fix messing up the merge

This commit is contained in:
kalaposfos13 2024-10-12 16:15:22 +02:00
parent 94c076494a
commit 37dcdcec39
2 changed files with 81 additions and 195 deletions

View File

@ -1,10 +1,21 @@
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project // SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later // SPDX-License-Identifier: GPL-2.0-or-later
// new includes
#include <map>
//#include <unordered_map>
#include <vector>
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <SDL3/SDL_events.h> #include <SDL3/SDL_events.h>
#include <SDL3/SDL_init.h> #include <SDL3/SDL_init.h>
#include <SDL3/SDL_properties.h> #include <SDL3/SDL_properties.h>
#include <SDL3/SDL_video.h> #include <SDL3/SDL_video.h>
#include <SDL3/SDL_timer.h>
#include "common/assert.h" #include "common/assert.h"
#include "common/config.h" #include "common/config.h"
#include "common/version.h" #include "common/version.h"
@ -19,6 +30,7 @@
#endif #endif
namespace Frontend { namespace Frontend {
using Libraries::Pad::OrbisPadButtonDataOffset;
bool KeyBinding::operator<(const KeyBinding& other) const { bool KeyBinding::operator<(const KeyBinding& other) const {
return std::tie(key, modifier) < std::tie(other.key, other.modifier); return std::tie(key, modifier) < std::tie(other.key, other.modifier);
@ -390,19 +402,20 @@ WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_
window_info.type = WindowSystemType::Metal; window_info.type = WindowSystemType::Metal;
window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(window)); window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(window));
#endif #endif
<<<<<<< HEAD
=======
// initialize kbm controls // initialize kbm controls
parseInputConfig("user/keyboardInputConfig.ini"); parseInputConfig("user/keyboardInputConfig.ini");
>>>>>>> f031c7e1 (added support for loading keyboard config from file)
} }
WindowSDL::~WindowSDL() = default; WindowSDL::~WindowSDL() = default;
Uint32 mouse_polling_id = 0;
void WindowSDL::waitEvent() { void WindowSDL::waitEvent() {
// Called on main thread // Called on main thread
SDL_Event event; SDL_Event event;
if(mouse_polling_id == 0) {
// mouse polling
//std::cout << "Why are we adding new timers?\n\n";
mouse_polling_id = SDL_AddTimer(33, mousePolling, (void*)this);
}
if (!SDL_WaitEvent(&event)) { if (!SDL_WaitEvent(&event)) {
return; return;
} }
@ -410,6 +423,10 @@ void WindowSDL::waitEvent() {
if (ImGui::Core::ProcessEvent(&event)) { if (ImGui::Core::ProcessEvent(&event)) {
return; return;
} }
SDL_Event* event_copy = new SDL_Event();
*event_copy = event;
std::pair<WindowSDL*, SDL_Event*>* payload_to_timer =
new std::pair<WindowSDL*, SDL_Event*>(this, event_copy);
switch (event.type) { switch (event.type) {
case SDL_EVENT_WINDOW_RESIZED: case SDL_EVENT_WINDOW_RESIZED:
@ -424,6 +441,9 @@ void WindowSDL::waitEvent() {
break; break;
case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP: case SDL_EVENT_KEY_UP:
SDL_AddTimer(33, keyRepeatCallback, (void*)payload_to_timer); // this is intentional passthrough
case SDL_EVENT_MOUSE_BUTTON_UP:
case SDL_EVENT_MOUSE_BUTTON_DOWN:
onKeyPress(&event); onKeyPress(&event);
break; break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN: case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
@ -443,203 +463,50 @@ void WindowSDL::waitEvent() {
break; break;
} }
} }
void WindowSDL::onResize() { void WindowSDL::onResize() {
SDL_GetWindowSizeInPixels(window, &width, &height); SDL_GetWindowSizeInPixels(window, &width, &height);
ImGui::Core::OnResize(); ImGui::Core::OnResize();
} }
void WindowSDL::onKeyPress(const SDL_Event* event) { void WindowSDL::updateButton(KeyBinding& binding, u32 button, bool is_pressed) {
using Libraries::Pad::OrbisPadButtonDataOffset; float x;
Input::Axis axis;
switch(button) {
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2:
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2:
axis = (button == OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2) ?
Input::Axis::TriggerRight : Input::Axis::TriggerLeft;
//int axis_value = is_pressed ? 255 : 0;
//int ax = Input::GetAxis(0, 0x80, is_pressed ? 255 : 0);
controller->Axis(0, axis, Input::GetAxis(0, 0x80, is_pressed ? 255 : 0));
break;
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD:
x = Config::getBackButtonBehavior() == "left" ? 0.25f
: Config::getBackButtonBehavior() == "right" ? 0.75f : 0.5f;
controller->SetTouchpadState(0, true, x, 0.5f);
//button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
controller->CheckButton(0, button, is_pressed);
break;
default: // is a normal key
controller->CheckButton(0, button, is_pressed);
break;
}
}
#ifdef __APPLE__ void WindowSDL::onKeyPress(const SDL_Event* event) {
// Use keys that are more friendly for keyboards without a keypad. // Extract key and modifier
// Once there are key binding options this won't be necessary. KeyBinding binding = {0, SDL_GetModState()};
constexpr SDL_Keycode CrossKey = SDLK_N; if (event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
constexpr SDL_Keycode CircleKey = SDLK_B; binding.key = event->key.key; // For keyboard events
constexpr SDL_Keycode SquareKey = SDLK_V; } else if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN || event->type == SDL_EVENT_MOUSE_BUTTON_UP) {
constexpr SDL_Keycode TriangleKey = SDLK_C; binding.key = event->button.button; // For mouse button events
#else } else {
constexpr SDL_Keycode CrossKey = SDLK_KP_2; std::cout << "Bro something is very wrong with the waitevent switch case as this is the only 4 possible cases\n";
constexpr SDL_Keycode CircleKey = SDLK_KP_6; return;
constexpr SDL_Keycode SquareKey = SDLK_KP_4; }
constexpr SDL_Keycode TriangleKey = SDLK_KP_8;
#endif
u32 button = 0; u32 button = 0;
Input::Axis axis = Input::Axis::AxisMax; Input::Axis axis = Input::Axis::AxisMax;
<<<<<<< HEAD
int axisvalue = 0;
int ax = 0;
std::string backButtonBehavior = Config::getBackButtonBehavior();
switch (event->key.key) {
case SDLK_UP:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP;
break;
case SDLK_DOWN:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN;
break;
case SDLK_LEFT:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT;
break;
case SDLK_RIGHT:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT;
break;
case TriangleKey:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE;
break;
case CircleKey:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE;
break;
case CrossKey:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS;
break;
case SquareKey:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE;
break;
case SDLK_RETURN:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS;
break;
case SDLK_A:
axis = Input::Axis::LeftX;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += -127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_D:
axis = Input::Axis::LeftX;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_W:
axis = Input::Axis::LeftY;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += -127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_S:
axis = Input::Axis::LeftY;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_J:
axis = Input::Axis::RightX;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += -127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_L:
axis = Input::Axis::RightX;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_I:
axis = Input::Axis::RightY;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += -127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_K:
axis = Input::Axis::RightY;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 127;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_X:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3;
break;
case SDLK_M:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3;
break;
case SDLK_Q:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1;
break;
case SDLK_U:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1;
break;
case SDLK_E:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2;
axis = Input::Axis::TriggerLeft;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 255;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(0, 0x80, axisvalue);
break;
case SDLK_O:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2;
axis = Input::Axis::TriggerRight;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 255;
} else {
axisvalue = 0;
}
ax = Input::GetAxis(0, 0x80, axisvalue);
break;
case SDLK_SPACE:
if (backButtonBehavior != "none") {
float x = backButtonBehavior == "left" ? 0.25f
: (backButtonBehavior == "right" ? 0.75f : 0.5f);
// trigger a touchpad event so that the touchpad emulation for back button works
controller->SetTouchpadState(0, true, x, 0.5f);
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
} else {
button = 0;
}
break;
case SDLK_F11:
if (event->type == SDL_EVENT_KEY_DOWN) {
{
SDL_WindowFlags flag = SDL_GetWindowFlags(window);
bool is_fullscreen = flag & SDL_WINDOW_FULLSCREEN;
SDL_SetWindowFullscreen(window, !is_fullscreen);
}
}
break;
case SDLK_F12:
if (event->type == SDL_EVENT_KEY_DOWN) {
// Trigger rdoc capture
VideoCore::TriggerCapture();
}
break;
default:
break;
}
if (button != 0) {
controller->CheckButton(0, button, event->type == SDL_EVENT_KEY_DOWN);
}
if (axis != Input::Axis::AxisMax) {
controller->Axis(0, axis, ax);
}
=======
int axis_value = 0; int axis_value = 0;
// Handle window controls outside of the input maps // Handle window controls outside of the input maps
@ -727,7 +594,6 @@ void WindowSDL::updateModKeyedInputsManually(Frontend::KeyBinding& binding) {
} }
// also this sometimes leads to janky inputs but whoever decides to intentionally create a state where this is needed // also this sometimes leads to janky inputs but whoever decides to intentionally create a state where this is needed
// should not deserve a smooth experience anyway // should not deserve a smooth experience anyway
>>>>>>> f031c7e1 (added support for loading keyboard config from file)
} }
void WindowSDL::onGamepadEvent(const SDL_Event* event) { void WindowSDL::onGamepadEvent(const SDL_Event* event) {

View File

@ -6,6 +6,8 @@
#include <string> #include <string>
#include "common/types.h" #include "common/types.h"
#include <SDL3/SDL_events.h>
struct SDL_Window; struct SDL_Window;
struct SDL_Gamepad; struct SDL_Gamepad;
union SDL_Event; union SDL_Event;
@ -16,6 +18,16 @@ class GameController;
namespace Frontend { namespace Frontend {
class KeyBinding {
public:
Uint32 key;
SDL_Keymod modifier;
KeyBinding(SDL_Keycode k, SDL_Keymod m) : key(k), modifier(m){};
bool operator<(const KeyBinding& other) const;
~KeyBinding(){};
};
enum class WindowSystemType : u8 { enum class WindowSystemType : u8 {
Headless, Headless,
Windows, Windows,
@ -40,6 +52,8 @@ struct WindowSystemInfo {
WindowSystemType type = WindowSystemType::Headless; WindowSystemType type = WindowSystemType::Headless;
}; };
class WindowSDL { class WindowSDL {
public: public:
explicit WindowSDL(s32 width, s32 height, Input::GameController* controller, explicit WindowSDL(s32 width, s32 height, Input::GameController* controller,
@ -67,14 +81,20 @@ public:
} }
void waitEvent(); void waitEvent();
void updateMouse();
private: private:
void onResize(); void onResize();
void onKeyPress(const SDL_Event* event); void onKeyPress(const SDL_Event* event);
void onGamepadEvent(const SDL_Event* event); void onGamepadEvent(const SDL_Event* event);
int sdlGamepadToOrbisButton(u8 button); int sdlGamepadToOrbisButton(u8 button);
void updateModKeyedInputsManually(KeyBinding& binding);
void updateButton(KeyBinding& binding, u32 button, bool isPressed);
static Uint32 keyRepeatCallback(void* param, Uint32 id, Uint32 interval);
static Uint32 mousePolling(void* param, Uint32 id, Uint32 interval);
void parseInputConfig(const std::string& filename); void parseInputConfig(const std::string& filename);
private: private: