// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include "Common/Input/InputState.h" #include "Common/Render/DrawBuffer.h" #include "Common/UI/View.h" #include "Common/UI/ViewGroup.h" #include "Core/CoreParameter.h" #include "Core/HLE/sceCtrl.h" #include "UI/EmuScreen.h" struct TouchControlConfig; class ControlMapper; class GamepadEmuView : public UI::AnchorLayout { public: GamepadEmuView(const TouchControlConfig &config, float xres, float yres, bool *pause, ControlMapper *controlMapper, UI::LayoutParams *layoutParams); void Update() override; }; class GamepadComponent : public UI::View { public: GamepadComponent(std::string_view key, UI::LayoutParams *layoutParams); bool Key(const KeyInput &input) override { return false; } std::string DescribeText() const override; virtual bool IsDownByTouch() const { return false; } bool CanBeFocused() const override { return false; } protected: std::string key_; }; class MultiTouchButton : public GamepadComponent { public: MultiTouchButton(std::string_view key, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams) : GamepadComponent(key, layoutParams), scale_(scale), bgImg_(bgImg), bgDownImg_(bgDownImg), img_(img) { } bool Touch(const TouchInput &input) override; void Draw(UIContext &dc) override; void GetContentDimensions(const UIContext &dc, float &w, float &h) const override; virtual bool IsDownVisually() const { return false; } bool IsDownByTouch() const override { return pointerDownMask_ != 0; } // chainable MultiTouchButton *FlipImageH(bool flip) { flipImageH_ = flip; return this; } MultiTouchButton *SetAngle(float angle) { angle_ = angle; bgAngle_ = angle; return this; } MultiTouchButton *SetAngle(float angle, float bgAngle) { angle_ = angle; bgAngle_ = bgAngle; return this; } bool CanGlide() const; void SetMinimumAlpha(float minAlpha) { minimumAlpha_ = minAlpha; } protected: uint32_t pointerDownMask_ = 0; float scale_; private: ImageID bgImg_; ImageID bgDownImg_; ImageID img_; float bgAngle_ = 0.0f; float angle_ = 0.0f; bool flipImageH_ = false; float minimumAlpha_ = 0.0f; }; class BoolButton : public MultiTouchButton { public: BoolButton(bool *value, std::string_view key, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams) : MultiTouchButton(key, bgImg, bgDownImg, img, scale, layoutParams), value_(value) { } bool Touch(const TouchInput &input) override; bool IsDownVisually() const override { return *value_; } UI::Event OnChange; private: bool *value_; }; class PSPButton : public MultiTouchButton { public: PSPButton(int pspButtonBit, std::string_view key, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, UI::LayoutParams *layoutParams) : MultiTouchButton(key, bgImg, bgDownImg, img, scale, layoutParams), pspButtonBit_(pspButtonBit) { } bool Touch(const TouchInput &input) override; bool IsDownVisually() const override; private: int pspButtonBit_; }; class PSPDpad : public GamepadComponent { public: PSPDpad(ImageID arrowIndex, std::string_view key, ImageID arrowDownIndex, ImageID overlayIndex, float scale, float spacing, UI::LayoutParams *layoutParams); bool Touch(const TouchInput &input) override; void Draw(UIContext &dc) override; void GetContentDimensions(const UIContext &dc, float &w, float &h) const override; bool IsDownByTouch() const override { return down_ != 0; } private: void ProcessTouch(float x, float y, bool down, bool ignorePress); ImageID arrowIndex_; ImageID arrowDownIndex_; ImageID overlayIndex_; float scale_; float spacing_; int dragPointerId_; int down_; }; class PSPStick : public GamepadComponent { public: PSPStick(ImageID bgImg, std::string_view key, ImageID stickImg, ImageID stickDownImg, int stick, float scale, UI::LayoutParams *layoutParams); bool Touch(const TouchInput &input) override; void Draw(UIContext &dc) override; void GetContentDimensions(const UIContext &dc, float &w, float &h) const override; bool IsDownByTouch() const override { return dragPointerId_ != -1; } protected: int dragPointerId_ = -1; ImageID bgImg_; ImageID stickImageIndex_; ImageID stickDownImg_; int stick_; float stick_size_; float scale_; float centerX_ = -1.0f; float centerY_ = -1.0f; private: void ProcessTouch(float x, float y, bool down); }; class PSPCustomStick : public PSPStick { public: PSPCustomStick(ImageID bgImg, const char *key, ImageID stickImg, ImageID stickDownImg, int stick, float scale, UI::LayoutParams *layoutParams); bool Touch(const TouchInput &input) override; void Draw(UIContext &dc) override; private: void ProcessTouch(float x, float y, bool down); float posX_ = 0.0f; float posY_ = 0.0f; }; struct TouchControlConfig; // Initializes the layout from Config. if a default layout does not exist, it sets up default values void InitPadLayout(TouchControlConfig *config, DeviceOrientation orientation, float xres, float yres, float globalScale = 1.15f); UI::ViewGroup *CreatePadLayout(const TouchControlConfig &config, float xres, float yres, bool *pause, ControlMapper *controlMapper); const int D_pad_Radius = 50; const int baseActionButtonSpacing = 60; // Customizable buttons, press a combination of buttons specified by pspButtonBit. class CustomButton : public MultiTouchButton { public: CustomButton(uint64_t pspButtonBit, std::string_view key, bool toggle, bool repeat, ControlMapper* controllMapper, ImageID bgImg, ImageID bgDownImg, ImageID img, float scale, bool invertedContentDimension, UI::LayoutParams *layoutParams) : MultiTouchButton(key, bgImg, bgDownImg, img, scale, layoutParams), pspButtonBit_(pspButtonBit), toggle_(toggle), repeat_(repeat), controlMapper_(controllMapper), on_(false), invertedContentDimension_(invertedContentDimension) { } bool Touch(const TouchInput &input) override; void Update() override; bool IsDownVisually() const override; // For visual purpose bool IsDownByTouch() const override; void GetContentDimensions(const UIContext &dc, float &w, float &h) const override; private: uint64_t pspButtonBit_; bool toggle_; bool repeat_; int pressedFrames_ = 0; ControlMapper* controlMapper_; bool on_; bool invertedContentDimension_; // Swap width and height }; struct GestureControlConfig; class GestureGamepad : public UI::View { public: explicit GestureGamepad(ControlMapper* controlMapper, int zoneIndex, UI::LayoutParams *layoutParams) : UI::View(layoutParams), controlMapper_(controlMapper), zoneIndex_(zoneIndex) {} ~GestureGamepad(); bool Touch(const TouchInput &input) override; void Update() override; void Draw(UIContext &dc) override; protected: virtual std::string DescribeText() const override { return zoneIndex_ == 0 ? "gesture-left" : "gesture-right"; } private: const GestureControlConfig &GetZone(); int zoneIndex_; float lastX_ = 0.0f; float lastY_ = 0.0f; float deltaX_ = 0.0f; float deltaY_ = 0.0f; float downX_ = 0.0f; float downY_ = 0.0f; float lastTapRelease_ = 0.0f; float lastTouchDown_ = 0.0f; int dragPointerId_ = -1; bool swipeLeftReleased_ = true; bool swipeRightReleased_ = true; bool swipeUpReleased_ = true; bool swipeDownReleased_ = true; bool haveDoubleTapped_ = false; ControlMapper* controlMapper_; }; // Just edit this to add new image, shape or button function namespace CustomKeyData { // Image list struct keyImage { ImageID i; // ImageID float r; // Rotation angle in degree }; static const keyImage customKeyImages[] = { { ImageID("I_1"), 0.0f }, { ImageID("I_2"), 0.0f }, { ImageID("I_3"), 0.0f }, { ImageID("I_4"), 0.0f }, { ImageID("I_5"), 0.0f }, { ImageID("I_6"), 0.0f }, { ImageID("I_A"), 0.0f }, { ImageID("I_B"), 0.0f }, { ImageID("I_C"), 0.0f }, { ImageID("I_D"), 0.0f }, { ImageID("I_E"), 0.0f }, { ImageID("I_F"), 0.0f }, { ImageID("I_CIRCLE"), 0.0f }, { ImageID("I_CROSS"), 0.0f }, { ImageID("I_SQUARE"), 0.0f }, { ImageID("I_TRIANGLE"), 0.0f }, { ImageID("I_L"), 0.0f }, { ImageID("I_R"), 0.0f }, { ImageID("I_START"), 0.0f }, { ImageID("I_SELECT"), 0.0f }, { ImageID("I_CROSS"), 45.0f }, { ImageID("I_SQUARE"), 45.0f }, { ImageID("I_TRIANGLE"), 180.0f }, { ImageID("I_ARROW"), 90.0f}, { ImageID("I_ARROW"), 270.0f}, { ImageID("I_ARROW"), 0.0f}, { ImageID("I_ARROW"), 180.0f}, { ImageID("I_GEAR"), 0.0f}, { ImageID("I_ROTATE_LEFT"), 0.0f}, { ImageID("I_ROTATE_RIGHT"), 0.0f}, { ImageID("I_ARROW_LEFT"), 0.0f}, { ImageID("I_ARROW_RIGHT"), 0.0f}, { ImageID("I_ARROW_UP"), 0.0f}, { ImageID("I_ARROW_DOWN"), 0.0f}, { ImageID("I_THREE_DOTS"), 0.0f}, { ImageID("I_EMPTY"), 0.0f}, }; // Shape list struct keyShape { ImageID i; // ImageID ImageID l; // ImageID line version float r; // Rotation angle in dregree bool f; // Flip Horizontally bool d; // Invert height and width for context dimension (for example for 90 degree rot) }; static const keyShape customKeyShapes[] = { { ImageID("I_ROUND"), ImageID("I_ROUND_LINE"), 0.0f, false, false }, { ImageID("I_RECT"), ImageID("I_RECT_LINE"), 0.0f, false, false }, { ImageID("I_RECT"), ImageID("I_RECT_LINE"), 90.0f, false, true }, { ImageID("I_SHOULDER"), ImageID("I_SHOULDER_LINE"), 0.0f, false, false }, { ImageID("I_SHOULDER"), ImageID("I_SHOULDER_LINE"), 0.0f, true, false }, { ImageID("I_DIR"), ImageID("I_DIR_LINE"), 270.0f, false, true }, { ImageID("I_DIR"), ImageID("I_DIR_LINE"), 90.0f, false, true }, { ImageID("I_DIR"), ImageID("I_DIR_LINE"), 180.0f, false, false }, { ImageID("I_DIR"), ImageID("I_DIR_LINE"), 0.0f, false, false }, { ImageID("I_SQUARE_SHAPE"), ImageID("I_SQUARE_SHAPE_LINE"), 0.0f, false, false }, { ImageID("I_EMPTY"), ImageID("I_EMPTY"), 0.0f, false, false }, }; // Button list struct keyList { ImageID i; // UI ImageID uint32_t c; // Key code }; // For CustomButton. NOTE: This list can NOT be freely reordered! We store a bitmask of the indices. // NOTE 2: Unfortunately we messed up here, we should NOT have used ifdefs! This breaks the order. static const keyList g_customKeyList[] = { { ImageID("I_SQUARE"), CTRL_SQUARE }, { ImageID("I_TRIANGLE"), CTRL_TRIANGLE }, { ImageID("I_CIRCLE"), CTRL_CIRCLE }, { ImageID("I_CROSS"), CTRL_CROSS }, { ImageID::invalid(), CTRL_UP }, { ImageID::invalid(), CTRL_DOWN }, { ImageID::invalid(), CTRL_LEFT }, { ImageID::invalid(), CTRL_RIGHT }, { ImageID("I_START"), CTRL_START }, { ImageID("I_SELECT"), CTRL_SELECT }, { ImageID("I_L"), CTRL_LTRIGGER }, { ImageID("I_R"), CTRL_RTRIGGER }, { ImageID::invalid(), VIRTKEY_RAPID_FIRE }, { ImageID::invalid(), VIRTKEY_FASTFORWARD }, { ImageID::invalid(), VIRTKEY_SPEED_TOGGLE }, { ImageID::invalid(), VIRTKEY_REWIND }, { ImageID::invalid(), VIRTKEY_SAVE_STATE }, { ImageID::invalid(), VIRTKEY_LOAD_STATE }, { ImageID::invalid(), VIRTKEY_NEXT_SLOT }, #if !defined(MOBILE_DEVICE) // BAD!! { ImageID::invalid(), VIRTKEY_TOGGLE_FULLSCREEN }, #endif { ImageID::invalid(), VIRTKEY_SPEED_CUSTOM1 }, { ImageID::invalid(), VIRTKEY_SPEED_CUSTOM2 }, { ImageID::invalid(), VIRTKEY_TEXTURE_DUMP }, { ImageID::invalid(), VIRTKEY_TEXTURE_REPLACE }, { ImageID::invalid(), VIRTKEY_SCREENSHOT }, { ImageID::invalid(), VIRTKEY_MUTE_TOGGLE }, { ImageID::invalid(), VIRTKEY_OPENCHAT }, { ImageID::invalid(), VIRTKEY_ANALOG_ROTATE_CW }, { ImageID::invalid(), VIRTKEY_ANALOG_ROTATE_CCW }, { ImageID::invalid(), VIRTKEY_PAUSE }, { ImageID::invalid(), VIRTKEY_RESET_EMULATION }, { ImageID::invalid(), VIRTKEY_DEVMENU }, #ifndef MOBILE_DEVICE // BAD!!! { ImageID::invalid(), VIRTKEY_RECORD }, #endif { ImageID::invalid(), VIRTKEY_AXIS_X_MIN }, { ImageID::invalid(), VIRTKEY_AXIS_Y_MIN }, { ImageID::invalid(), VIRTKEY_AXIS_X_MAX }, { ImageID::invalid(), VIRTKEY_AXIS_Y_MAX }, { ImageID::invalid(), VIRTKEY_PREVIOUS_SLOT }, { ImageID::invalid(), VIRTKEY_TOGGLE_TOUCH_CONTROLS }, // 38 if !MOBILE_DEVICE, 36 if MOBILE_DEVICE. See IsDownForFadeoutCheck { ImageID::invalid(), VIRTKEY_TOGGLE_DEBUGGER }, { ImageID::invalid(), VIRTKEY_PAUSE_NO_MENU }, { ImageID::invalid(), VIRTKEY_TOGGLE_TILT }, // IMPORTANT: Only add at the end! }; static_assert(ARRAY_SIZE(g_customKeyList) <= 64, "Too many key for a uint64_t bit mask"); }; // Gesture key only have virtual button that can work without constant press namespace GestureKey { static const uint32_t keyList[] = { CTRL_SQUARE, CTRL_TRIANGLE, CTRL_CIRCLE, CTRL_CROSS, CTRL_UP, CTRL_DOWN, CTRL_LEFT, CTRL_RIGHT, CTRL_START, CTRL_SELECT, CTRL_LTRIGGER, CTRL_RTRIGGER, VIRTKEY_AXIS_Y_MAX, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX, VIRTKEY_SPEED_TOGGLE, VIRTKEY_REWIND, VIRTKEY_SAVE_STATE, VIRTKEY_LOAD_STATE, VIRTKEY_PREVIOUS_SLOT, VIRTKEY_NEXT_SLOT, VIRTKEY_TEXTURE_DUMP, VIRTKEY_TEXTURE_REPLACE, VIRTKEY_SCREENSHOT, VIRTKEY_MUTE_TOGGLE, VIRTKEY_OPENCHAT, VIRTKEY_PAUSE, VIRTKEY_DEVMENU, #ifndef MOBILE_DEVICE VIRTKEY_RECORD, #endif VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_X_MAX, VIRTKEY_AXIS_RIGHT_Y_MAX, VIRTKEY_TOGGLE_DEBUGGER, VIRTKEY_TOGGLE_TILT, }; } void GamepadTouch(); void GamepadResetTouch(); void GamepadUpdateOpacity(float force = -1.0f); float GamepadGetOpacity();