mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-30 01:25:51 +00:00
Frontend: Dynamic button mapping based on controller type
This commit is contained in:
parent
c65279f944
commit
32d8b4dc84
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@ -43,10 +43,15 @@ std::optional<s32> Controller::GetButtonCodeByName(ControllerType type, std::str
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switch (type)
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{
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case ControllerType::DigitalController:
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return DigitalController::GetButtonCodeByName(button_name);
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return DigitalController::StaticGetButtonCodeByName(button_name);
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case ControllerType::None:
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default:
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return std::nullopt;
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}
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}
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std::optional<s32> Controller::GetButtonCodeByName(std::string_view button_name) const
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{
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return std::nullopt;
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}
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@ -12,6 +12,12 @@ public:
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Controller();
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virtual ~Controller();
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/// Returns the type of controller.
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virtual ControllerType GetType() const = 0;
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/// Gets the integer code for a button in the specified controller type.
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virtual std::optional<s32> GetButtonCodeByName(std::string_view button_name) const;
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virtual void Reset();
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virtual bool DoState(StateWrapper& sw);
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@ -6,6 +6,16 @@ DigitalController::DigitalController() = default;
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DigitalController::~DigitalController() = default;
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ControllerType DigitalController::GetType() const
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{
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return ControllerType::DigitalController;
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}
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std::optional<s32> DigitalController::GetButtonCodeByName(std::string_view button_name) const
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{
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return StaticGetButtonCodeByName(button_name);
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}
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void DigitalController::SetButtonState(Button button, bool pressed)
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{
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if (pressed)
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@ -81,7 +91,7 @@ std::unique_ptr<DigitalController> DigitalController::Create()
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return std::make_unique<DigitalController>();
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}
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std::optional<s32> DigitalController::GetButtonCodeByName(std::string_view button_name)
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std::optional<s32> DigitalController::StaticGetButtonCodeByName(std::string_view button_name)
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{
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#define BUTTON(name) \
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if (button_name == #name) \
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@ -32,7 +32,10 @@ public:
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~DigitalController() override;
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static std::unique_ptr<DigitalController> Create();
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static std::optional<s32> GetButtonCodeByName(std::string_view button_name);
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static std::optional<s32> StaticGetButtonCodeByName(std::string_view button_name);
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ControllerType GetType() const override;
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std::optional<s32> GetButtonCodeByName(std::string_view button_name) const override;
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void SetButtonState(Button button, bool pressed);
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void SetButtonState(s32 button_code, bool pressed);
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@ -4,7 +4,6 @@
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#include "YBaseLib/Error.h"
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#include "YBaseLib/Log.h"
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#include "core/cdrom.h"
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#include "core/digital_controller.h"
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#include "core/dma.h"
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#include "core/gpu.h"
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#include "core/host_display.h"
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@ -216,6 +215,12 @@ void SDLHostInterface::UpdateFullscreen()
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m_settings.display_fullscreen ? 0 : static_cast<int>(20.0f * ImGui::GetIO().DisplayFramebufferScale.x));
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}
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void SDLHostInterface::UpdateControllerMapping()
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{
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UpdateKeyboardControllerMapping();
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UpdateControllerControllerMapping();
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}
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std::unique_ptr<SDLHostInterface> SDLHostInterface::Create(const char* filename /* = nullptr */,
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const char* exp1_filename /* = nullptr */,
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const char* save_state_filename /* = nullptr */)
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@ -257,6 +262,8 @@ std::unique_ptr<SDLHostInterface> SDLHostInterface::Create(const char* filename
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if (save_state_filename)
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intf->LoadState(save_state_filename);
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intf->UpdateControllerMapping();
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}
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intf->UpdateFullscreen();
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@ -279,156 +286,6 @@ void SDLHostInterface::ReportMessage(const char* message)
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "DuckStation Information", message, m_window);
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}
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static inline u32 SDLButtonToHostButton(u32 button)
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{
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// SDL left = 1, middle = 2, right = 3 :/
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switch (button)
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{
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case 1:
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return 0;
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case 2:
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return 2;
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case 3:
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return 1;
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default:
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return 0xFFFFFFFF;
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}
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}
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static bool HandleSDLKeyEventForController(const SDL_Event* event, DigitalController* controller)
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{
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const bool pressed = (event->type == SDL_KEYDOWN);
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switch (event->key.keysym.scancode)
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{
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case SDL_SCANCODE_KP_8:
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case SDL_SCANCODE_I:
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controller->SetButtonState(DigitalController::Button::Triangle, pressed);
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return true;
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case SDL_SCANCODE_KP_2:
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case SDL_SCANCODE_K:
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controller->SetButtonState(DigitalController::Button::Cross, pressed);
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return true;
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case SDL_SCANCODE_KP_4:
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case SDL_SCANCODE_J:
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controller->SetButtonState(DigitalController::Button::Square, pressed);
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return true;
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case SDL_SCANCODE_KP_6:
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case SDL_SCANCODE_L:
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controller->SetButtonState(DigitalController::Button::Circle, pressed);
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return true;
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case SDL_SCANCODE_W:
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case SDL_SCANCODE_UP:
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controller->SetButtonState(DigitalController::Button::Up, pressed);
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return true;
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case SDL_SCANCODE_S:
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case SDL_SCANCODE_DOWN:
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controller->SetButtonState(DigitalController::Button::Down, pressed);
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return true;
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case SDL_SCANCODE_A:
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case SDL_SCANCODE_LEFT:
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controller->SetButtonState(DigitalController::Button::Left, pressed);
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return true;
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case SDL_SCANCODE_D:
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case SDL_SCANCODE_RIGHT:
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controller->SetButtonState(DigitalController::Button::Right, pressed);
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return true;
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case SDL_SCANCODE_Q:
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controller->SetButtonState(DigitalController::Button::L1, pressed);
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return true;
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case SDL_SCANCODE_E:
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controller->SetButtonState(DigitalController::Button::R1, pressed);
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return true;
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case SDL_SCANCODE_1:
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controller->SetButtonState(DigitalController::Button::L2, pressed);
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return true;
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case SDL_SCANCODE_3:
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controller->SetButtonState(DigitalController::Button::R2, pressed);
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return true;
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case SDL_SCANCODE_RETURN:
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controller->SetButtonState(DigitalController::Button::Start, pressed);
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return true;
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case SDL_SCANCODE_BACKSPACE:
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controller->SetButtonState(DigitalController::Button::Select, pressed);
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return true;
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default:
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break;
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}
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return false;
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}
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static void HandleSDLControllerAxisEventForController(const SDL_Event* ev, DigitalController* controller)
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{
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// Log_DevPrintf("axis %d %d", ev->caxis.axis, ev->caxis.value);
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static constexpr int deadzone = 8192;
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const bool negative = (ev->caxis.value < 0);
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const bool active = (std::abs(ev->caxis.value) >= deadzone);
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if (ev->caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT)
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{
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controller->SetButtonState(DigitalController::Button::L2, active);
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}
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else if (ev->caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
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{
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controller->SetButtonState(DigitalController::Button::R2, active);
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}
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else
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{
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DigitalController::Button negative_button, positive_button;
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if (ev->caxis.axis & 1)
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{
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negative_button = DigitalController::Button::Up;
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positive_button = DigitalController::Button::Down;
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}
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else
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{
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negative_button = DigitalController::Button::Left;
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positive_button = DigitalController::Button::Right;
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}
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controller->SetButtonState(negative_button, negative && active);
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controller->SetButtonState(positive_button, !negative && active);
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}
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}
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static void HandleSDLControllerButtonEventForController(const SDL_Event* ev, DigitalController* controller)
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{
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// Log_DevPrintf("button %d %s", ev->cbutton.button, ev->cbutton.state == SDL_PRESSED ? "pressed" : "released");
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// For xbox one controller..
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static constexpr std::pair<SDL_GameControllerButton, DigitalController::Button> button_mapping[] = {
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{SDL_CONTROLLER_BUTTON_A, DigitalController::Button::Cross},
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{SDL_CONTROLLER_BUTTON_B, DigitalController::Button::Circle},
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{SDL_CONTROLLER_BUTTON_X, DigitalController::Button::Square},
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{SDL_CONTROLLER_BUTTON_Y, DigitalController::Button::Triangle},
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{SDL_CONTROLLER_BUTTON_BACK, DigitalController::Button::Select},
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{SDL_CONTROLLER_BUTTON_START, DigitalController::Button::Start},
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{SDL_CONTROLLER_BUTTON_GUIDE, DigitalController::Button::Start},
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{SDL_CONTROLLER_BUTTON_LEFTSTICK, DigitalController::Button::L3},
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{SDL_CONTROLLER_BUTTON_RIGHTSTICK, DigitalController::Button::R3},
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{SDL_CONTROLLER_BUTTON_LEFTSHOULDER, DigitalController::Button::L1},
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{SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, DigitalController::Button::R1},
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{SDL_CONTROLLER_BUTTON_DPAD_UP, DigitalController::Button::Up},
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{SDL_CONTROLLER_BUTTON_DPAD_DOWN, DigitalController::Button::Down},
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{SDL_CONTROLLER_BUTTON_DPAD_LEFT, DigitalController::Button::Left},
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{SDL_CONTROLLER_BUTTON_DPAD_RIGHT, DigitalController::Button::Right}};
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for (const auto& bm : button_mapping)
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{
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if (bm.first == ev->cbutton.button)
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{
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controller->SetButtonState(bm.second, ev->cbutton.state == SDL_PRESSED);
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break;
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}
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}
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}
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void SDLHostInterface::HandleSDLEvent(const SDL_Event* event)
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{
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ImGui_ImplSDL2_ProcessEvent(event);
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@ -482,11 +339,7 @@ void SDLHostInterface::HandleSDLEvent(const SDL_Event* event)
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break;
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case SDL_CONTROLLERAXISMOTION:
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{
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DigitalController* controller = static_cast<DigitalController*>(m_system->GetController(0));
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if (controller)
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HandleSDLControllerAxisEventForController(event, controller);
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}
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HandleSDLControllerAxisEventForController(event);
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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@ -498,9 +351,7 @@ void SDLHostInterface::HandleSDLEvent(const SDL_Event* event)
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m_focus_main_menu_bar = true;
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}
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DigitalController* controller = static_cast<DigitalController*>(m_system->GetController(0));
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if (controller)
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HandleSDLControllerButtonEventForController(event, controller);
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HandleSDLControllerButtonEventForController(event);
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}
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break;
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@ -516,8 +367,7 @@ void SDLHostInterface::HandleSDLEvent(const SDL_Event* event)
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void SDLHostInterface::HandleSDLKeyEvent(const SDL_Event* event)
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{
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const bool repeat = event->key.repeat != 0;
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DigitalController* controller = static_cast<DigitalController*>(m_system->GetController(0));
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if (!repeat && controller && HandleSDLKeyEventForController(event, controller))
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if (!repeat && HandleSDLKeyEventForController(event))
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return;
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const bool pressed = (event->type == SDL_KEYDOWN);
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@ -605,6 +455,198 @@ void SDLHostInterface::HandleSDLKeyEvent(const SDL_Event* event)
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}
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}
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void SDLHostInterface::UpdateKeyboardControllerMapping()
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{
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m_keyboard_button_mapping.fill(-1);
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const Controller* controller = m_system->GetController(0);
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if (controller)
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{
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#define SET_BUTTON_MAP(action, name) \
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m_keyboard_button_mapping[static_cast<int>(action)] = controller->GetButtonCodeByName(name).value_or(-1)
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SET_BUTTON_MAP(KeyboardControllerAction::Up, "Up");
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SET_BUTTON_MAP(KeyboardControllerAction::Down, "Down");
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SET_BUTTON_MAP(KeyboardControllerAction::Left, "Left");
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SET_BUTTON_MAP(KeyboardControllerAction::Right, "Right");
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SET_BUTTON_MAP(KeyboardControllerAction::Triangle, "Triangle");
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SET_BUTTON_MAP(KeyboardControllerAction::Cross, "Cross");
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SET_BUTTON_MAP(KeyboardControllerAction::Square, "Square");
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SET_BUTTON_MAP(KeyboardControllerAction::Circle, "Circle");
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SET_BUTTON_MAP(KeyboardControllerAction::L1, "L1");
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SET_BUTTON_MAP(KeyboardControllerAction::R1, "R1");
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SET_BUTTON_MAP(KeyboardControllerAction::L2, "L2");
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SET_BUTTON_MAP(KeyboardControllerAction::R2, "R2");
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SET_BUTTON_MAP(KeyboardControllerAction::Start, "Start");
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SET_BUTTON_MAP(KeyboardControllerAction::Select, "Select");
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#undef SET_BUTTON_MAP
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}
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}
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bool SDLHostInterface::HandleSDLKeyEventForController(const SDL_Event* event)
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{
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const bool pressed = (event->type == SDL_KEYDOWN);
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Controller* controller;
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#define DO_ACTION(action) \
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if ((controller = m_system->GetController(0)) != nullptr && m_keyboard_button_mapping[static_cast<int>(action)]) \
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{ \
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controller->SetButtonState(m_keyboard_button_mapping[static_cast<int>(action)], pressed); \
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}
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switch (event->key.keysym.scancode)
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{
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case SDL_SCANCODE_KP_8:
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case SDL_SCANCODE_I:
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DO_ACTION(KeyboardControllerAction::Triangle);
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return true;
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case SDL_SCANCODE_KP_2:
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case SDL_SCANCODE_K:
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DO_ACTION(KeyboardControllerAction::Cross);
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return true;
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case SDL_SCANCODE_KP_4:
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case SDL_SCANCODE_J:
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DO_ACTION(KeyboardControllerAction::Square);
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return true;
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case SDL_SCANCODE_KP_6:
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case SDL_SCANCODE_L:
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DO_ACTION(KeyboardControllerAction::Circle);
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return true;
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case SDL_SCANCODE_W:
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case SDL_SCANCODE_UP:
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DO_ACTION(KeyboardControllerAction::Up);
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return true;
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case SDL_SCANCODE_S:
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case SDL_SCANCODE_DOWN:
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DO_ACTION(KeyboardControllerAction::Down);
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return true;
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case SDL_SCANCODE_A:
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case SDL_SCANCODE_LEFT:
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DO_ACTION(KeyboardControllerAction::Left);
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return true;
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case SDL_SCANCODE_D:
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case SDL_SCANCODE_RIGHT:
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DO_ACTION(KeyboardControllerAction::Right);
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return true;
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case SDL_SCANCODE_Q:
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DO_ACTION(KeyboardControllerAction::L1);
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return true;
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case SDL_SCANCODE_E:
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DO_ACTION(KeyboardControllerAction::R1);
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return true;
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case SDL_SCANCODE_1:
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DO_ACTION(KeyboardControllerAction::L2);
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return true;
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case SDL_SCANCODE_3:
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DO_ACTION(KeyboardControllerAction::R2);
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return true;
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case SDL_SCANCODE_RETURN:
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DO_ACTION(KeyboardControllerAction::Start);
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return true;
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case SDL_SCANCODE_BACKSPACE:
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DO_ACTION(KeyboardControllerAction::Select);
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return true;
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default:
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break;
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}
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#undef DO_ACTION
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return false;
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}
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void SDLHostInterface::UpdateControllerControllerMapping()
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{
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m_controller_button_mapping.fill(-1);
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const Controller* controller = m_system->GetController(0);
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if (controller)
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{
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#define SET_BUTTON_MAP(action, name) \
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m_controller_button_mapping[static_cast<int>(action)] = controller->GetButtonCodeByName(name).value_or(-1)
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_UP, "Up");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_DOWN, "Down");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_LEFT, "Left");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, "Right");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_Y, "Triangle");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_A, "Cross");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_X, "Square");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_B, "Circle");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, "L1");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, "R1");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_LEFTSTICK, "L3");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_RIGHTSTICK, "R3");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_START, "Start");
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SET_BUTTON_MAP(SDL_CONTROLLER_BUTTON_BACK, "Select");
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#undef SET_BUTTON_MAP
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}
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}
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void SDLHostInterface::HandleSDLControllerAxisEventForController(const SDL_Event* ev)
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{
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// Log_DevPrintf("axis %d %d", ev->caxis.axis, ev->caxis.value);
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Controller* controller = m_system->GetController(0);
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if (!controller)
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return;
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static constexpr int deadzone = 8192;
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const bool negative = (ev->caxis.value < 0);
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const bool active = (std::abs(ev->caxis.value) >= deadzone);
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// FIXME
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if (ev->caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT)
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{
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auto button = controller->GetButtonCodeByName("L2");
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if (button)
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controller->SetButtonState(button.value(), active);
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}
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else if (ev->caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT)
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{
|
||||
auto button = controller->GetButtonCodeByName("R2");
|
||||
if (button)
|
||||
controller->SetButtonState(button.value(), active);
|
||||
}
|
||||
else
|
||||
{
|
||||
SDL_GameControllerButton negative_button, positive_button;
|
||||
if (ev->caxis.axis & 1)
|
||||
{
|
||||
negative_button = SDL_CONTROLLER_BUTTON_DPAD_UP;
|
||||
positive_button = SDL_CONTROLLER_BUTTON_DPAD_DOWN;
|
||||
}
|
||||
else
|
||||
{
|
||||
negative_button = SDL_CONTROLLER_BUTTON_DPAD_LEFT;
|
||||
positive_button = SDL_CONTROLLER_BUTTON_DPAD_RIGHT;
|
||||
}
|
||||
|
||||
if (m_controller_button_mapping[negative_button] >= 0)
|
||||
controller->SetButtonState(m_controller_button_mapping[negative_button], negative && active);
|
||||
if (m_controller_button_mapping[positive_button] >= 0)
|
||||
controller->SetButtonState(m_controller_button_mapping[positive_button], !negative && active);
|
||||
}
|
||||
}
|
||||
|
||||
void SDLHostInterface::HandleSDLControllerButtonEventForController(const SDL_Event* ev)
|
||||
{
|
||||
// Log_DevPrintf("button %d %s", ev->cbutton.button, ev->cbutton.state == SDL_PRESSED ? "pressed" : "released");
|
||||
|
||||
Controller* controller = m_system->GetController(0);
|
||||
if (!controller)
|
||||
return;
|
||||
|
||||
if (m_controller_button_mapping[ev->cbutton.button] >= 0)
|
||||
controller->SetButtonState(m_controller_button_mapping[ev->cbutton.button], ev->cbutton.state == SDL_PRESSED);
|
||||
}
|
||||
|
||||
void SDLHostInterface::DrawImGui()
|
||||
{
|
||||
DrawMainMenuBar();
|
||||
|
@ -1285,6 +1327,7 @@ void SDLHostInterface::DoResume()
|
|||
return;
|
||||
}
|
||||
|
||||
UpdateControllerMapping();
|
||||
ResetPerformanceCounters();
|
||||
ClearImGuiFocus();
|
||||
}
|
||||
|
@ -1304,6 +1347,7 @@ void SDLHostInterface::DoStartDisc()
|
|||
return;
|
||||
}
|
||||
|
||||
UpdateControllerMapping();
|
||||
ResetPerformanceCounters();
|
||||
ClearImGuiFocus();
|
||||
}
|
||||
|
@ -1319,6 +1363,7 @@ void SDLHostInterface::DoStartBIOS()
|
|||
return;
|
||||
}
|
||||
|
||||
UpdateControllerMapping();
|
||||
ResetPerformanceCounters();
|
||||
ClearImGuiFocus();
|
||||
}
|
||||
|
@ -1355,6 +1400,7 @@ void SDLHostInterface::DoLoadState(u32 index)
|
|||
}
|
||||
}
|
||||
|
||||
UpdateControllerMapping();
|
||||
ResetPerformanceCounters();
|
||||
ClearImGuiFocus();
|
||||
}
|
||||
|
|
|
@ -3,8 +3,8 @@
|
|||
#include "YBaseLib/Timer.h"
|
||||
#include "common/gl/program.h"
|
||||
#include "common/gl/texture.h"
|
||||
#include "core/host_interface.h"
|
||||
#include "core/host_display.h"
|
||||
#include "core/host_interface.h"
|
||||
#include <SDL.h>
|
||||
#include <array>
|
||||
#include <deque>
|
||||
|
@ -15,6 +15,8 @@
|
|||
class System;
|
||||
class AudioStream;
|
||||
|
||||
class Controller;
|
||||
|
||||
class SDLHostInterface final : public HostInterface
|
||||
{
|
||||
public:
|
||||
|
@ -32,6 +34,27 @@ public:
|
|||
void Run();
|
||||
|
||||
private:
|
||||
enum class KeyboardControllerAction
|
||||
{
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right,
|
||||
Triangle,
|
||||
Cross,
|
||||
Square,
|
||||
Circle,
|
||||
L1,
|
||||
R1,
|
||||
L2,
|
||||
R2,
|
||||
Start,
|
||||
Select,
|
||||
Count
|
||||
};
|
||||
|
||||
using KeyboardControllerActionMap = std::array<s32, static_cast<int>(KeyboardControllerAction::Count)>;
|
||||
|
||||
static constexpr u32 NUM_QUICK_SAVE_STATES = 10;
|
||||
static constexpr char RESUME_SAVESTATE_FILENAME[] = "savestate_resume.bin";
|
||||
|
||||
|
@ -58,6 +81,7 @@ private:
|
|||
void QueueSwitchGPURenderer();
|
||||
void SwitchGPURenderer();
|
||||
void UpdateFullscreen();
|
||||
void UpdateControllerMapping();
|
||||
|
||||
// We only pass mouse input through if it's grabbed
|
||||
void DrawImGui();
|
||||
|
@ -77,6 +101,13 @@ private:
|
|||
void HandleSDLEvent(const SDL_Event* event);
|
||||
void HandleSDLKeyEvent(const SDL_Event* event);
|
||||
|
||||
void UpdateKeyboardControllerMapping();
|
||||
bool HandleSDLKeyEventForController(const SDL_Event* event);
|
||||
|
||||
void UpdateControllerControllerMapping();
|
||||
void HandleSDLControllerAxisEventForController(const SDL_Event* event);
|
||||
void HandleSDLControllerButtonEventForController(const SDL_Event* event);
|
||||
|
||||
void DrawMainMenuBar();
|
||||
void DrawQuickSettingsMenu();
|
||||
void DrawDebugMenu();
|
||||
|
@ -91,7 +122,10 @@ private:
|
|||
|
||||
std::string m_settings_filename;
|
||||
|
||||
KeyboardControllerActionMap m_keyboard_button_mapping;
|
||||
|
||||
std::map<int, SDL_GameController*> m_sdl_controllers;
|
||||
std::array<s32, SDL_CONTROLLER_BUTTON_MAX> m_controller_button_mapping;
|
||||
|
||||
u32 m_switch_gpu_renderer_event_id = 0;
|
||||
|
||||
|
|
Loading…
Reference in a new issue