Refactor input subsystem
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6f6af6928f
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12 changed files with 277 additions and 73 deletions
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@ -11,12 +11,28 @@
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#include "emu_window.h"
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#include "video_core/video_core.h"
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void EmuWindow::KeyPressed(KeyMap::HostDeviceKey key) {
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pad_state.hex |= KeyMap::GetPadKey(key).hex;
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void EmuWindow::ButtonPressed(Service::HID::PadState pad) {
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pad_state.hex |= pad.hex;
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}
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void EmuWindow::KeyReleased(KeyMap::HostDeviceKey key) {
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pad_state.hex &= ~KeyMap::GetPadKey(key).hex;
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void EmuWindow::ButtonReleased(Service::HID::PadState pad) {
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pad_state.hex &= ~pad.hex;
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}
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void EmuWindow::CirclePadUpdated(float x, float y) {
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constexpr int MAX_CIRCLEPAD_POS = 0x9C; // Max value for a circle pad position
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// Make sure the coordinates are in the unit circle,
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// otherwise normalize it.
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float r = x * x + y * y;
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if (r > 1) {
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r = std::sqrt(r);
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x /= r;
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y /= r;
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}
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circle_pad_x = static_cast<s16>(x * MAX_CIRCLEPAD_POS);
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circle_pad_y = static_cast<s16>(y * MAX_CIRCLEPAD_POS);
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}
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/**
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@ -12,10 +12,6 @@
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#include "core/hle/service/hid/hid.h"
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namespace KeyMap {
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struct HostDeviceKey;
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}
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/**
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* Abstraction class used to provide an interface between emulation code and the frontend
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* (e.g. SDL, QGLWidget, GLFW, etc...).
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@ -76,11 +72,27 @@ public:
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virtual void ReloadSetKeymaps() = 0;
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/// Signals a key press action to the HID module
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void KeyPressed(KeyMap::HostDeviceKey key);
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/**
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* Signals a button press action to the HID module.
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* @param pad_state indicates which button to press
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* @note only handle real buttons (A/B/X/Y/...), excluding analog input like circle pad.
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*/
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void ButtonPressed(Service::HID::PadState pad_state);
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/// Signals a key release action to the HID module
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void KeyReleased(KeyMap::HostDeviceKey key);
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/**
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* Signals a button release action to the HID module.
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* @param pad_state indicates which button to press
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* @note only handle real buttons (A/B/X/Y/...), excluding analog input like circle pad.
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*/
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void ButtonReleased(Service::HID::PadState pad_state);
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/**
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* Signals a circle pad change action to the HID module.
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* @param x new x-coordinate of the circle pad, in the range [-1.0, 1.0]
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* @param y new y-coordinate of the circle pad, in the range [-1.0, 1.0]
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* @note the coordinates will be normalized if the radius is larger than 1
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*/
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void CirclePadUpdated(float x, float y);
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/**
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* Signal that a touch pressed event has occurred (e.g. mouse click pressed)
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@ -100,8 +112,9 @@ public:
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void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
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/**
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* Gets the current pad state (which buttons are pressed and the circle pad direction).
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* Gets the current pad state (which buttons are pressed).
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* @note This should be called by the core emu thread to get a state set by the window thread.
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* @note This doesn't include analog input like circle pad direction
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* @todo Fix this function to be thread-safe.
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* @return PadState object indicating the current pad state
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*/
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@ -109,6 +122,16 @@ public:
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return pad_state;
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}
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/**
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* Gets the current cirle pad state.
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* @note This should be called by the core emu thread to get a state set by the window thread.
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* @todo Fix this function to be thread-safe.
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* @return std::tuple of (x, y), where `x` and `y` are the circle pad coordinates
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*/
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std::tuple<s16, s16> GetCirclePadState() const {
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return std::make_tuple(circle_pad_x, circle_pad_y);
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}
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/**
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* Gets the current touch screen state (touch X/Y coordinates and whether or not it is pressed).
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* @note This should be called by the core emu thread to get a state set by the window thread.
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@ -200,6 +223,8 @@ protected:
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pad_state.hex = 0;
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touch_x = 0;
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touch_y = 0;
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circle_pad_x = 0;
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circle_pad_y = 0;
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touch_pressed = false;
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}
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virtual ~EmuWindow() {}
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@ -260,6 +285,9 @@ private:
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u16 touch_x; ///< Touchpad X-position in native 3DS pixel coordinates (0-320)
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u16 touch_y; ///< Touchpad Y-position in native 3DS pixel coordinates (0-240)
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s16 circle_pad_x; ///< Circle pad X-position in native 3DS pixel coordinates (-156 - 156)
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s16 circle_pad_y; ///< Circle pad Y-position in native 3DS pixel coordinates (-156 - 156)
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/**
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* Clip the provided coordinates to be inside the touchscreen area.
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*/
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@ -2,24 +2,124 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "key_map.h"
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#include <map>
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#include "common/emu_window.h"
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#include "common/key_map.h"
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namespace KeyMap {
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static std::map<HostDeviceKey, Service::HID::PadState> key_map;
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// TODO (wwylele): currently we treat c-stick as four direction buttons
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// and map it directly to EmuWindow::ButtonPressed.
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// It should go the analog input way like circle pad does.
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const std::array<KeyTarget, Settings::NativeInput::NUM_INPUTS> mapping_targets = {{
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Service::HID::PAD_A, Service::HID::PAD_B, Service::HID::PAD_X, Service::HID::PAD_Y,
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Service::HID::PAD_L, Service::HID::PAD_R, Service::HID::PAD_ZL, Service::HID::PAD_ZR,
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Service::HID::PAD_START, Service::HID::PAD_SELECT, Service::HID::PAD_NONE,
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Service::HID::PAD_UP, Service::HID::PAD_DOWN, Service::HID::PAD_LEFT, Service::HID::PAD_RIGHT,
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Service::HID::PAD_C_UP, Service::HID::PAD_C_DOWN, Service::HID::PAD_C_LEFT, Service::HID::PAD_C_RIGHT,
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IndirectTarget::CIRCLE_PAD_UP,
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IndirectTarget::CIRCLE_PAD_DOWN,
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IndirectTarget::CIRCLE_PAD_LEFT,
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IndirectTarget::CIRCLE_PAD_RIGHT,
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}};
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static std::map<HostDeviceKey, KeyTarget> key_map;
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static int next_device_id = 0;
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static bool circle_pad_up = false, circle_pad_down = false, circle_pad_left = false, circle_pad_right = false;
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static void UpdateCirclePad(EmuWindow& emu_window) {
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constexpr float SQRT_HALF = 0.707106781;
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int x = 0, y = 0;
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if (circle_pad_right)
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++x;
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if (circle_pad_left)
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--x;
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if (circle_pad_up)
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++y;
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if (circle_pad_down)
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--y;
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// TODO: apply modifier here
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emu_window.CirclePadUpdated(x * (y == 0 ? 1.0 : SQRT_HALF), y * (x == 0 ? 1.0 : SQRT_HALF));
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}
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int NewDeviceId() {
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return next_device_id++;
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}
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void SetKeyMapping(HostDeviceKey key, Service::HID::PadState padState) {
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key_map[key].hex = padState.hex;
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void SetKeyMapping(HostDeviceKey key, KeyTarget target) {
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key_map[key] = target;
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}
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Service::HID::PadState GetPadKey(HostDeviceKey key) {
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return key_map[key];
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void ClearKeyMapping(int device_id) {
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auto iter = key_map.begin();
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while (iter != key_map.end()) {
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if (iter->first.device_id == device_id)
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key_map.erase(iter++);
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else
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++iter;
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}
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}
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void PressKey(EmuWindow& emu_window, HostDeviceKey key) {
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auto target = key_map.find(key);
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if (target == key_map.end())
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return;
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if (target->second.direct) {
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emu_window.ButtonPressed({{target->second.target.direct_target_hex}});
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} else {
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switch (target->second.target.indirect_target) {
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case IndirectTarget::CIRCLE_PAD_UP:
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circle_pad_up = true;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_DOWN:
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circle_pad_down = true;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_LEFT:
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circle_pad_left = true;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_RIGHT:
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circle_pad_right = true;
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UpdateCirclePad(emu_window);
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break;
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}
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}
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}
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void ReleaseKey(EmuWindow& emu_window,HostDeviceKey key) {
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auto target = key_map.find(key);
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if (target == key_map.end())
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return;
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if (target->second.direct) {
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emu_window.ButtonReleased({{target->second.target.direct_target_hex}});
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} else {
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switch (target->second.target.indirect_target) {
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case IndirectTarget::CIRCLE_PAD_UP:
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circle_pad_up = false;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_DOWN:
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circle_pad_down = false;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_LEFT:
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circle_pad_left = false;
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UpdateCirclePad(emu_window);
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break;
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case IndirectTarget::CIRCLE_PAD_RIGHT:
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circle_pad_right = false;
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UpdateCirclePad(emu_window);
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break;
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}
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}
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}
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}
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@ -4,11 +4,42 @@
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#pragma once
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#include <array>
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#include <tuple>
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#include "core/hle/service/hid/hid.h"
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class EmuWindow;
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namespace KeyMap {
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enum class IndirectTarget {
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CIRCLE_PAD_UP, CIRCLE_PAD_DOWN, CIRCLE_PAD_LEFT, CIRCLE_PAD_RIGHT,
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};
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/**
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* Represents a key mapping target. It can be a PadState that represents 3DS real buttons,
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* or an IndirectTarget.
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*/
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struct KeyTarget {
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bool direct;
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union {
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u32 direct_target_hex;
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IndirectTarget indirect_target;
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} target;
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KeyTarget() : direct(true) {
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target.direct_target_hex = 0;
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}
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KeyTarget(Service::HID::PadState pad) : direct(true) {
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target.direct_target_hex = pad.hex;
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}
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KeyTarget(IndirectTarget i) : direct(false) {
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target.indirect_target = i;
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}
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};
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/**
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* Represents a key for a specific host device.
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*/
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@ -27,19 +58,31 @@ struct HostDeviceKey {
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}
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};
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extern const std::array<KeyTarget, Settings::NativeInput::NUM_INPUTS> mapping_targets;
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/**
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* Generates a new device id, which uniquely identifies a host device within KeyMap.
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*/
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int NewDeviceId();
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/**
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* Maps a device-specific key to a PadState.
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* Maps a device-specific key to a target (a PadState or an IndirectTarget).
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*/
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void SetKeyMapping(HostDeviceKey key, Service::HID::PadState padState);
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void SetKeyMapping(HostDeviceKey key, KeyTarget target);
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/**
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* Gets the PadState that's mapped to the provided device-specific key.
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* Clears all key mappings belonging to one device.
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*/
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Service::HID::PadState GetPadKey(HostDeviceKey key);
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void ClearKeyMapping(int device_id);
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/**
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* Maps a key press actions and call the corresponding function in EmuWindow
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*/
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void PressKey(EmuWindow& emu_window, HostDeviceKey key);
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/**
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* Maps a key release actions and call the corresponding function in EmuWindow
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*/
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void ReleaseKey(EmuWindow& emu_window, HostDeviceKey key);
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}
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