Restore functionality of "legacy key maps" in SDL.

For non-PPSSPP prototyping purposes.
This commit is contained in:
Henrik Rydgård committed 2013-12-13 12:17:46 +01:00
1 parent e015a7caad
commit a83ac35141
2 files changed
+36 -3

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+35 -2
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@@ -266,13 +266,35 @@ std::string System_GetProperty(SystemProperty prop) {
InputState input_state;
static const int legacyKeyMap[] {
NKCODE_X, //A
NKCODE_S, //B
NKCODE_Z, //X
NKCODE_A, //Y
NKCODE_W, //LBUMPER
NKCODE_Q, //RBUMPER
NKCODE_1, //START
NKCODE_2, //SELECT
NKCODE_DPAD_UP, //UP
NKCODE_DPAD_DOWN, //DOWN
NKCODE_DPAD_LEFT, //LEFT
NKCODE_DPAD_RIGHT, //RIGHT
0, //MENU (SwipeDown)
NKCODE_ESCAPE, //BACK
NKCODE_I, //JOY UP
NKCODE_K, //JOY DOWN
NKCODE_J, //JOY LEFT
NKCODE_L, //JOY RIGHT
};
void SimulateGamepad(const uint8 *keys, InputState *input) {
// Legacy key mapping.
input->pad_buttons = 0;
input->pad_lstick_x = 0;
input->pad_lstick_y = 0;
input->pad_rstick_x = 0;
input->pad_rstick_y = 0;
// TODO: Use NativeAxis for joy instead.
#ifdef PANDORA
if ((ljoy)||(rjoy)) {
SDL_JoystickUpdate();
@@ -452,6 +474,7 @@ int main(int argc, char *argv[]) {
int framecount = 0;
float t = 0;
float lastT = 0;
uint32_t pad_buttons = 0; // legacy pad buttons
while (true) {
input_state.accelerometer_valid = false;
input_state.mouse_valid = true;
@@ -474,6 +497,11 @@ int main(int argc, char *argv[]) {
key.keyCode = KeyMapRawSDLtoNative.find(k)->second;
key.deviceId = DEVICE_ID_KEYBOARD;
NativeKey(key);
for (int i = 0; i < ARRAY_SIZE(legacyKeyMap); i++) {
if (legacyKeyMap[i] == key.keyCode)
pad_buttons |= 1 << i;
}
break;
}
case SDL_KEYUP:
@@ -484,6 +512,10 @@ int main(int argc, char *argv[]) {
key.keyCode = KeyMapRawSDLtoNative.find(k)->second;
key.deviceId = DEVICE_ID_KEYBOARD;
NativeKey(key);
for (int i = 0; i < ARRAY_SIZE(legacyKeyMap); i++) {
if (legacyKeyMap[i] == key.keyCode)
pad_buttons &= ~(1 << i);
}
break;
}
case SDL_MOUSEBUTTONDOWN:
@@ -600,7 +632,8 @@ int main(int argc, char *argv[]) {
const uint8 *keys = (const uint8 *)SDL_GetKeyState(NULL);
SimulateGamepad(keys, &input_state);
UpdateInputState(&input_state);
input_state.pad_buttons = pad_buttons;
UpdateInputState(&input_state, true);
NativeUpdate(input_state);
NativeRender();
#if defined(PPSSPP) && !defined(MAEMO)