Merge pull request #9456 from german77/virtual_gamepad
input_common: Add virtual gamepad
This commit is contained in:
commit
771e450bcc
7 changed files with 274 additions and 0 deletions
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@ -20,6 +20,8 @@ add_library(input_common STATIC
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drivers/udp_client.h
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drivers/virtual_amiibo.cpp
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drivers/virtual_amiibo.h
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drivers/virtual_gamepad.cpp
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drivers/virtual_gamepad.h
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helpers/stick_from_buttons.cpp
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helpers/stick_from_buttons.h
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helpers/touch_from_buttons.cpp
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78
src/input_common/drivers/virtual_gamepad.cpp
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78
src/input_common/drivers/virtual_gamepad.cpp
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@ -0,0 +1,78 @@
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// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "input_common/drivers/virtual_gamepad.h"
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namespace InputCommon {
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constexpr std::size_t PlayerIndexCount = 10;
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VirtualGamepad::VirtualGamepad(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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for (std::size_t i = 0; i < PlayerIndexCount; i++) {
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PreSetController(GetIdentifier(i));
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}
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}
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void VirtualGamepad::SetButtonState(std::size_t player_index, int button_id, bool value) {
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if (player_index > PlayerIndexCount) {
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return;
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}
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const auto identifier = GetIdentifier(player_index);
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SetButton(identifier, button_id, value);
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}
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void VirtualGamepad::SetButtonState(std::size_t player_index, VirtualButton button_id, bool value) {
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SetButtonState(player_index, static_cast<int>(button_id), value);
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}
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void VirtualGamepad::SetStickPosition(std::size_t player_index, int axis_id, float x_value,
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float y_value) {
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if (player_index > PlayerIndexCount) {
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return;
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}
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const auto identifier = GetIdentifier(player_index);
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SetAxis(identifier, axis_id * 2, x_value);
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SetAxis(identifier, (axis_id * 2) + 1, y_value);
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}
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void VirtualGamepad::SetStickPosition(std::size_t player_index, VirtualStick axis_id, float x_value,
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float y_value) {
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SetStickPosition(player_index, static_cast<int>(axis_id), x_value, y_value);
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}
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void VirtualGamepad::ResetControllers() {
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for (std::size_t i = 0; i < PlayerIndexCount; i++) {
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SetStickPosition(i, VirtualStick::Left, 0.0f, 0.0f);
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SetStickPosition(i, VirtualStick::Right, 0.0f, 0.0f);
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SetButtonState(i, VirtualButton::ButtonA, false);
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SetButtonState(i, VirtualButton::ButtonB, false);
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SetButtonState(i, VirtualButton::ButtonX, false);
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SetButtonState(i, VirtualButton::ButtonY, false);
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SetButtonState(i, VirtualButton::StickL, false);
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SetButtonState(i, VirtualButton::StickR, false);
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SetButtonState(i, VirtualButton::TriggerL, false);
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SetButtonState(i, VirtualButton::TriggerR, false);
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SetButtonState(i, VirtualButton::TriggerZL, false);
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SetButtonState(i, VirtualButton::TriggerZR, false);
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SetButtonState(i, VirtualButton::ButtonPlus, false);
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SetButtonState(i, VirtualButton::ButtonMinus, false);
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SetButtonState(i, VirtualButton::ButtonLeft, false);
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SetButtonState(i, VirtualButton::ButtonUp, false);
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SetButtonState(i, VirtualButton::ButtonRight, false);
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SetButtonState(i, VirtualButton::ButtonDown, false);
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SetButtonState(i, VirtualButton::ButtonSL, false);
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SetButtonState(i, VirtualButton::ButtonSR, false);
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SetButtonState(i, VirtualButton::ButtonHome, false);
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SetButtonState(i, VirtualButton::ButtonCapture, false);
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}
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}
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PadIdentifier VirtualGamepad::GetIdentifier(std::size_t player_index) const {
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return {
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.guid = Common::UUID{},
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.port = player_index,
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.pad = 0,
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};
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}
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} // namespace InputCommon
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73
src/input_common/drivers/virtual_gamepad.h
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73
src/input_common/drivers/virtual_gamepad.h
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@ -0,0 +1,73 @@
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// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "input_common/input_engine.h"
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namespace InputCommon {
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/**
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* A virtual controller that is always assigned to the game input
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*/
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class VirtualGamepad final : public InputEngine {
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public:
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enum class VirtualButton {
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ButtonA,
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ButtonB,
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ButtonX,
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ButtonY,
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StickL,
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StickR,
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TriggerL,
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TriggerR,
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TriggerZL,
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TriggerZR,
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ButtonPlus,
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ButtonMinus,
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ButtonLeft,
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ButtonUp,
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ButtonRight,
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ButtonDown,
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ButtonSL,
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ButtonSR,
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ButtonHome,
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ButtonCapture,
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};
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enum class VirtualStick {
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Left = 0,
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Right = 1,
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};
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explicit VirtualGamepad(std::string input_engine_);
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/**
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* Sets the status of all buttons bound with the key to pressed
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* @param player_index the player number that will take this action
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* @param button_id the id of the button
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* @param value indicates if the button is pressed or not
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*/
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void SetButtonState(std::size_t player_index, int button_id, bool value);
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void SetButtonState(std::size_t player_index, VirtualButton button_id, bool value);
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/**
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* Sets the status of all buttons bound with the key to released
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* @param player_index the player number that will take this action
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* @param axis_id the id of the axis to move
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* @param x_value the position of the stick in the x axis
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* @param y_value the position of the stick in the y axis
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*/
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void SetStickPosition(std::size_t player_index, int axis_id, float x_value, float y_value);
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void SetStickPosition(std::size_t player_index, VirtualStick axis_id, float x_value,
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float y_value);
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/// Restores all inputs into the neutral position
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void ResetControllers();
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private:
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/// Returns the correct identifier corresponding to the player index
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PadIdentifier GetIdentifier(std::size_t player_index) const;
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};
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} // namespace InputCommon
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@ -12,6 +12,7 @@
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#include "input_common/drivers/touch_screen.h"
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#include "input_common/drivers/udp_client.h"
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#include "input_common/drivers/virtual_amiibo.h"
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#include "input_common/drivers/virtual_gamepad.h"
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#include "input_common/helpers/stick_from_buttons.h"
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#include "input_common/helpers/touch_from_buttons.h"
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#include "input_common/input_engine.h"
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@ -85,6 +86,12 @@ struct InputSubsystem::Impl {
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Common::Input::RegisterOutputFactory(virtual_amiibo->GetEngineName(),
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virtual_amiibo_output_factory);
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virtual_gamepad = std::make_shared<VirtualGamepad>("virtual_gamepad");
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virtual_gamepad->SetMappingCallback(mapping_callback);
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virtual_gamepad_input_factory = std::make_shared<InputFactory>(virtual_gamepad);
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Common::Input::RegisterInputFactory(virtual_gamepad->GetEngineName(),
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virtual_gamepad_input_factory);
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#ifdef HAVE_SDL2
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sdl = std::make_shared<SDLDriver>("sdl");
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sdl->SetMappingCallback(mapping_callback);
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@ -132,6 +139,9 @@ struct InputSubsystem::Impl {
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Common::Input::UnregisterOutputFactory(virtual_amiibo->GetEngineName());
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virtual_amiibo.reset();
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Common::Input::UnregisterInputFactory(virtual_gamepad->GetEngineName());
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virtual_gamepad.reset();
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#ifdef HAVE_SDL2
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Common::Input::UnregisterInputFactory(sdl->GetEngineName());
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Common::Input::UnregisterOutputFactory(sdl->GetEngineName());
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@ -290,6 +300,9 @@ struct InputSubsystem::Impl {
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if (engine == tas_input->GetEngineName()) {
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return true;
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}
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if (engine == virtual_gamepad->GetEngineName()) {
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return true;
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}
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#ifdef HAVE_SDL2
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if (engine == sdl->GetEngineName()) {
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return true;
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@ -338,6 +351,7 @@ struct InputSubsystem::Impl {
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std::shared_ptr<CemuhookUDP::UDPClient> udp_client;
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std::shared_ptr<Camera> camera;
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std::shared_ptr<VirtualAmiibo> virtual_amiibo;
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std::shared_ptr<VirtualGamepad> virtual_gamepad;
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std::shared_ptr<InputFactory> keyboard_factory;
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std::shared_ptr<InputFactory> mouse_factory;
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@ -347,6 +361,7 @@ struct InputSubsystem::Impl {
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std::shared_ptr<InputFactory> tas_input_factory;
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std::shared_ptr<InputFactory> camera_input_factory;
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std::shared_ptr<InputFactory> virtual_amiibo_input_factory;
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std::shared_ptr<InputFactory> virtual_gamepad_input_factory;
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std::shared_ptr<OutputFactory> keyboard_output_factory;
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std::shared_ptr<OutputFactory> mouse_output_factory;
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@ -423,6 +438,14 @@ const VirtualAmiibo* InputSubsystem::GetVirtualAmiibo() const {
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return impl->virtual_amiibo.get();
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}
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VirtualGamepad* InputSubsystem::GetVirtualGamepad() {
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return impl->virtual_gamepad.get();
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}
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const VirtualGamepad* InputSubsystem::GetVirtualGamepad() const {
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return impl->virtual_gamepad.get();
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}
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std::vector<Common::ParamPackage> InputSubsystem::GetInputDevices() const {
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return impl->GetInputDevices();
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}
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@ -34,6 +34,7 @@ class Keyboard;
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class Mouse;
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class TouchScreen;
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class VirtualAmiibo;
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class VirtualGamepad;
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struct MappingData;
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} // namespace InputCommon
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@ -108,6 +109,12 @@ public:
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/// Retrieves the underlying virtual amiibo input device.
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[[nodiscard]] const VirtualAmiibo* GetVirtualAmiibo() const;
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/// Retrieves the underlying virtual gamepad input device.
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[[nodiscard]] VirtualGamepad* GetVirtualGamepad();
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/// Retrieves the underlying virtual gamepad input device.
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[[nodiscard]] const VirtualGamepad* GetVirtualGamepad() const;
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/**
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* Returns all available input devices that this Factory can create a new device with.
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* Each returned ParamPackage should have a `display` field used for display, a `engine` field
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