButtonManager::TRIGGER_L), new Axis(ButtonManager::TRIGGER_L));
AddAnalogInputs(new Axis(ButtonManager::TRIGGER_R), new Axis(ButtonManager::TRIGGER_R));
AddInput(new Button(_padID, ButtonManager::BUTTON_A));
AddInput(new Button(_padID, ButtonManager::BUTTON_B));
AddInput(new Button(_padID, ButtonManager::BUTTON_START));
AddInput(new Button(_padID, ButtonManager::BUTTON_X));
AddInput(new Button(_padID, ButtonManager::BUTTON_Y));
AddInput(new Button(_padID, ButtonManager::BUTTON_Z));
AddInput(new Button(_padID, ButtonManager::BUTTON_UP));
AddInput(new Button(_padID, ButtonManager::BUTTON_DOWN));
AddInput(new Button(_padID, ButtonManager::BUTTON_LEFT));
AddInput(new Button(_padID, ButtonManager::BUTTON_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_MAIN_LEFT), new Axis(_padID, ButtonManager::STICK_MAIN_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_MAIN_UP), new Axis(_padID, ButtonManager::STICK_MAIN_DOWN));
AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_C_UP), new Axis(_padID, ButtonManager::STICK_C_DOWN));
AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_C_LEFT), new Axis(_padID, ButtonManager::STICK_C_RIGHT));
AddAnalogInputs(new Axis(_padID, ButtonManager::TRIGGER_L), new Axis(_padID, ButtonManager::TRIGGER_L));
AddAnalogInputs(new Axis(_padID, ButtonManager::TRIGGER_R), new Axis(_padID, ButtonManager::TRIGGER_R));
}
// Buttons and stuff
std::string Touchscreen::Button::GetName() const
{
std::ostringstream ss;
ss << "Button " << (int)m_index;
ss << "Button " << (int)_index;
return ss.str();
}
ControlState Touchscreen::Button::GetState() const
{
return ButtonManager::GetButtonPressed(m_index);
return ButtonManager::GetButtonPressed(_padID, _index);
}
std::string Touchscreen::Axis::GetName() const
{
std::ostringstream ss;
ss << "Axis " << (int)m_index;
ss << "Axis " << (int)_index;
return ss.str();
}
ControlState Touchscreen::Axis::GetState() const
{
return ButtonManager::GetAxisValue(m_index);
return ButtonManager::GetAxisValue(_padID, _index);
}
}

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@ -33,31 +33,35 @@ private:
{
public:
std::string GetName() const;
Button(ButtonManager::ButtonType index) : m_index(index) {}
Button(int padID, ButtonManager::ButtonType index) : _padID(padID), _index(index) {}
ControlState GetState() const;
private:
const ButtonManager::ButtonType m_index;
const int _padID;
const ButtonManager::ButtonType _index;
};
class Axis : public Input
{
public:
std::string GetName() const;
Axis(ButtonManager::ButtonType index) : m_index(index) {}
Axis(int padID, ButtonManager::ButtonType index) : _padID(padID), _index(index) {}
ControlState GetState() const;
private:
const ButtonManager::ButtonType m_index;
const int _padID;
const ButtonManager::ButtonType _index;
};
public:
bool UpdateInput() { return true; }
bool UpdateOutput() { return true; }
Touchscreen();
Touchscreen(int padID);
~Touchscreen() {}
std::string GetName() const;
int GetId() const;
std::string GetSource() const;
private:
const int _padID;
};
}