Fix merge conflict

This commit is contained in:
kalaposfos13 2024-12-01 18:41:53 +01:00
parent 99dcc79674
commit 448e68155b
4 changed files with 76 additions and 356 deletions

View File

@ -63,36 +63,36 @@ std::list<BindingConnection> connections = std::list<BindingConnection>();
ControllerOutput output_array[] = {
// Important: these have to be the first, or else they will update in the wrong order
ControllerOutput(LEFTJOYSTICK_HALFMODE),
ControllerOutput(RIGHTJOYSTICK_HALFMODE),
ControllerOutput(KEY_TOGGLE),
ControllerOutput((OrbisPadButtonDataOffset)LEFTJOYSTICK_HALFMODE),
ControllerOutput((OrbisPadButtonDataOffset)RIGHTJOYSTICK_HALFMODE),
ControllerOutput((OrbisPadButtonDataOffset)KEY_TOGGLE),
// Button mappings
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE),
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE),
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS),
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE),
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1),
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3),
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1),
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3),
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS),
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD),
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP),
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN),
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT),
ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT),
ControllerOutput(OrbisPadButtonDataOffset::Triangle),
ControllerOutput(OrbisPadButtonDataOffset::Circle),
ControllerOutput(OrbisPadButtonDataOffset::Cross),
ControllerOutput(OrbisPadButtonDataOffset::Square),
ControllerOutput(OrbisPadButtonDataOffset::L1),
ControllerOutput(OrbisPadButtonDataOffset::L3),
ControllerOutput(OrbisPadButtonDataOffset::R1),
ControllerOutput(OrbisPadButtonDataOffset::R3),
ControllerOutput(OrbisPadButtonDataOffset::Options),
ControllerOutput(OrbisPadButtonDataOffset::TouchPad),
ControllerOutput(OrbisPadButtonDataOffset::Up),
ControllerOutput(OrbisPadButtonDataOffset::Down),
ControllerOutput(OrbisPadButtonDataOffset::Left),
ControllerOutput(OrbisPadButtonDataOffset::Right),
// Axis mappings
ControllerOutput(0, Axis::LeftX),
ControllerOutput(0, Axis::LeftY),
ControllerOutput(0, Axis::RightX),
ControllerOutput(0, Axis::RightY),
ControllerOutput(0, Axis::TriggerLeft),
ControllerOutput(0, Axis::TriggerRight),
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::LeftX),
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::LeftY),
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::RightX),
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::RightY),
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::TriggerLeft),
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::TriggerRight),
// the "sorry, you gave an incorrect value, now we bind it to nothing" output
ControllerOutput(0, Axis::AxisMax),
ControllerOutput(OrbisPadButtonDataOffset::None, Axis::AxisMax),
};
// We had to go through 3 files of indirection just to update a flag
@ -111,33 +111,33 @@ u32 GetAxisInputId(AxisMapping a) {
return value;
}
u32 GetOrbisToSdlButtonKeycode(u32 cbutton) {
u32 GetOrbisToSdlButtonKeycode(OrbisPadButtonDataOffset cbutton) {
switch (cbutton) {
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE:
case OrbisPadButtonDataOffset::Circle:
return SDL_GAMEPAD_BUTTON_EAST;
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE:
case OrbisPadButtonDataOffset::Triangle:
return SDL_GAMEPAD_BUTTON_NORTH;
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE:
case OrbisPadButtonDataOffset::Square:
return SDL_GAMEPAD_BUTTON_WEST;
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS:
case OrbisPadButtonDataOffset::Cross:
return SDL_GAMEPAD_BUTTON_SOUTH;
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1:
case OrbisPadButtonDataOffset::L1:
return SDL_GAMEPAD_BUTTON_LEFT_SHOULDER;
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1:
case OrbisPadButtonDataOffset::R1:
return SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER;
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3:
case OrbisPadButtonDataOffset::L3:
return SDL_GAMEPAD_BUTTON_LEFT_STICK;
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3:
case OrbisPadButtonDataOffset::R3:
return SDL_GAMEPAD_BUTTON_RIGHT_STICK;
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP:
case OrbisPadButtonDataOffset::Up:
return SDL_GAMEPAD_BUTTON_DPAD_UP;
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN:
case OrbisPadButtonDataOffset::Down:
return SDL_GAMEPAD_BUTTON_DPAD_DOWN;
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT:
case OrbisPadButtonDataOffset::Left:
return SDL_GAMEPAD_BUTTON_DPAD_LEFT;
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT:
case OrbisPadButtonDataOffset::Right:
return SDL_GAMEPAD_BUTTON_DPAD_RIGHT;
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS:
case OrbisPadButtonDataOffset::Options:
return SDL_GAMEPAD_BUTTON_START;
default:
@ -145,11 +145,11 @@ u32 GetOrbisToSdlButtonKeycode(u32 cbutton) {
}
}
u32 GetControllerButtonInputId(u32 cbutton) {
if ((cbutton & (OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD | LEFTJOYSTICK_HALFMODE |
if ((cbutton & ((u32)OrbisPadButtonDataOffset::TouchPad | LEFTJOYSTICK_HALFMODE |
RIGHTJOYSTICK_HALFMODE)) != 0) {
return (u32)-1;
}
return GetOrbisToSdlButtonKeycode(cbutton) + 0x10000000;
return GetOrbisToSdlButtonKeycode((OrbisPadButtonDataOffset)cbutton) + 0x10000000;
}
// syntax: 'name, name,name' or 'name,name' or 'name'
@ -190,7 +190,7 @@ InputBinding GetBindingFromString(std::string& line) {
key3 = axis_id;
} else if (string_to_cbutton_map.find(t) != string_to_cbutton_map.end()) {
// Map to controller button input ID
u32 cbutton_id = GetControllerButtonInputId(string_to_cbutton_map.at(t));
u32 cbutton_id = GetControllerButtonInputId((u32)string_to_cbutton_map.at(t));
if (cbutton_id == (u32)-1) {
return InputBinding(0, 0, 0);
}
@ -213,7 +213,7 @@ InputBinding GetBindingFromString(std::string& line) {
ControllerOutput* GetOutputPointer(const ControllerOutput& parsed) {
// i wonder how long until someone notices this or I get rid of it
int i = 0;
for (; i[output_array] != ControllerOutput(0, Axis::AxisMax); i++) {
for (; i[output_array] != ControllerOutput(OrbisPadButtonDataOffset::None, Axis::AxisMax); i++) {
if (i[output_array] == parsed) {
return &output_array[i];
}
@ -284,7 +284,7 @@ void ParseInputConfig(const std::string game_id = "") {
line);
continue;
}
ControllerOutput* toggle_out = GetOutputPointer(ControllerOutput(KEY_TOGGLE));
ControllerOutput* toggle_out = GetOutputPointer(ControllerOutput((OrbisPadButtonDataOffset)KEY_TOGGLE));
BindingConnection toggle_connection =
BindingConnection(InputBinding(toggle_keys.key2), toggle_out, toggle_keys.key3);
connections.insert(connections.end(), toggle_connection);
@ -329,7 +329,7 @@ void ParseInputConfig(const std::string game_id = "") {
? 127
: axis_it->second.value;
connection = BindingConnection(
binding, GetOutputPointer(ControllerOutput(0, axis_it->second.axis)), value_to_set);
binding, GetOutputPointer(ControllerOutput(OrbisPadButtonDataOffset::None, axis_it->second.axis)), value_to_set);
connections.insert(connections.end(), connection);
} else {
LOG_WARNING(Input, "Invalid format at line: {}, data: \"{}\", skipping line.",
@ -415,7 +415,7 @@ void ControllerOutput::ResetUpdate() {
}
void ControllerOutput::AddUpdate(bool pressed, bool analog, u32 param) {
state_changed = true;
if (button != 0) {
if (button != OrbisPadButtonDataOffset::None) {
if (analog) {
new_button_state |= abs((s32)param) > 0x40;
} else {
@ -443,9 +443,9 @@ void ControllerOutput::FinalizeUpdate() {
old_button_state = new_button_state;
old_param = new_param;
float touchpad_x = 0;
if (button != 0) {
switch (button) {
case OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD:
if (button != OrbisPadButtonDataOffset::None) {
switch ((u32)button) {
case (u32)OrbisPadButtonDataOffset::TouchPad:
touchpad_x = Config::getBackButtonBehavior() == "left" ? 0.25f
: Config::getBackButtonBehavior() == "right" ? 0.75f
: 0.5f;
@ -465,7 +465,7 @@ void ControllerOutput::FinalizeUpdate() {
}
break;
default: // is a normal key (hopefully)
controller->CheckButton(0, button, new_button_state);
controller->CheckButton(0, (OrbisPadButtonDataOffset)button, new_button_state);
break;
}
} else if (axis != Axis::AxisMax) {
@ -485,8 +485,8 @@ void ControllerOutput::FinalizeUpdate() {
// Also handle button counterpart for TriggerLeft and TriggerRight
controller->CheckButton(0,
axis == Axis::TriggerLeft
? OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2
: OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2,
? OrbisPadButtonDataOffset::L2
: OrbisPadButtonDataOffset::R2,
new_param > 0x20);
return;
default:

View File

@ -40,25 +40,25 @@ struct AxisMapping {
};
// i strongly suggest you collapse these maps
const std::map<std::string, u32> string_to_cbutton_map = {
{"triangle", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE},
{"circle", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE},
{"cross", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS},
{"square", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE},
{"l1", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1},
{"r1", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1},
{"l3", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3},
{"r3", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3},
{"pad_up", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP},
{"pad_down", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN},
{"pad_left", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT},
{"pad_right", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT},
{"options", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS},
const std::map<std::string, OrbisPadButtonDataOffset> string_to_cbutton_map = {
{"triangle", OrbisPadButtonDataOffset::Triangle},
{"circle", OrbisPadButtonDataOffset::Circle},
{"cross", OrbisPadButtonDataOffset::Cross},
{"square", OrbisPadButtonDataOffset::Square},
{"l1", OrbisPadButtonDataOffset::L1},
{"r1", OrbisPadButtonDataOffset::R1},
{"l3", OrbisPadButtonDataOffset::L3},
{"r3", OrbisPadButtonDataOffset::R3},
{"pad_up", OrbisPadButtonDataOffset::Up},
{"pad_down", OrbisPadButtonDataOffset::Down},
{"pad_left", OrbisPadButtonDataOffset::Left},
{"pad_right", OrbisPadButtonDataOffset::Right},
{"options", OrbisPadButtonDataOffset::Options},
// these are outputs only (touchpad can only be bound to itself)
{"touchpad", OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD},
{"leftjoystick_halfmode", LEFTJOYSTICK_HALFMODE},
{"rightjoystick_halfmode", RIGHTJOYSTICK_HALFMODE},
{"touchpad", OrbisPadButtonDataOffset::TouchPad},
{"leftjoystick_halfmode", (OrbisPadButtonDataOffset)LEFTJOYSTICK_HALFMODE},
{"rightjoystick_halfmode", (OrbisPadButtonDataOffset)RIGHTJOYSTICK_HALFMODE},
};
const std::map<std::string, AxisMapping> string_to_axis_map = {
{"axis_left_x_plus", {Input::Axis::LeftX, 127}},
@ -270,12 +270,12 @@ class ControllerOutput {
public:
static void SetControllerOutputController(GameController* c);
u32 button;
OrbisPadButtonDataOffset button;
Axis axis;
s32 old_param, new_param;
bool old_button_state, new_button_state, state_changed;
ControllerOutput(const u32 b, Axis a = Axis::AxisMax) {
ControllerOutput(const OrbisPadButtonDataOffset b, Axis a = Axis::AxisMax) {
button = b;
axis = a;
old_param = 0;
@ -288,13 +288,13 @@ public:
return button != o.button || axis != o.axis;
}
std::string ToString() const {
return fmt::format("({}, {}, {})", button, (int)axis, old_param);
return fmt::format("({}, {}, {})", (u32)button, (int)axis, old_param);
}
inline bool IsButton() const {
return axis == Axis::AxisMax && button != 0;
return axis == Axis::AxisMax && button != OrbisPadButtonDataOffset::None;
}
inline bool IsAxis() const {
return axis != Axis::AxisMax && button == 0;
return axis != Axis::AxisMax && button == OrbisPadButtonDataOffset::None;
}
void ResetUpdate();

View File

@ -1,7 +1,6 @@
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
<<<<<<< HEAD
#include "SDL3/SDL_events.h"
#include "SDL3/SDL_init.h"
#include "SDL3/SDL_properties.h"
@ -11,16 +10,6 @@
#include "common/config.h"
#include "common/elf_info.h"
#include "common/version.h"
=======
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_init.h>
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_timer.h>
#include <SDL3/SDL_video.h>
#include "common/assert.h"
#include "common/config.h"
>>>>>>> origin/main
#include "core/libraries/pad/pad.h"
#include "imgui/renderer/imgui_core.h"
#include "input/controller.h"
@ -36,43 +25,6 @@ namespace Frontend {
using namespace Libraries::Pad;
static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button) {
switch (button) {
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
return OrbisPadButtonDataOffset::Down;
case SDL_GAMEPAD_BUTTON_DPAD_UP:
return OrbisPadButtonDataOffset::Up;
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
return OrbisPadButtonDataOffset::Left;
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
return OrbisPadButtonDataOffset::Right;
case SDL_GAMEPAD_BUTTON_SOUTH:
return OrbisPadButtonDataOffset::Cross;
case SDL_GAMEPAD_BUTTON_NORTH:
return OrbisPadButtonDataOffset::Triangle;
case SDL_GAMEPAD_BUTTON_WEST:
return OrbisPadButtonDataOffset::Square;
case SDL_GAMEPAD_BUTTON_EAST:
return OrbisPadButtonDataOffset::Circle;
case SDL_GAMEPAD_BUTTON_START:
return OrbisPadButtonDataOffset::Options;
case SDL_GAMEPAD_BUTTON_TOUCHPAD:
return OrbisPadButtonDataOffset::TouchPad;
case SDL_GAMEPAD_BUTTON_BACK:
return OrbisPadButtonDataOffset::TouchPad;
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
return OrbisPadButtonDataOffset::L1;
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
return OrbisPadButtonDataOffset::R1;
case SDL_GAMEPAD_BUTTON_LEFT_STICK:
return OrbisPadButtonDataOffset::L3;
case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
return OrbisPadButtonDataOffset::R3;
default:
return OrbisPadButtonDataOffset::None;
}
}
static Uint32 SDLCALL PollController(void* userdata, SDL_TimerID timer_id, Uint32 interval) {
auto* controller = reinterpret_cast<Input::GameController*>(userdata);
return controller->Poll();
@ -164,7 +116,6 @@ void WindowSDL::WaitEvent() {
case SDL_EVENT_MOUSE_WHEEL_OFF:
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
<<<<<<< HEAD
OnKeyboardMouseInput(&event);
break;
case SDL_EVENT_GAMEPAD_ADDED:
@ -177,21 +128,10 @@ void WindowSDL::WaitEvent() {
controller->SetTouchpadState(event.gtouchpad.finger,
event.type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP, event.gtouchpad.x,
event.gtouchpad.y);
=======
OnKeyPress(&event);
>>>>>>> origin/main
break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
<<<<<<< HEAD
=======
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
>>>>>>> origin/main
OnGamepadEvent(&event);
break;
case SDL_EVENT_QUIT:
@ -212,7 +152,6 @@ void WindowSDL::OnResize() {
ImGui::Core::OnResize();
}
<<<<<<< HEAD
Uint32 wheelOffCallback(void* og_event, Uint32 timer_id, Uint32 interval) {
SDL_Event off_event = *(SDL_Event*)og_event;
off_event.type = SDL_EVENT_MOUSE_WHEEL_OFF;
@ -236,68 +175,12 @@ void WindowSDL::OnKeyboardMouseInput(const SDL_Event* event) {
if (input_id == SDLK_F8) {
Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial()));
return;
=======
void WindowSDL::OnKeyPress(const SDL_Event* event) {
#ifdef __APPLE__
// Use keys that are more friendly for keyboards without a keypad.
// Once there are key binding options this won't be necessary.
constexpr SDL_Keycode CrossKey = SDLK_N;
constexpr SDL_Keycode CircleKey = SDLK_B;
constexpr SDL_Keycode SquareKey = SDLK_V;
constexpr SDL_Keycode TriangleKey = SDLK_C;
#else
constexpr SDL_Keycode CrossKey = SDLK_KP_2;
constexpr SDL_Keycode CircleKey = SDLK_KP_6;
constexpr SDL_Keycode SquareKey = SDLK_KP_4;
constexpr SDL_Keycode TriangleKey = SDLK_KP_8;
#endif
auto button = OrbisPadButtonDataOffset::None;
Input::Axis axis = Input::Axis::AxisMax;
int axisvalue = 0;
int ax = 0;
std::string backButtonBehavior = Config::getBackButtonBehavior();
switch (event->key.key) {
case SDLK_UP:
button = OrbisPadButtonDataOffset::Up;
break;
case SDLK_DOWN:
button = OrbisPadButtonDataOffset::Down;
break;
case SDLK_LEFT:
button = OrbisPadButtonDataOffset::Left;
break;
case SDLK_RIGHT:
button = OrbisPadButtonDataOffset::Right;
break;
case TriangleKey:
button = OrbisPadButtonDataOffset::Triangle;
break;
case CircleKey:
button = OrbisPadButtonDataOffset::Circle;
break;
case CrossKey:
button = OrbisPadButtonDataOffset::Cross;
break;
case SquareKey:
button = OrbisPadButtonDataOffset::Square;
break;
case SDLK_RETURN:
button = OrbisPadButtonDataOffset::Options;
break;
case SDLK_A:
axis = Input::Axis::LeftX;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += -127;
} else {
axisvalue = 0;
>>>>>>> origin/main
}
// Toggle mouse capture and movement input
else if (input_id == SDLK_F7) {
Input::ToggleMouseEnabled();
SDL_SetWindowRelativeMouseMode(this->GetSdlWindow(),
!SDL_GetWindowRelativeMouseMode(this->GetSdlWindow()));
SDL_SetWindowRelativeMouseMode(this->GetSDLWindow(),
!SDL_GetWindowRelativeMouseMode(this->GetSDLWindow()));
return;
}
// Toggle fullscreen
@ -307,127 +190,17 @@ void WindowSDL::OnKeyPress(const SDL_Event* event) {
SDL_SetWindowFullscreen(window, !is_fullscreen);
return;
}
<<<<<<< HEAD
// Trigger rdoc capture
else if (input_id == SDLK_F12) {
=======
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::L3;
break;
case SDLK_M:
button = OrbisPadButtonDataOffset::R3;
break;
case SDLK_Q:
button = OrbisPadButtonDataOffset::L1;
break;
case SDLK_U:
button = OrbisPadButtonDataOffset::R1;
break;
case SDLK_E:
button = OrbisPadButtonDataOffset::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::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::TouchPad;
} else {
button = {};
}
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
>>>>>>> origin/main
VideoCore::TriggerCapture();
return;
}
}
<<<<<<< HEAD
// if it's a wheel event, make a timer that turns it off after a set time
if (event->type == SDL_EVENT_MOUSE_WHEEL) {
const SDL_Event* copy = new SDL_Event(*event);
SDL_AddTimer(33, wheelOffCallback, (void*)copy);
=======
if (button != OrbisPadButtonDataOffset::None) {
controller->CheckButton(0, button, event->type == SDL_EVENT_KEY_DOWN);
>>>>>>> origin/main
}
// add/remove it from the list
@ -440,70 +213,18 @@ void WindowSDL::OnKeyPress(const SDL_Event* event) {
}
void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
<<<<<<< HEAD
bool input_down = event->type == SDL_EVENT_GAMEPAD_AXIS_MOTION ||
event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN ||
event->type == SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN ||
event->type == SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION;
u32 input_id = Input::InputBinding::GetInputIDFromEvent(*event);
=======
auto button = OrbisPadButtonDataOffset::None;
Input::Axis axis = Input::Axis::AxisMax;
switch (event->type) {
case SDL_EVENT_GAMEPAD_ADDED:
case SDL_EVENT_GAMEPAD_REMOVED:
controller->TryOpenSDLController();
break;
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
controller->SetTouchpadState(event->gtouchpad.finger,
event->type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP,
event->gtouchpad.x, event->gtouchpad.y);
break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP: {
button = SDLGamepadToOrbisButton(event->gbutton.button);
if (button == OrbisPadButtonDataOffset::None) {
break;
}
if (event->gbutton.button != SDL_GAMEPAD_BUTTON_BACK) {
controller->CheckButton(0, button, event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN);
break;
}
const auto backButtonBehavior = Config::getBackButtonBehavior();
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);
controller->CheckButton(0, button, event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN);
}
break;
}
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
axis = event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTX ? Input::Axis::LeftX
: event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTY ? Input::Axis::LeftY
: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTX ? Input::Axis::RightX
: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHTY ? Input::Axis::RightY
: event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ? Input::Axis::TriggerLeft
: event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER ? Input::Axis::TriggerRight
: Input::Axis::AxisMax;
if (axis != Input::Axis::AxisMax) {
if (event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
event->gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
controller->Axis(0, axis, Input::GetAxis(0, 0x8000, event->gaxis.value));
>>>>>>> origin/main
bool inputs_changed = Input::UpdatePressedKeys(input_id, input_down);
<<<<<<< HEAD
if (inputs_changed) {
Input::ActivateOutputsFromInputs();
}
}
=======
>>>>>>> origin/main
} // namespace Frontend

View File

@ -4,6 +4,7 @@
#pragma once
#include "common/types.h"
#include "core/libraries/pad/pad.h"
#include "string"
struct SDL_Window;
@ -74,8 +75,6 @@ private:
void OnKeyboardMouseInput(const SDL_Event* event);
void OnGamepadEvent(const SDL_Event* event);
static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button);
private:
s32 width;
s32 height;