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https://github.com/dolphin-emu/dolphin.git
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e1bbda1e18
Looking at the old code for the ButtonManager was a brainfsck. This fixes a ton of bugs I kept uncovering as I was moving along. Fixes the gamepad configuration file being incorrect. No longer treats touchscreen in a special way. Ends up as a regular device with a "Touchscreen" device name. Was incorrectly converting a index from integer to ButtonType. Wouldn't work due to the addition of some unused(in JNI) enumerators in ButtonType. Fixes an issue where a map had a key as an axis which was causing its binding to be overwritten for every axis that was used twice (eg main stick left and right); Fixes Triggers not working at all. Fixes DPad not working at all. Fixes C-Stick only half working. Removes touch screen specific nativelibrary types onTouchAxisEvent and onTouchEvent. Adds a configuration version configuration option. Allows easy configuration overwriting if the options need to be changed during updating. Supersedes github PR #291.
115 lines
2.4 KiB
C++
115 lines
2.4 KiB
C++
// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include <map>
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#include <string>
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namespace ButtonManager
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{
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enum ButtonType
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{
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BUTTON_A = 0,
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BUTTON_B = 1,
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BUTTON_START = 2,
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BUTTON_X = 3,
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BUTTON_Y = 4,
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BUTTON_Z = 5,
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BUTTON_UP = 6,
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BUTTON_DOWN = 7,
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BUTTON_LEFT = 8,
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BUTTON_RIGHT = 9,
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STICK_MAIN = 10, /* Used on Java Side */
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STICK_MAIN_UP = 11,
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STICK_MAIN_DOWN = 12,
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STICK_MAIN_LEFT = 13,
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STICK_MAIN_RIGHT = 14,
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STICK_C = 15, /* Used on Java Side */
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STICK_C_UP = 16,
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STICK_C_DOWN = 17,
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STICK_C_LEFT = 18,
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STICK_C_RIGHT = 19,
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TRIGGER_L = 20,
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TRIGGER_R = 21,
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};
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enum ButtonState
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{
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BUTTON_RELEASED = 0,
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BUTTON_PRESSED = 1
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};
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enum BindType
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{
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BIND_BUTTON = 0,
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BIND_AXIS
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};
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class Button
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{
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private:
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ButtonState m_state;
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public:
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Button() : m_state(BUTTON_RELEASED) {}
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void SetState(ButtonState state) { m_state = state; }
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bool Pressed() { return m_state == BUTTON_PRESSED; }
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~Button() {}
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};
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class Axis
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{
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private:
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float m_value;
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public:
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Axis() : m_value(0.0f) {}
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void SetValue(float value) { m_value = value; }
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float AxisValue() { return m_value; }
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~Axis() {}
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};
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struct sBind
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{
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const int _padID;
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const ButtonType _buttontype;
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const BindType _bindtype;
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const int _bind;
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const float _neg;
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sBind(int padID, ButtonType buttontype, BindType bindtype, int bind, float neg)
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: _padID(padID), _buttontype(buttontype), _bindtype(bindtype), _bind(bind), _neg(neg)
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{}
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};
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class InputDevice
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{
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private:
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const std::string _dev;
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std::map<ButtonType, bool> _buttons;
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std::map<ButtonType, float> _axises;
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// Key is padID and ButtonType
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std::map<std::pair<int, ButtonType>, sBind*> _inputbinds;
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public:
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InputDevice(std::string dev)
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: _dev(dev) {}
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~InputDevice()
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{
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for (const auto& bind : _inputbinds)
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delete bind.second;
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_inputbinds.clear();
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}
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void AddBind(sBind *bind) { _inputbinds[std::make_pair(bind->_padID, bind->_buttontype)] = bind; }
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void PressEvent(int button, int action);
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void AxisEvent(int axis, float value);
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bool ButtonValue(int padID, ButtonType button);
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float AxisValue(int padID, ButtonType axis);
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};
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void Init();
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bool GetButtonPressed(int padID, ButtonType button);
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float GetAxisValue(int padID, ButtonType axis);
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void GamepadEvent(std::string dev, int button, int action);
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void GamepadAxisEvent(std::string dev, int axis, float value);
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void Shutdown();
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}
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