dolphin/Source/Core/Core/HW/GBAPadEmu.cpp
JosJuice e0562abb7d ControllerEmu: Add default mappings for Android
Unlike PCs, Android doesn't really have any input method (not counting
touch) that can reasonably be expected to exist on most devices.
Because of this, I don't think shipping with a default mapping for the
buttons and sticks of GameCube controllers and Wii Remotes makes sense.
I would however like to ship default mappings for a few things:

1. Mapping the Wii Remote's accelerometer and gyroscope to the device's
   accelerometer and gyroscope. This functionality is useful mainly
   for people who use the touchscreen, but can also be useful when
   using a clip-on controller. The disadvantage of having this mapped
   by default is that games disable pointer input if the accelerometer
   reports that the Wii Remote is pointed at the ceiling.

2. Mapping GC keyboards for use with a physical keyboard, like on PC.
   After all, there's no other way of mapping them that makes sense.

3. Mapping rumble to the device's vibrator.

Aside from the GC keyboards, this approach is effectively the same as
what we were doing before the input overhaul.
2023-03-03 22:28:23 +01:00

106 lines
2.9 KiB
C++

// Copyright 2021 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "Core/HW/GBAPadEmu.h"
#include <fmt/format.h>
#include "InputCommon/ControllerEmu/Control/Input.h"
#include "InputCommon/ControllerEmu/ControlGroup/Buttons.h"
#include "InputCommon/GCPadStatus.h"
static const u16 dpad_bitmasks[] = {PAD_BUTTON_UP, PAD_BUTTON_DOWN, PAD_BUTTON_LEFT,
PAD_BUTTON_RIGHT};
static const u16 button_bitmasks[] = {PAD_BUTTON_B, PAD_BUTTON_A, PAD_TRIGGER_L,
PAD_TRIGGER_R, PAD_TRIGGER_Z, PAD_BUTTON_START};
GBAPad::GBAPad(const unsigned int index) : m_reset_pending(false), m_index(index)
{
// Buttons
groups.emplace_back(m_buttons = new ControllerEmu::Buttons(BUTTONS_GROUP));
for (const char* named_button : {B_BUTTON, A_BUTTON, L_BUTTON, R_BUTTON})
{
m_buttons->AddInput(ControllerEmu::DoNotTranslate, named_button);
}
for (const char* named_button : {SELECT_BUTTON, START_BUTTON})
{
m_buttons->AddInput(ControllerEmu::Translate, named_button);
}
// DPad
groups.emplace_back(m_dpad = new ControllerEmu::Buttons(DPAD_GROUP));
for (const char* named_direction : named_directions)
{
m_dpad->AddInput(ControllerEmu::Translate, named_direction);
}
}
std::string GBAPad::GetName() const
{
return fmt::format("GBA{}", m_index + 1);
}
ControllerEmu::ControlGroup* GBAPad::GetGroup(GBAPadGroup group) const
{
switch (group)
{
case GBAPadGroup::Buttons:
return m_buttons;
case GBAPadGroup::DPad:
return m_dpad;
default:
return nullptr;
}
}
GCPadStatus GBAPad::GetInput()
{
const auto lock = GetStateLock();
GCPadStatus pad = {};
// Buttons
m_buttons->GetState(&pad.button, button_bitmasks, m_input_override_function);
// DPad
m_dpad->GetState(&pad.button, dpad_bitmasks, m_input_override_function);
// Use X button as a reset signal
if (m_reset_pending)
pad.button |= PAD_BUTTON_X;
m_reset_pending = false;
return pad;
}
void GBAPad::SetReset(bool reset)
{
const auto lock = GetStateLock();
m_reset_pending = reset;
}
void GBAPad::LoadDefaults(const ControllerInterface& ciface)
{
EmulatedController::LoadDefaults(ciface);
#ifndef ANDROID
// Buttons
m_buttons->SetControlExpression(0, "`Z`"); // B
m_buttons->SetControlExpression(1, "`X`"); // A
m_buttons->SetControlExpression(2, "`Q`"); // L
m_buttons->SetControlExpression(3, "`W`"); // R
#ifdef _WIN32
m_buttons->SetControlExpression(4, "`BACK`"); // Select
m_buttons->SetControlExpression(5, "`RETURN`"); // Start
#else
m_buttons->SetControlExpression(4, "`Backspace`"); // Select
m_buttons->SetControlExpression(5, "`Return`"); // Start
#endif
// D-Pad
m_dpad->SetControlExpression(0, "`T`"); // Up
m_dpad->SetControlExpression(1, "`G`"); // Down
m_dpad->SetControlExpression(2, "`F`"); // Left
m_dpad->SetControlExpression(3, "`H`"); // Right
#endif
}