コード例 #1
0
ファイル: input.cpp プロジェクト: CraigularB/Provenance
void FCEUD_UpdateInput()
{
	bool joy=false,mouse=false;
	EMOVIEMODE FCEUMOVState = FCEUMOV_Mode();

  UpdateRawInputAndHotkeys();

	{
		for(int x=0;x<2;x++)
			switch(InputType[x])
		{
			case SI_GAMEPAD: joy=true; break;
			case SI_SNES: 
				UpdateGamepad(true);
				break;
			case SI_MOUSE: mouse=true; break;
			case SI_SNES_MOUSE: mouse=true; break;
			case SI_ARKANOID: mouse=true; break;
			case SI_ZAPPER: mouse=true; break;
			case SI_POWERPADA:
			case SI_POWERPADB:
				powerpadbuf[x]=UpdatePPadData(x);
				break;
		}

		switch(InputType[2])
		{
		case SIFC_ARKANOID: mouse=true; break;
		case SIFC_SHADOW:  mouse=true; break;
		case SIFC_FKB:
			if(cidisabled) 
				UpdateFKB();
			break;
		case SIFC_PEC586KB:
		case SIFC_SUBORKB:
			if(cidisabled) 
				UpdateSuborKB();
			break;
		case SIFC_HYPERSHOT: UpdateHyperShot();break;
		case SIFC_MAHJONG: UpdateMahjong();break;
		case SIFC_QUIZKING: UpdateQuizKing();break;
		case SIFC_FTRAINERB:
		case SIFC_FTRAINERA: UpdateFTrainer();break;
		case SIFC_TOPRIDER: UpdateTopRider();break;
		case SIFC_OEKAKIDS: mouse=true; break;
		}

		if(joy)
			UpdateGamepad(false);

		if(mouse)
			if(FCEUMOVState != MOVIEMODE_PLAY)	//FatRatKnight: Moved this if out of the function
				GetMouseData(MouseData);			//A more concise fix may be desired.
	}
}
コード例 #2
0
ファイル: EmuScreen.cpp プロジェクト: Almamu/ppsspp
void EmuScreen::update(InputState &input)
{
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	// First translate touches into pad input.
	UpdateGamepad(input);
	UpdateInputState(&input);

	// Then translate pad input into PSP pad input.

	static const int mapping[12][2] = {
		{PAD_BUTTON_A, CTRL_CROSS},
		{PAD_BUTTON_B, CTRL_CIRCLE},
		{PAD_BUTTON_X, CTRL_SQUARE},
		{PAD_BUTTON_Y, CTRL_TRIANGLE},
		{PAD_BUTTON_UP, CTRL_UP},
		{PAD_BUTTON_DOWN, CTRL_DOWN},
		{PAD_BUTTON_LEFT, CTRL_LEFT},
		{PAD_BUTTON_RIGHT, CTRL_RIGHT},
		{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
		{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
		{PAD_BUTTON_START, CTRL_START},
		{PAD_BUTTON_SELECT, CTRL_SELECT},
	};

	for (int i = 0; i < 12; i++) {
		if (input.pad_buttons_down & mapping[i][0]) {
			__CtrlButtonDown(mapping[i][1]);
		}
		if (input.pad_buttons_up & mapping[i][0]) {
			__CtrlButtonUp(mapping[i][1]);
		}
	}
	__CtrlSetAnalog(input.pad_lstick_x, input.pad_lstick_y);

	if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK)) {
		if (g_Config.bBufferedRendering)
			fbo_unbind();
		screenManager()->push(new InGameMenuScreen());
	}
}
コード例 #3
0
ファイル: input.c プロジェクト: CatalystG/fceu-next
void FCEUD_UpdateInput(void) {
	int x;
	int t = 0;

	KeyboardUpdateState();
	UpdateJoysticks();

	//UpdatePhysicalInput();
	KeyboardCommands();

	for (x = 0; x < 2; x++)
		switch (InputType[x]) {
		case SI_GAMEPAD: t |= 1; break;
		case SI_ARKANOID: t |= 2; break;
		case SI_MOUSE: t |= 2; break;
		case SI_ZAPPER: t |= 2; break;
		case SI_POWERPADA:
		case SI_POWERPADB: powerpadbuf[x] = UpdatePPadData(x); break;
		}

	switch (InputType[2]) {
	case SIFC_ARKANOID: t |= 2; break;
	case SIFC_SHADOW: t |= 2; break;
	case SIFC_FKB: if (cidisabled) UpdateFKB(); break;
	case SIFC_SUBORKB: if (cidisabled) UpdateSuborKB(); break;
	case SIFC_HYPERSHOT: UpdateHyperShot(); break;
	case SIFC_MAHJONG: UpdateMahjong(); break;
	case SIFC_QUIZKING: UpdateQuizKing(); break;
	case SIFC_FTRAINERB:
	case SIFC_FTRAINERA: UpdateFTrainer(); break;
	case SIFC_TOPRIDER: UpdateTopRider(); break;
	case SIFC_OEKAKIDS: t |= 2; break;
	}

	if (t & 1)
		UpdateGamepad();

	if (t & 2)
		GetMouseData(MouseData);
}
コード例 #4
0
ファイル: EmuScreen.cpp プロジェクト: arnastia/ppsspp
void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	float leftstick_x = 0.0f;
	float leftstick_y = 0.0f;
	float rightstick_x = 0.0f;
	float rightstick_y = 0.0f;

	// Virtual keys.
	__CtrlSetRapidFire(virtKeys[VIRTKEY_RAPID_FIRE - VIRTKEY_FIRST]);

	// First translate touches into native pad input.
	// Do this no matter the value of g_Config.bShowTouchControls, some people
	// like to use invisible controls...
	// Don't force on platforms that likely don't have a touchscreen, like Win32, OSX, and Linux...
	// TODO: What are good ifdefs for OSX and Linux, without breaking other mobile platforms?
#ifdef _WIN32
	if(g_Config.bShowTouchControls) {
#endif
		// TODO: Make new better touch buttons so we don't have to do this crap.

		// Copy over the mouse data from the real inputstate.
		fakeInputState.mouse_valid = input.mouse_valid;
		fakeInputState.pad_last_buttons = fakeInputState.pad_buttons;
		fakeInputState.pad_buttons = input.pad_buttons;
		memcpy(fakeInputState.pointer_down, input.pointer_down, sizeof(input.pointer_down));
		memcpy(fakeInputState.pointer_x, input.pointer_x, sizeof(input.pointer_x));
		memcpy(fakeInputState.pointer_y, input.pointer_y, sizeof(input.pointer_y));
		fakeInputState.pad_lstick_x = 0.0f;
		fakeInputState.pad_lstick_y = 0.0f;
		fakeInputState.pad_rstick_x = 0.0f;
		fakeInputState.pad_rstick_y = 0.0f;
		UpdateGamepad(fakeInputState);
		UpdateInputState(&fakeInputState);

		for (size_t i = 0; i < ARRAY_SIZE(legacy_touch_mapping); i++) {
			if (fakeInputState.pad_buttons_down & legacy_touch_mapping[i].from)
				__CtrlButtonDown(legacy_touch_mapping[i].to);
			if (fakeInputState.pad_buttons_up & legacy_touch_mapping[i].from)
				__CtrlButtonUp(legacy_touch_mapping[i].to);
		}
		leftstick_x += fakeInputState.pad_lstick_x;
		leftstick_y += fakeInputState.pad_lstick_y;
		rightstick_x += fakeInputState.pad_rstick_x;
		rightstick_y += fakeInputState.pad_rstick_y;

		if (g_Config.bShowAnalogStick) {
			__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
			__CtrlSetAnalogY(clamp1(leftstick_y), CTRL_STICK_LEFT);
		}
		__CtrlSetAnalogX(clamp1(rightstick_x), CTRL_STICK_RIGHT);
		__CtrlSetAnalogY(clamp1(rightstick_y), CTRL_STICK_RIGHT);

		// Also send the special buttons to input, since that's where they're handled.
		input.pad_buttons_down |= fakeInputState.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB | PAD_BUTTON_LEFT_THUMB);
		input.pad_buttons_up |= fakeInputState.pad_buttons_up & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB | PAD_BUTTON_LEFT_THUMB);
		input.pad_buttons = fakeInputState.pad_buttons;
#ifdef _WIN32
	}
#endif

	// Still checking input.pad_buttons here to support the onscreen throttle button.
	PSP_CoreParameter().unthrottle = virtKeys[VIRTKEY_UNTHROTTLE - VIRTKEY_FIRST] ||
		(input.pad_buttons & PAD_BUTTON_UNTHROTTLE) != 0;

	// Apply tilt to left stick
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		leftstick_x += clamp1(curve1(input.acc.y) * 2.0f);
		__CtrlSetAnalogX(clamp1(leftstick_x), CTRL_STICK_LEFT);
	}

	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1) {
		PSP_CoreParameter().fpsLimit = 0;
	}

	// This is still here to support the iOS on screen back button.
	if (input.pad_buttons_down & (PAD_BUTTON_BACK)) {
		screenManager()->push(new PauseScreen());
	}
}
コード例 #5
0
ファイル: EmuScreen.cpp プロジェクト: ScarletRhapsody/ppsspp
void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	// First translate touches into native pad input.
	// Do this no matter the value of g_Config.bShowTouchControls, some people
	// like to use invisible controls...
	// Don't force on platforms that likely don't have a touchscreen, like Win32, OSX, and Linux...
	// TODO: What are good ifdefs for OSX and Linux, without breaking other mobile platforms?
#ifdef _WIN32
	if(g_Config.bShowTouchControls) {
#endif
		UpdateGamepad(input);

		UpdateInputState(&input);
#ifdef _WIN32
	}
#endif

	// Then translate pad input into PSP pad input. Also, add in tilt.
	static const int mapping[12][2] = {
		{PAD_BUTTON_A, CTRL_CROSS},
		{PAD_BUTTON_B, CTRL_CIRCLE},
		{PAD_BUTTON_X, CTRL_SQUARE},
		{PAD_BUTTON_Y, CTRL_TRIANGLE},
		{PAD_BUTTON_UP, CTRL_UP},
		{PAD_BUTTON_DOWN, CTRL_DOWN},
		{PAD_BUTTON_LEFT, CTRL_LEFT},
		{PAD_BUTTON_RIGHT, CTRL_RIGHT},
		{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
		{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
		{PAD_BUTTON_START, CTRL_START},
		{PAD_BUTTON_SELECT, CTRL_SELECT},
	};

	for (int i = 0; i < 12; i++) {
		if (input.pad_buttons_down & mapping[i][0]) {
			__CtrlButtonDown(mapping[i][1]);
		}
		if (input.pad_buttons_up & mapping[i][0]) {
			__CtrlButtonUp(mapping[i][1]);
		}
	}

	float stick_x = input.pad_lstick_x;
	float stick_y = input.pad_lstick_y;
	float rightstick_x = input.pad_rstick_x;
	float rightstick_y = input.pad_rstick_y;
	
	I18NCategory *s = GetI18NCategory("Screen"); 

	// Apply tilt to left stick
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		stick_x += clamp1(curve1(input.acc.y) * 2.0f);
		stick_x = clamp1(stick_x);
	}

	__CtrlSetAnalog(stick_x, stick_y, 0);
	__CtrlSetAnalog(rightstick_x, rightstick_x, 1);

	if (PSP_CoreParameter().fpsLimit != 2) {
		// Don't really need to show these, it's pretty obvious what unthrottle does,
		// in contrast to the three state toggle
		/*
		if (input.pad_buttons_down & PAD_BUTTON_UNTHROTTLE) {
			osm.Show(s->T("unlimited", "Speed: unlimited!"), 1.0, 0x50E0FF);
		}
		if (input.pad_buttons_up & PAD_BUTTON_UNTHROTTLE) {
			osm.Show(s->T("standard", "Speed: standard"), 1.0);
		}*/
	}
	if (input.pad_buttons & PAD_BUTTON_UNTHROTTLE) {
		PSP_CoreParameter().unthrottle = true;
	} else {
		PSP_CoreParameter().unthrottle = false;
	}
	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1 && PSP_CoreParameter().fpsLimit != 2) {
		PSP_CoreParameter().fpsLimit = 0;
	}

	//Toggle between 3 different states of fpsLimit
	if (input.pad_buttons_down & PAD_BUTTON_LEFT_THUMB) {
		if (PSP_CoreParameter().fpsLimit == 0) {
			PSP_CoreParameter().fpsLimit = 1;
			osm.Show(s->T("fixed", "Speed: fixed"), 1.0);
		}
		else if (PSP_CoreParameter().fpsLimit == 1) {
			PSP_CoreParameter().fpsLimit = 2;
			osm.Show(s->T("unlimited", "Speed: unlimited!"), 1.0, 0x50E0FF);
		}
		else if (PSP_CoreParameter().fpsLimit == 2) {
			PSP_CoreParameter().fpsLimit = 0;
			osm.Show(s->T("standard", "Speed: standard"), 1.0);
		}
	}

	if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB)) {
		if (g_Config.bBufferedRendering)
			fbo_unbind();
		screenManager()->push(new PauseScreen());
	}
}
コード例 #6
0
ファイル: EmuScreen.cpp プロジェクト: iattilagy/ppsspp
void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	// First translate touches into native pad input.
	if (g_Config.bShowTouchControls)
		UpdateGamepad(input);

	UpdateInputState(&input);

	// Then translate pad input into PSP pad input. Also, add in tilt.
	static const int mapping[12][2] = {
		{PAD_BUTTON_A, CTRL_CROSS},
		{PAD_BUTTON_B, CTRL_CIRCLE},
		{PAD_BUTTON_X, CTRL_SQUARE},
		{PAD_BUTTON_Y, CTRL_TRIANGLE},
		{PAD_BUTTON_UP, CTRL_UP},
		{PAD_BUTTON_DOWN, CTRL_DOWN},
		{PAD_BUTTON_LEFT, CTRL_LEFT},
		{PAD_BUTTON_RIGHT, CTRL_RIGHT},
		{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
		{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
		{PAD_BUTTON_START, CTRL_START},
		{PAD_BUTTON_SELECT, CTRL_SELECT},
	};

	for (int i = 0; i < 12; i++) {
		if (input.pad_buttons_down & mapping[i][0]) {
			__CtrlButtonDown(mapping[i][1]);
		}
		if (input.pad_buttons_up & mapping[i][0]) {
			__CtrlButtonUp(mapping[i][1]);
		}
	}

	float stick_x = input.pad_lstick_x;
	float stick_y = input.pad_lstick_y;
	// Apply tilt
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		stick_x += clamp1(curve1(input.acc.y) * 2.0f);
		stick_x = clamp1(stick_x);
	}

	__CtrlSetAnalog(stick_x, stick_y);

	if (input.pad_buttons & PAD_BUTTON_LEFT_THUMB) {
		PSP_CoreParameter().unthrottle = true;
	} else {
		PSP_CoreParameter().unthrottle = false;
	}

	if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB)) {
		if (g_Config.bBufferedRendering)
			fbo_unbind();
		screenManager()->push(new PauseScreen());
	}
}
コード例 #7
0
ファイル: EmuScreen.cpp プロジェクト: Jinkgo/ppsspp
void EmuScreen::update(InputState &input) {
	globalUIState = UISTATE_INGAME;
	if (errorMessage_.size()) {
		screenManager()->push(new ErrorScreen(
			"Error loading file",
			errorMessage_));
		errorMessage_ = "";
		return;
	}

	if (invalid_)
		return;

	// First translate touches into native pad input.
	// Do this no matter the value of g_Config.bShowTouchControls, some people
	// like to use invisible controls...
	UpdateGamepad(input);

	UpdateInputState(&input);

	// Then translate pad input into PSP pad input. Also, add in tilt.
	static const int mapping[12][2] = {
		{PAD_BUTTON_A, CTRL_CROSS},
		{PAD_BUTTON_B, CTRL_CIRCLE},
		{PAD_BUTTON_X, CTRL_SQUARE},
		{PAD_BUTTON_Y, CTRL_TRIANGLE},
		{PAD_BUTTON_UP, CTRL_UP},
		{PAD_BUTTON_DOWN, CTRL_DOWN},
		{PAD_BUTTON_LEFT, CTRL_LEFT},
		{PAD_BUTTON_RIGHT, CTRL_RIGHT},
		{PAD_BUTTON_LBUMPER, CTRL_LTRIGGER},
		{PAD_BUTTON_RBUMPER, CTRL_RTRIGGER},
		{PAD_BUTTON_START, CTRL_START},
		{PAD_BUTTON_SELECT, CTRL_SELECT},
	};

	for (int i = 0; i < 12; i++) {
		if (input.pad_buttons_down & mapping[i][0]) {
			__CtrlButtonDown(mapping[i][1]);
		}
		if (input.pad_buttons_up & mapping[i][0]) {
			__CtrlButtonUp(mapping[i][1]);
		}
	}

	float stick_x = input.pad_lstick_x;
	float stick_y = input.pad_lstick_y;
	float rightstick_x = input.pad_rstick_x;
	float rightstick_y = input.pad_rstick_y;

	// Apply tilt to left stick
	if (g_Config.bAccelerometerToAnalogHoriz) {
		// TODO: Deadzone, etc.
		stick_x += clamp1(curve1(input.acc.y) * 2.0f);
		stick_x = clamp1(stick_x);
	}

	__CtrlSetAnalog(stick_x, stick_y, 0);
	__CtrlSetAnalog(rightstick_x, rightstick_x, 1);

	if (input.pad_buttons & PAD_BUTTON_UNTHROTTLE) {
		PSP_CoreParameter().unthrottle = true;
	} else {
		PSP_CoreParameter().unthrottle = false;
	}
	// Make sure fpsLimit starts at 0
	if (PSP_CoreParameter().fpsLimit != 0 && PSP_CoreParameter().fpsLimit != 1 && PSP_CoreParameter().fpsLimit != 2) {
		PSP_CoreParameter().fpsLimit = 0;
	}
	//Toggle between 3 different states of fpsLimit
	if (input.pad_buttons_down & PAD_BUTTON_LEFT_THUMB) {
		if (PSP_CoreParameter().fpsLimit == 0){
			PSP_CoreParameter().fpsLimit = 1;
		}
		else if (PSP_CoreParameter().fpsLimit == 1){
			PSP_CoreParameter().fpsLimit = 2;
		}
		else if (PSP_CoreParameter().fpsLimit == 2){
			PSP_CoreParameter().fpsLimit = 0;
		}
	}
	
	
	

	if (input.pad_buttons_down & (PAD_BUTTON_MENU | PAD_BUTTON_BACK | PAD_BUTTON_RIGHT_THUMB)) {
		if (g_Config.bBufferedRendering)
			fbo_unbind();
		screenManager()->push(new PauseScreen());
	}
}