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https://github.com/shadps4-emu/shadPS4.git
synced 2025-08-04 08:22:32 +00:00
Parsing works now
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parent
d92a83ccb5
commit
86c8701323
@ -3,15 +3,16 @@
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#include "input_handler.h"
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#include <fstream>
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#include <iostream>
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#include <map>
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#include <sstream>
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#include <string>
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#include <vector>
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#include "fstream"
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#include "iostream"
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#include "map"
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#include "list"
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#include "sstream"
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#include "string"
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#include "vector"
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_timer.h>
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#include "SDL3/SDL_events.h"
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#include "SDL3/SDL_timer.h"
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#include "common/config.h"
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#include "common/io_file.h"
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@ -44,11 +45,66 @@ float mouse_deadzone_offset = 0.5, mouse_speed = 1, mouse_speed_offset = 0.1250;
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Uint32 mouse_polling_id = 0;
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bool mouse_enabled = false, leftjoystick_halfmode = false, rightjoystick_halfmode = false;
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// todo
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ControllerOutput output_array[] = {
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ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP),
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ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN),
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ControllerOutput(0, Axis::TriggerLeft),
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ControllerOutput(0, Axis::LeftY),
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// etc.
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// signifies the end of the array
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ControllerOutput(0, Axis::AxisMax),
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};
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std::list<BindingConnection> connections = std::list<BindingConnection>();
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// parsing related functions
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// syntax: 'name, name,name' or 'name,name' or 'name'
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InputBinding getBindingFromString(std::string& line) {
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u32 key1 = 0, key2 = 0, key3 = 0;
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// Split the string by commas
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std::vector<std::string> tokens;
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std::stringstream ss(line);
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std::string token;
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while (std::getline(ss, token, ',')) {
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tokens.push_back(token);
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}
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// Check for invalid tokens and map valid ones to keys
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for (const auto& t : tokens) {
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if (string_to_keyboard_key_map.find(t) == string_to_keyboard_key_map.end()) {
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return InputBinding(0, 0, 0); // Skip by setting all keys to 0
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}
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}
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// Assign values to keys if all tokens were valid
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if (tokens.size() > 0) key1 = string_to_keyboard_key_map.at(tokens[0]);
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if (tokens.size() > 1) key2 = string_to_keyboard_key_map.at(tokens[1]);
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if (tokens.size() > 2) key3 = string_to_keyboard_key_map.at(tokens[2]);
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return InputBinding(key1, key2, key3);
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}
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// function that takes a controlleroutput, and returns the array's corresponding element's pointer
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ControllerOutput* getOutputPointer(const ControllerOutput& parsed) {
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// i wonder how long until someone notices this or I get rid of it
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for (int i = 0; i[output_array] != ControllerOutput(0, Axis::AxisMax); i++) {
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if(i[output_array] == parsed) {
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return &output_array[i];
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}
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}
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return nullptr;
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}
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void parseInputConfig(const std::string game_id = "") {
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const auto config_file = Config::getFoolproofKbmConfigFile(game_id);
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// todo: change usages of this to getFoolproofKbmConfigFile (gui)
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// todo: change usages of this to getFoolproofKbmConfigFile (in the gui)
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if(game_id == "") {
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return;
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}
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@ -80,8 +136,7 @@ void parseInputConfig(const std::string game_id = "") {
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// Split the line by '='
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std::size_t equal_pos = line.find('=');
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if (equal_pos == std::string::npos) {
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std::cerr << "Invalid line format at line: " << lineCount << " data: " << line
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<< std::endl;
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LOG_ERROR(Input, "Invalid format at line: {}, data: \"{}\", skipping line.", lineCount, line);
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continue;
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}
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@ -89,8 +144,6 @@ void parseInputConfig(const std::string game_id = "") {
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std::string after_equals = line.substr(equal_pos + 1);
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std::size_t comma_pos = after_equals.find(',');
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// new data type construcor here
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// todo
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// special check for mouse to joystick input
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if (before_equals == "mouse_to_joystick") {
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@ -108,12 +161,34 @@ void parseInputConfig(const std::string game_id = "") {
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if (comma_pos != std::string::npos) {
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// handle key-to-key toggling (separate list?)
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// todo
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LOG_ERROR(Input, "todo");
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continue;
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}
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std::cerr << "Invalid line format at line: " << lineCount << " data: " << line
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<< std::endl;
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LOG_ERROR(Input, "Invalid format at line: {}, data: \"{}\", skipping line.", lineCount, line);
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continue;
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}
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// todo
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// normal cases
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InputBinding binding = getBindingFromString(after_equals);
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BindingConnection connection(0, nullptr);
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auto button_it = string_to_cbutton_map.find(before_equals);
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auto axis_it = string_to_axis_map.find(before_equals);
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if(binding.isEmpty()) {
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LOG_ERROR(Input, "Invalid format at line: {}, data: \"{}\", skipping line.", lineCount, line);
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continue;
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}
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if (button_it != string_to_cbutton_map.end()) {
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connection = BindingConnection(binding, getOutputPointer(ControllerOutput(button_it->second)));
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connections.push_back(connection);
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} else if (axis_it != string_to_axis_map.end()) {
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connection = BindingConnection(binding, getOutputPointer(ControllerOutput(0, axis_it->second.axis)), axis_it->second.value);
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connections.push_back(connection);
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} else {
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LOG_ERROR(Input, "Invalid format at line: {}, data: \"{}\", skipping line.", lineCount, line);
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continue;
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}
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LOG_INFO(Input, "Succesfully parsed line {}", lineCount);
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/* og parsing
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// first we parse the binding, and if its wrong, we skip to the next line
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if (comma_pos != std::string::npos) {
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@ -243,6 +318,11 @@ void ControllerOutput::update(bool pressed, int axis_value) {
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}
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}
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void activateOutputsFromInputs() {
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// iterates over the connections, and updates them depending on whether the corresponding input trio is found
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}
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void updateMouse(GameController* controller) {
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if (!mouse_enabled)
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return;
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@ -5,14 +5,15 @@
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#include "array"
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#include "map"
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#include "unordered_set"
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#include "string"
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#include "common/types.h"
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#include "common/logging/log.h"
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#include "core/libraries/pad/pad.h"
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#include "input/controller.h"
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_timer.h>
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#include "SDL3/SDL_events.h"
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#include "SDL3/SDL_timer.h"
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// +1 and +2 is taken
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#define SDL_MOUSE_WHEEL_UP SDL_EVENT_MOUSE_WHEEL + 3
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@ -210,6 +211,9 @@ public:
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// but reverse order makes it check the actual keys first instead of possible 0-s,
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// potenially skipping the later expressions of the three-way AND
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}
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inline bool isEmpty() {
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return key1 == 0 && key2 == 0 && key3 == 0;
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}
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// returns a u32 based on the event type (keyboard, mouse buttons, or wheel)
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static u32 getInputIDFromEvent(const SDL_Event& e) {
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@ -235,11 +239,17 @@ public:
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u32 button;
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Axis axis;
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ControllerOutput(u32 b, Axis a = Axis::AxisMax) {
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ControllerOutput(const u32 b, Axis a = Axis::AxisMax) {
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button = b;
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axis = a;
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}
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ControllerOutput(const ControllerOutput& o) : button(o.button), axis(o.axis) {}
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inline bool operator==(const ControllerOutput& o) const { // fucking consts everywhere
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return button == o.button && axis == o.axis;
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}
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inline bool operator!=(const ControllerOutput& o) const {
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return button != o.button || axis != o.axis;
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}
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void update(bool pressed, int axis_direction = 0);
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};
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class BindingConnection {
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@ -258,18 +268,8 @@ public:
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};
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// todo
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// don't forget to change the number too
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const std::array<ControllerOutput, 4> output_array = {
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ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP),
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ControllerOutput(OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN),
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ControllerOutput(0, Axis::TriggerLeft),
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ControllerOutput(0, Axis::LeftY),
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// etc.
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};
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extern std::map<BindingConnection, ControllerOutput&> new_binding_map;
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//extern ControllerOutput output_array[];
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//extern std::map<BindingConnection, ControllerOutput&> new_binding_map;
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extern u32 pressed_keys[];
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// Check if the 3 key input is currently active.
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_init.h>
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#include <SDL3/SDL_properties.h>
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#include <SDL3/SDL_timer.h>
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#include <SDL3/SDL_video.h>
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#include "SDL3/SDL_events.h"
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#include "SDL3/SDL_init.h"
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#include "SDL3/SDL_properties.h"
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#include "SDL3/SDL_timer.h"
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#include "SDL3/SDL_video.h"
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#include "common/assert.h"
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#include "common/config.h"
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#include "common/version.h"
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#include "common/elf_info.h"
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#include "core/libraries/pad/pad.h"
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#include "imgui/renderer/imgui_core.h"
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#include "input/controller.h"
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@ -17,7 +18,7 @@
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#include "video_core/renderdoc.h"
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#ifdef __APPLE__
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#include <SDL3/SDL_metal.h>
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#include "SDL3/SDL_metal.h"
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#endif
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namespace Frontend {
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@ -79,6 +80,7 @@ WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_
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#endif
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// input handler init-s
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Input::ControllerOutput::setControllerOutputController(controller);
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Input::parseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial()));
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}
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WindowSDL::~WindowSDL() = default;
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#pragma once
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#include <string>
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#include "string"
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#include "common/types.h"
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struct SDL_Window;
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