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115 lines
2.9 KiB
C++
115 lines
2.9 KiB
C++
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/*!
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* @file newpad.cpp
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* PC-port specific cpad implementation on the C kernel. Monitors button inputs.
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* Actual input detection is done through window events and is gfx pipeline-dependent.
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*/
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#include "newpad.h"
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#include "common/log/log.h"
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#include "game/graphics/pipelines/opengl.h" // for GLFW macros
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namespace Pad {
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/*
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********************************
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* Key checking
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********************************
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*/
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std::unordered_map<int, int> g_key_status;
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std::unordered_map<int, int> g_buffered_key_status;
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void ForceClearKeys() {
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g_key_status.clear();
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g_buffered_key_status.clear();
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}
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void ClearKeys() {
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for (auto& key : g_key_status) {
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key.second = false;
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}
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for (auto& key : g_buffered_key_status) {
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key.second = false;
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}
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}
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void OnKeyPress(int key) {
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// set absolute key status
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if (g_key_status.find(key) == g_key_status.end()) {
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g_key_status.insert(std::make_pair(key, 1));
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} else {
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g_key_status.at(key) = 1;
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}
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// set buffered key status
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if (g_buffered_key_status.find(key) == g_buffered_key_status.end()) {
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g_buffered_key_status.insert(std::make_pair(key, 1));
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} else {
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g_buffered_key_status.at(key) = 1;
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}
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}
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void OnKeyRelease(int key) {
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// set absolute key status
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// no bounds checking for now in order to catch bugs
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g_key_status.at(key) = 0;
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}
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/*
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********************************
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* Pad checking
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********************************
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*/
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static int CheckPadIdx(int pad) {
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if (pad < 0 || pad > CONTROLLER_COUNT) {
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lg::error("Invalid pad {}, returning pad 0", pad);
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}
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return 0;
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}
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// returns 1 if button is pressed. returns 0 if invalid or not pressed.
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int IsPressed(MappingInfo& mapping, Button button, int pad = 0) {
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auto key = mapping.pad_mapping[CheckPadIdx(pad)][(int)button];
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if (key == -1)
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return 0;
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auto& keymap = mapping.buffer_mode ? g_buffered_key_status : g_key_status;
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if (keymap.find(key) == keymap.end())
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return 0;
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return keymap.at(key);
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}
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// map a button on a pad to a key
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void MapButton(MappingInfo& mapping, Button button, int pad, int key) {
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// check if pad is valid. dont map buttons with invalid pads.
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if (CheckPadIdx(pad) != pad)
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return;
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mapping.pad_mapping[pad][(int)button] = key;
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}
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// reset button mappings
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void DefaultMapping(MappingInfo& mapping) {
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// make every button invalid
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for (int p = 0; p < CONTROLLER_COUNT; ++p) {
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for (int i = 0; i < (int)Button::Max; ++i) {
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MapButton(mapping, (Button)i, p, -1);
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}
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}
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// face buttons
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MapButton(mapping, Button::Ecks, 0, GLFW_KEY_Z);
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MapButton(mapping, Button::Square, 0, GLFW_KEY_X);
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MapButton(mapping, Button::Triangle, 0, GLFW_KEY_S);
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MapButton(mapping, Button::Circle, 0, GLFW_KEY_A);
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// dpad
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MapButton(mapping, Button::Up, 0, GLFW_KEY_UP);
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MapButton(mapping, Button::Right, 0, GLFW_KEY_RIGHT);
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MapButton(mapping, Button::Down, 0, GLFW_KEY_DOWN);
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MapButton(mapping, Button::Left, 0, GLFW_KEY_LEFT);
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}
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}; // namespace Pad
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