Frontend: Dynamic button mapping based on controller type

This commit is contained in:
Connor McLaughlin
2019-12-15 00:17:43 +10:00
parent c65279f944
commit 32d8b4dc84
6 changed files with 271 additions and 167 deletions

View File

@ -3,8 +3,8 @@
#include "YBaseLib/Timer.h"
#include "common/gl/program.h"
#include "common/gl/texture.h"
#include "core/host_interface.h"
#include "core/host_display.h"
#include "core/host_interface.h"
#include <SDL.h>
#include <array>
#include <deque>
@ -15,6 +15,8 @@
class System;
class AudioStream;
class Controller;
class SDLHostInterface final : public HostInterface
{
public:
@ -22,7 +24,7 @@ public:
~SDLHostInterface();
static std::unique_ptr<SDLHostInterface> Create(const char* filename = nullptr, const char* exp1_filename = nullptr,
const char* save_state_filename = nullptr);
const char* save_state_filename = nullptr);
static TinyString GetSaveStateFilename(u32 index);
@ -32,6 +34,27 @@ public:
void Run();
private:
enum class KeyboardControllerAction
{
Up,
Down,
Left,
Right,
Triangle,
Cross,
Square,
Circle,
L1,
R1,
L2,
R2,
Start,
Select,
Count
};
using KeyboardControllerActionMap = std::array<s32, static_cast<int>(KeyboardControllerAction::Count)>;
static constexpr u32 NUM_QUICK_SAVE_STATES = 10;
static constexpr char RESUME_SAVESTATE_FILENAME[] = "savestate_resume.bin";
@ -58,6 +81,7 @@ private:
void QueueSwitchGPURenderer();
void SwitchGPURenderer();
void UpdateFullscreen();
void UpdateControllerMapping();
// We only pass mouse input through if it's grabbed
void DrawImGui();
@ -77,6 +101,13 @@ private:
void HandleSDLEvent(const SDL_Event* event);
void HandleSDLKeyEvent(const SDL_Event* event);
void UpdateKeyboardControllerMapping();
bool HandleSDLKeyEventForController(const SDL_Event* event);
void UpdateControllerControllerMapping();
void HandleSDLControllerAxisEventForController(const SDL_Event* event);
void HandleSDLControllerButtonEventForController(const SDL_Event* event);
void DrawMainMenuBar();
void DrawQuickSettingsMenu();
void DrawDebugMenu();
@ -91,7 +122,10 @@ private:
std::string m_settings_filename;
KeyboardControllerActionMap m_keyboard_button_mapping;
std::map<int, SDL_GameController*> m_sdl_controllers;
std::array<s32, SDL_CONTROLLER_BUTTON_MAX> m_controller_button_mapping;
u32 m_switch_gpu_renderer_event_id = 0;