dolphin/Source/Core/DolphinWX/Android/ButtonManager.cpp
2014-02-18 02:19:10 -05:00

211 lines
5.9 KiB
C++

// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <unordered_map>
#include "DolphinWX/Android/ButtonManager.h"
#include "DolphinWX/GLInterface/GLInterface.h"
namespace ButtonManager
{
// 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",
"InputStart",
"InputX",
"InputY",
"InputZ",
"DPadUp",
"DPadDown",
"DPadLeft",
"DPadRight",
"MainUp",
"MainDown",
"MainLeft",
"MainRight",
"CStickUp",
"CStickDown",
"CStickLeft",
"CStickRight",
"InputL",
"InputR"
};
const int configStringNum = 20;
void AddBind(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);
}
void Init()
{
// Initialize our touchscreen buttons
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_buttons[std::make_pair(a, TRIGGER_L)] = new Button();
m_buttons[std::make_pair(a, TRIGGER_R)] = new Button();
}
// Init our controller bindings
IniFile ini;
ini.Load(File::GetUserPath(D_CONFIG_IDX) + std::string("Dolphin.ini"));
for (int a = 0; a < configStringNum; ++a)
{
for (int padID = 0; padID < 4; ++padID)
{
std::ostringstream config;
config << configStrings[a] << "_" << padID;
BindType type;
int bindnum;
char dev[128];
bool hasbind = false;
char modifier = 0;
std::string value;
ini.Get("Android", 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 '%[^\']'-Axis %d%c", dev, &bindnum, &modifier);
}
else if (std::string::npos != value.find("Button"))
{
hasbind = true;
type = BIND_BUTTON;
sscanf(value.c_str(), "Device '%[^\']'-Button %d", dev, &bindnum);
}
if (hasbind)
AddBind(std::string(dev), new sBind(padID, (ButtonType)a, type, bindnum, modifier == '-' ? -1.0f : 1.0f));
}
}
}
bool GetButtonPressed(int padID, ButtonType button)
{
bool pressed = false;
pressed = m_buttons[std::make_pair(padID, button)]->Pressed();
for (const auto& ctrl : m_controllers)
pressed |= ctrl.second->ButtonValue(padID, button);
return pressed;
}
float GetAxisValue(int padID, ButtonType axis)
{
float value = m_axises[std::make_pair(padID, axis)]->AxisValue();
auto it = m_controllers.begin();
if (it == m_controllers.end())
return value;
return value != 0.0f ? value : it->second->AxisValue(padID, axis);
}
void TouchEvent(int padID, ButtonType button, int action)
{
m_buttons[std::make_pair(padID, button)]->SetState(action ? BUTTON_PRESSED : BUTTON_RELEASED);
}
void TouchAxisEvent(int padID, ButtonType axis, float value)
{
m_axises[std::make_pair(padID, axis)]->SetValue(value);
}
void GamepadEvent(std::string dev, int button, int action)
{
auto it = m_controllers.find(dev);
if (it != m_controllers.end())
{
it->second->PressEvent(button, action);
return;
}
m_controllers[dev] = new InputDevice(dev);
m_controllers[dev]->PressEvent(button, action);
}
void GamepadAxisEvent(std::string dev, int axis, float value)
{
auto it = m_controllers.find(dev);
if (it != m_controllers.end())
{
it->second->AxisEvent(axis, value);
return;
}
m_controllers[dev] = new InputDevice(dev);
m_controllers[dev]->AxisEvent(axis, value);
}
void Shutdown()
{
for (const auto& button : m_buttons)
delete button.second;
for (const auto& controller : m_controllers)
delete controller.second;
m_controllers.clear();
m_buttons.clear();
}
// InputDevice
void InputDevice::PressEvent(int button, int action)
{
if (_inputbinds.find(button) == _inputbinds.end())
return;
_buttons[_inputbinds[button]->_buttontype] = action == 0 ? true : false;
}
void InputDevice::AxisEvent(int axis, float value)
{
if (_inputbinds.find(axis) == _inputbinds.end())
return;
_axises[_inputbinds[axis]->_buttontype] = value;
}
bool InputDevice::ButtonValue(int padID, ButtonType button)
{
auto it = _binds.find(button);
if (it == _binds.end())
return false;
if (it->second->_padID != padID)
return false;
if (it->second->_bindtype == BIND_BUTTON)
return _buttons[it->second->_buttontype];
else
return AxisValue(padID, button);
}
float InputDevice::AxisValue(int padID, ButtonType axis)
{
auto it = _binds.find(axis);
if (it == _binds.end())
return 0.0f;
if (it->second->_padID != padID)
return 0.0f;
if (it->second->_bindtype == BIND_BUTTON)
return ButtonValue(padID, axis);
else
return _axises[it->second->_buttontype] * it->second->_neg;
}
}