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Add a Androind ControllerInterface class for allowing input in a non-hacky way. Add a default GCPad.ini file so it actually works.
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11 changed files with 183 additions and 33 deletions
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Source/Core/InputCommon/Src/Android/ButtonManager.cpp
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Source/Core/InputCommon/Src/Android/ButtonManager.cpp
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <vector>
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#include "GLInterface.h"
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#include "Android/TextureLoader.h"
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#include "Android/ButtonManager.h"
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extern void DrawButton(GLuint tex, float *coords);
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namespace ButtonManager
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{
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std::vector<Button*> m_buttons;
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// XXX: This needs to not be here so we can load the locations from file
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// This will allow customizable button locations in the future
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// These are the OpenGL on screen coordinates
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float m_coords[][8] = { // X, Y, X, EY, EX, EY, EX, Y
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{0.75f, -1.0f, 0.75f, -0.75f, 1.0f, -0.75f, 1.0f, -1.0f}, // A
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{0.50f, -1.0f, 0.50f, -0.75f, 0.75f, -0.75f, 0.75f, -1.0f}, // B
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{-0.10f, -1.0f, -0.10f, -0.80f, 0.10f, -0.80f, 0.10f, -1.0f}, // Start
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};
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void Init()
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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// Initialize our buttons
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m_buttons.push_back(new Button("ButtonA.png", BUTTON_A, m_coords[0]));
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m_buttons.push_back(new Button("ButtonB.png", BUTTON_B, m_coords[1]));
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m_buttons.push_back(new Button("ButtonStart.png", BUTTON_START, m_coords[2]));
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}
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bool GetButtonPressed(ButtonType button)
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{
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for (auto it = m_buttons.begin(); it != m_buttons.end(); ++it)
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if ((*it)->GetButtonType() == button)
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return (*it)->Pressed();
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return false;
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}
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void TouchEvent(int action, float x, float y)
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{
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// Actions
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// 0 is press
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// 1 is let go
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// 2 is move
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for (auto it = m_buttons.begin(); it != m_buttons.end(); ++it)
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{
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float *coords = (*it)->GetCoords();
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if ( x >= coords[0] &&
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x <= coords[4] &&
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y >= coords[1] &&
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y <= coords[3])
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{
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if (action == 0)
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(*it)->SetState(BUTTON_PRESSED);
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if (action == 1)
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(*it)->SetState(BUTTON_RELEASED);
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if (action == 2)
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; // XXX: Be used later for analog stick
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}
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}
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}
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void Shutdown()
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{
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for(auto it = m_buttons.begin(); it != m_buttons.end(); ++it)
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delete *it;
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}
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void DrawButtons()
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{
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for(auto it = m_buttons.begin(); it != m_buttons.end(); ++it)
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DrawButton((*it)->GetTexture(), (*it)->GetCoords());
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}
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}
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