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