forked from dolphin-emu/dolphin
		
	Looking at the old code for the ButtonManager was a brainfsck. This fixes a ton of bugs I kept uncovering as I was moving along. Fixes the gamepad configuration file being incorrect. No longer treats touchscreen in a special way. Ends up as a regular device with a "Touchscreen" device name. Was incorrectly converting a index from integer to ButtonType. Wouldn't work due to the addition of some unused(in JNI) enumerators in ButtonType. Fixes an issue where a map had a key as an axis which was causing its binding to be overwritten for every axis that was used twice (eg main stick left and right); Fixes Triggers not working at all. Fixes DPad not working at all. Fixes C-Stick only half working. Removes touch screen specific nativelibrary types onTouchAxisEvent and onTouchEvent. Adds a configuration version configuration option. Allows easy configuration overwriting if the options need to be changed during updating. Supersedes github PR #291.
		
			
				
	
	
		
			83 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			83 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "InputCommon/ControllerInterface/Android/Android.h"
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namespace ciface
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{
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namespace Android
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{
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void Init( std::vector<Core::Device*>& devices )
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{
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	devices.push_back(new Touchscreen(0));
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	devices.push_back(new Touchscreen(1));
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	devices.push_back(new Touchscreen(2));
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	devices.push_back(new Touchscreen(3));
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}
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// Touchscreens and stuff
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std::string Touchscreen::GetName() const
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{
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	return "Touchscreen";
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}
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std::string Touchscreen::GetSource() const
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{
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	return "Android";
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}
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int Touchscreen::GetId() const
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{
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	return 0;
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}
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Touchscreen::Touchscreen(int padID)
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	: _padID(padID)
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{
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	AddInput(new Button(_padID, ButtonManager::BUTTON_A));
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	AddInput(new Button(_padID, ButtonManager::BUTTON_B));
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	AddInput(new Button(_padID, ButtonManager::BUTTON_START));
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	AddInput(new Button(_padID, ButtonManager::BUTTON_X));
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	AddInput(new Button(_padID, ButtonManager::BUTTON_Y));
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	AddInput(new Button(_padID, ButtonManager::BUTTON_Z));
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	AddInput(new Button(_padID, ButtonManager::BUTTON_UP));
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	AddInput(new Button(_padID, ButtonManager::BUTTON_DOWN));
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	AddInput(new Button(_padID, ButtonManager::BUTTON_LEFT));
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	AddInput(new Button(_padID, ButtonManager::BUTTON_RIGHT));
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	AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_MAIN_LEFT), new Axis(_padID, ButtonManager::STICK_MAIN_RIGHT));
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	AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_MAIN_UP), new Axis(_padID, ButtonManager::STICK_MAIN_DOWN));
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	AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_C_LEFT), new Axis(_padID, ButtonManager::STICK_C_RIGHT));
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	AddAnalogInputs(new Axis(_padID, ButtonManager::STICK_C_UP), new Axis(_padID, ButtonManager::STICK_C_DOWN));
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	AddAnalogInputs(new Axis(_padID, ButtonManager::TRIGGER_L), new Axis(_padID, ButtonManager::TRIGGER_L));
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	AddAnalogInputs(new Axis(_padID, ButtonManager::TRIGGER_R), new Axis(_padID, ButtonManager::TRIGGER_R));
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}
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// Buttons and stuff
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std::string Touchscreen::Button::GetName() const
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{
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	std::ostringstream ss;
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	ss << "Button " << (int)_index;
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	return ss.str();
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}
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ControlState Touchscreen::Button::GetState() const
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{
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	return ButtonManager::GetButtonPressed(_padID, _index);
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}
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std::string Touchscreen::Axis::GetName() const
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{
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	std::ostringstream ss;
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	ss << "Axis " << (int)_index;
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	return ss.str();
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}
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ControlState Touchscreen::Axis::GetState() const
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{
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	return ButtonManager::GetAxisValue(_padID, _index) * _neg;
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}
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}
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}
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