Files
ppsspp/UI/GamepadEmu.cpp

1287 lines
43 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include "Common/Data/Color/RGBAUtil.h"
#include "Common/Data/Text/I18n.h"
#include "Common/System/Display.h"
#include "Common/System/System.h"
#include "Common/Render/TextureAtlas.h"
#include "Common/Math/math_util.h"
#include "Common/UI/Context.h"
#include "Common/Log.h"
#include "Common/TimeUtil.h"
#include "Core/Config.h"
#include "Core/Core.h"
#include "Core/System.h"
#include "Core/HLE/sceCtrl.h"
#include "Core/ControlMapper.h"
#include "UI/GamepadEmu.h"
const float TOUCH_SCALE_FACTOR = 1.5f;
static uint32_t usedPointerMask = 0;
static uint32_t analogPointerMask = 0;
static float g_gamepadOpacity;
static double g_lastTouch;
MultiTouchButton *primaryButton[TOUCH_MAX_POINTERS]{};
std::set<int> g_activeGesturePointers;
void GamepadUpdateOpacity(float force) {
if (force >= 0.0f) {
g_gamepadOpacity = force;
return;
}
if (coreState == CORE_RUNTIME_ERROR || coreState == CORE_POWERDOWN || coreState == CORE_STEPPING_GE) {
// No need to show the controls.
g_gamepadOpacity = 0.0f;
return;
}
float fadeAfterSeconds = g_Config.iTouchButtonHideSeconds;
float fadeTransitionSeconds = std::min(fadeAfterSeconds, 0.5f);
float opacity = g_Config.iTouchButtonOpacity / 100.0f;
float multiplier = 1.0f;
float secondsWithoutTouch = time_now_d() - g_lastTouch;
if (secondsWithoutTouch >= fadeAfterSeconds && fadeAfterSeconds > 0.0f) {
if (secondsWithoutTouch >= fadeAfterSeconds + fadeTransitionSeconds) {
multiplier = 0.0f;
} else {
float secondsIntoFade = secondsWithoutTouch - fadeAfterSeconds;
multiplier = 1.0f - (secondsIntoFade / fadeTransitionSeconds);
}
}
g_gamepadOpacity = opacity * multiplier;
}
void GamepadResetTouch() {
g_lastTouch = 0.0f;
}
void GamepadTouch() {
g_lastTouch = time_now_d();
}
float GamepadGetOpacity() {
return g_gamepadOpacity;
}
static u32 GetButtonColor() {
return g_Config.iTouchButtonStyle != 0 ? 0xFFFFFF : 0xc0b080;
}
GamepadComponent::GamepadComponent(std::string_view key, UI::LayoutParams *layoutParams) : UI::View(layoutParams), key_(key) {}
static void rotateTouchHelper(float &dx, float &dy) {
// rotates dx and dy depending on rotation count
// modified from controlmapper.cpp
if (!g_Config.displayLayoutLandscape.bRotateControlsWithScreen) {
return;
}
int rotations = 0;
switch (g_Config.displayLayoutLandscape.iInternalScreenRotation) {
case ROTATION_LOCKED_HORIZONTAL180: rotations = 2; break;
case ROTATION_LOCKED_VERTICAL: rotations = 3; break;
case ROTATION_LOCKED_VERTICAL180: rotations = 1; break;
}
for (int i = 0; i < rotations; i ++) {
float tempVal = dx;
dx = - dy;
dy = tempVal;
}
}
std::string GamepadComponent::DescribeText() const {
return key_;
}
void MultiTouchButton::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
const AtlasImage *image = dc.Draw()->GetAtlas()->getImage(bgImg_);
if (image) {
w = image->w * scale_;
h = image->h * scale_;
} else {
w = 0.0f;
h = 0.0f;
}
}
bool MultiTouchButton::CanGlide() const {
return g_Config.bTouchGliding;
}
bool MultiTouchButton::Touch(const TouchInput &input) {
_dbg_assert_(input.id >= 0 && input.id < TOUCH_MAX_POINTERS);
bool retval = GamepadComponent::Touch(input);
if ((input.flags & TouchInputFlags::DOWN) && bounds_.Contains(input.x, input.y)) {
pointerDownMask_ |= 1 << input.id;
usedPointerMask |= 1 << input.id;
if (CanGlide() && !primaryButton[input.id])
primaryButton[input.id] = this;
}
if (input.flags & TouchInputFlags::MOVE) {
if (!(input.flags & TouchInputFlags::MOUSE) || input.buttons) {
bool ignorePress = false;
if (g_activeGesturePointers.count(input.id)) {
// Don't start a button touch if dragging and this pointer is already being used for a gesture.
ignorePress = true;
}
if (bounds_.Contains(input.x, input.y) && !(analogPointerMask & (1 << input.id))) {
if (!ignorePress) {
if (CanGlide() && !primaryButton[input.id]) {
primaryButton[input.id] = this;
}
pointerDownMask_ |= 1 << input.id;
}
} else if (primaryButton[input.id] != this) {
pointerDownMask_ &= ~(1 << input.id);
}
}
}
if (input.flags & TouchInputFlags::UP) {
pointerDownMask_ &= ~(1 << input.id);
usedPointerMask &= ~(1 << input.id);
primaryButton[input.id] = nullptr;
}
if (input.flags & TouchInputFlags::RELEASE_ALL) {
pointerDownMask_ = 0;
usedPointerMask = 0;
}
return retval;
}
void MultiTouchButton::Draw(UIContext &dc) {
float opacity = std::max(g_gamepadOpacity, minimumAlpha_);
if (opacity <= 0.0f)
return;
float scale = scale_;
if (IsDownVisually()) {
if (g_Config.iTouchButtonStyle == 2) {
opacity *= 1.35f;
} else {
scale *= TOUCH_SCALE_FACTOR;
opacity *= 1.15f;
}
}
uint32_t colorBg = colorAlpha(GetButtonColor(), opacity);
uint32_t downBg = colorAlpha(0xFFFFFF, opacity * 0.5f);
uint32_t color = colorAlpha(0xFFFFFF, opacity);
if (IsDownVisually() && g_Config.iTouchButtonStyle == 2) {
if (bgImg_ != bgDownImg_)
dc.Draw()->DrawImageRotated(bgDownImg_, bounds_.centerX(), bounds_.centerY(), scale, bgAngle_ * (M_PI * 2 / 360.0f), downBg, flipImageH_);
}
dc.Draw()->DrawImageRotated(bgImg_, bounds_.centerX(), bounds_.centerY(), scale, bgAngle_ * (M_PI * 2 / 360.0f), colorBg, flipImageH_);
float x = bounds_.centerX();
float y = bounds_.centerY();
// Hack round the fact that the center of the rectangular picture the triangle is contained in
// is not at the "weight center" of the triangle. Same for fast-forward.
if (img_ == ImageID("I_TRIANGLE"))
y -= 2.8f * scale;
if (img_ == ImageID("I_FAST_FORWARD_LINE"))
x += 2.0f * scale;
dc.Draw()->DrawImageRotated(img_, x, y, scale, angle_ * (M_PI * 2 / 360.0f), color);
}
bool BoolButton::Touch(const TouchInput &input) {
bool lastDown = pointerDownMask_ != 0;
bool retval = MultiTouchButton::Touch(input);
bool down = pointerDownMask_ != 0;
if (down != lastDown) {
*value_ = down;
UI::EventParams params{ this };
params.a = down;
OnChange.Trigger(params);
}
return retval;
}
bool PSPButton::Touch(const TouchInput &input) {
bool lastDown = pointerDownMask_ != 0;
bool retval = MultiTouchButton::Touch(input);
bool down = pointerDownMask_ != 0;
if (down && !lastDown) {
if (g_Config.bHapticFeedback) {
System_Vibrate(HAPTIC_VIRTUAL_KEY);
}
__CtrlUpdateButtons(pspButtonBit_, 0);
} else if (lastDown && !down) {
__CtrlUpdateButtons(0, pspButtonBit_);
}
return retval;
}
bool CustomButton::IsDownVisually() const {
return (toggle_ && on_) || (!toggle_ && pointerDownMask_ != 0);
}
bool CustomButton::IsDownByTouch() const {
// This check is due to a stupid mistake, see the header.
#ifdef MOBILE_DEVICE
constexpr int bitNumber = 36;
#else
constexpr int bitNumber = 38;
#endif
if (pspButtonBit_ & (1ULL << bitNumber)) {
return false;
}
// VIRTKEY_TOGGLE_TOUCH_CONTROLS from g_customKeyList
return !toggle_ && pointerDownMask_ != 0;
}
void CustomButton::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
MultiTouchButton::GetContentDimensions(dc, w, h);
if (invertedContentDimension_) {
float tmp = w;
w = h;
h = tmp;
}
}
bool CustomButton::Touch(const TouchInput &input) {
using namespace CustomKeyData;
bool lastDown = pointerDownMask_ != 0;
bool retval = MultiTouchButton::Touch(input);
bool down = pointerDownMask_ != 0;
if (down && !lastDown) {
if (g_Config.bHapticFeedback)
System_Vibrate(HAPTIC_VIRTUAL_KEY);
if (!repeat_) {
for (int i = 0; i < ARRAY_SIZE(g_customKeyList); i++) {
if (pspButtonBit_ & (1ULL << i)) {
controlMapper_->PSPKey(DEVICE_ID_TOUCH, g_customKeyList[i].c, (on_ && toggle_) ? KeyInputFlags::UP : KeyInputFlags::DOWN);
}
}
}
on_ = toggle_ ? !on_ : true;
} else if (!toggle_ && lastDown && !down) {
if (!repeat_) {
for (int i = 0; i < ARRAY_SIZE(g_customKeyList); i++) {
if (pspButtonBit_ & (1ULL << i)) {
controlMapper_->PSPKey(DEVICE_ID_TOUCH, g_customKeyList[i].c, KeyInputFlags::UP);
}
}
}
on_ = false;
}
return retval;
}
void CustomButton::Update() {
MultiTouchButton::Update();
using namespace CustomKeyData;
if (repeat_) {
// Give the game some time to process the input, frame based so it's faster when fast-forwarding.
static constexpr int DOWN_FRAME = 5;
if (pressedFrames_ == 2*DOWN_FRAME) {
pressedFrames_ = 0;
} else if (pressedFrames_ == DOWN_FRAME) {
for (int i = 0; i < ARRAY_SIZE(g_customKeyList); i++) {
if (pspButtonBit_ & (1ULL << i)) {
controlMapper_->PSPKey(DEVICE_ID_TOUCH, g_customKeyList[i].c, KeyInputFlags::UP);
}
}
} else if (on_ && pressedFrames_ == 0) {
for (int i = 0; i < ARRAY_SIZE(g_customKeyList); i++) {
if (pspButtonBit_ & (1ULL << i)) {
controlMapper_->PSPKey(DEVICE_ID_TOUCH, g_customKeyList[i].c, KeyInputFlags::DOWN);
}
}
pressedFrames_ = 1;
}
if (pressedFrames_ > 0)
pressedFrames_++;
}
}
bool PSPButton::IsDownVisually() const {
return (__CtrlPeekButtonsVisual() & pspButtonBit_) != 0;
}
PSPDpad::PSPDpad(ImageID arrowIndex, std::string_view key, ImageID arrowDownIndex, ImageID overlayIndex, float scale, float spacing, UI::LayoutParams *layoutParams)
: GamepadComponent(key, layoutParams), arrowIndex_(arrowIndex), arrowDownIndex_(arrowDownIndex), overlayIndex_(overlayIndex),
scale_(scale), spacing_(spacing), dragPointerId_(-1), down_(0) {
}
void PSPDpad::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
const AtlasImage *image = dc.Draw()->GetAtlas()->getImage(arrowIndex_);
if (image) {
w = 2.0f * D_pad_Radius * spacing_ + image->w * scale_;
h = w;
} else {
w = 0.0f;
h = 0.0f;
}
}
bool PSPDpad::Touch(const TouchInput &input) {
bool retval = GamepadComponent::Touch(input);
if (input.flags & TouchInputFlags::DOWN) {
if (dragPointerId_ == -1 && bounds_.Contains(input.x, input.y)) {
dragPointerId_ = input.id;
usedPointerMask |= 1 << input.id;
ProcessTouch(input.x, input.y, true, false);
}
}
if (input.flags & TouchInputFlags::MOVE) {
if (!(input.flags & TouchInputFlags::MOUSE) || input.buttons) {
bool ignorePress = false;
if (g_activeGesturePointers.count(input.id)) {
// Don't start a dpad touch if dragging and this pointer is already being used for a gesture.
ignorePress = true;
}
if (dragPointerId_ == -1 && bounds_.Contains(input.x, input.y) && !(analogPointerMask & (1 << input.id))) {
dragPointerId_ = input.id;
}
if (input.id == dragPointerId_) {
ProcessTouch(input.x, input.y, true, ignorePress);
}
}
}
if (input.flags & TouchInputFlags::UP) {
if (input.id == dragPointerId_) {
dragPointerId_ = -1;
usedPointerMask &= ~(1 << input.id);
ProcessTouch(input.x, input.y, false, false);
}
}
return retval;
}
void PSPDpad::ProcessTouch(float x, float y, bool down, bool ignorePress) {
float stick_size = bounds_.w;
float inv_stick_size = 1.0f / stick_size;
const float deadzone = 0.05f;
float dx = (x - bounds_.centerX()) * inv_stick_size;
float dy = (y - bounds_.centerY()) * inv_stick_size;
float rad = sqrtf(dx * dx + dy * dy);
rotateTouchHelper(dx, dy);
if (!g_Config.bStickyTouchDPad && (rad < deadzone || fabs(dx) > 0.5f || fabs(dy) > 0.5))
down = false;
int ctrlMask = 0;
bool fourWay = g_Config.bDisableDpadDiagonals || rad < 0.2f;
if (down) {
if (fourWay) {
int direction = (int)(floorf((atan2f(dy, dx) / (2 * M_PI) * 4) + 0.5f)) & 3;
switch (direction) {
case 0: ctrlMask = CTRL_RIGHT; break;
case 1: ctrlMask = CTRL_DOWN; break;
case 2: ctrlMask = CTRL_LEFT; break;
case 3: ctrlMask = CTRL_UP; break;
}
// 4 way pad
} else {
// 8 way pad
int direction = (int)(floorf((atan2f(dy, dx) / (2 * M_PI) * 8) + 0.5f)) & 7;
switch (direction) {
case 0: ctrlMask = CTRL_RIGHT; break;
case 1: ctrlMask = CTRL_RIGHT | CTRL_DOWN; break;
case 2: ctrlMask = CTRL_DOWN; break;
case 3: ctrlMask = CTRL_DOWN | CTRL_LEFT; break;
case 4: ctrlMask = CTRL_LEFT; break;
case 5: ctrlMask = CTRL_UP | CTRL_LEFT; break;
case 6: ctrlMask = CTRL_UP; break;
case 7: ctrlMask = CTRL_UP | CTRL_RIGHT; break;
}
}
}
int lastDown = down_;
int pressed = ctrlMask & ~lastDown;
int released = (~ctrlMask) & lastDown;
down_ = ctrlMask;
bool vibrate = false;
static const int dir[4] = { CTRL_RIGHT, CTRL_DOWN, CTRL_LEFT, CTRL_UP };
for (int i = 0; i < 4; i++) {
if (!ignorePress && (pressed & dir[i])) {
vibrate = true;
__CtrlUpdateButtons(dir[i], 0);
}
if (released & dir[i]) {
__CtrlUpdateButtons(0, dir[i]);
}
}
if (vibrate && g_Config.bHapticFeedback) {
System_Vibrate(HAPTIC_VIRTUAL_KEY);
}
}
void PSPDpad::Draw(UIContext &dc) {
float opacity = g_gamepadOpacity;
if (opacity <= 0.0f)
return;
// from control mapper.cpp
int rotations = 0;
if (g_Config.displayLayoutLandscape.bRotateControlsWithScreen) {
switch (g_Config.displayLayoutLandscape.iInternalScreenRotation) {
case ROTATION_LOCKED_HORIZONTAL180: rotations = 2; break;
case ROTATION_LOCKED_VERTICAL: rotations = 3; break;
case ROTATION_LOCKED_VERTICAL180: rotations = 1; break;
}
}
static const float xoff[4] = {1, 0, -1, 0};
static const float yoff[4] = {0, 1, 0, -1};
static const int dir[4] = {CTRL_RIGHT, CTRL_DOWN, CTRL_LEFT, CTRL_UP};
// shitfs right by amount of rotations (accounts for overflow)
int rotatedDir[4];
for (int i = 0; i < 4; i ++) {
rotatedDir[i] = dir[(i+rotations)%4];
}
int buttons = __CtrlPeekButtons();
float r = D_pad_Radius * spacing_;
for (int i = 0; i < 4; i++) {
bool isDown = (buttons & rotatedDir[i]) != 0;
float x = bounds_.centerX() + xoff[i] * r;
float y = bounds_.centerY() + yoff[i] * r;
float x2 = bounds_.centerX() + xoff[i] * (r + 10.f * scale_);
float y2 = bounds_.centerY() + yoff[i] * (r + 10.f * scale_);
float angle = i * (M_PI / 2.0f);
float imgScale = isDown ? scale_ * TOUCH_SCALE_FACTOR : scale_;
float imgOpacity = opacity;
if (isDown && g_Config.iTouchButtonStyle == 2) {
imgScale = scale_;
imgOpacity *= 1.35f;
uint32_t downBg = colorAlpha(0x00FFFFFF, imgOpacity * 0.5f);
if (arrowIndex_ != arrowDownIndex_)
dc.Draw()->DrawImageRotated(arrowDownIndex_, x, y, imgScale, angle + PI, downBg, false);
}
uint32_t colorBg = colorAlpha(GetButtonColor(), imgOpacity);
uint32_t color = colorAlpha(0xFFFFFF, imgOpacity);
dc.Draw()->DrawImageRotated(arrowIndex_, x, y, imgScale, angle + PI, colorBg, false);
if (overlayIndex_.isValid())
dc.Draw()->DrawImageRotated(overlayIndex_, x2, y2, imgScale, angle + PI, color);
}
}
PSPStick::PSPStick(ImageID bgImg, std::string_view key, ImageID stickImg, ImageID stickDownImg, int stick, float scale, UI::LayoutParams *layoutParams)
: GamepadComponent(key, layoutParams), bgImg_(bgImg), stickImageIndex_(stickImg), stickDownImg_(stickDownImg), stick_(stick), scale_(scale) {
stick_size_ = 50;
}
void PSPStick::GetContentDimensions(const UIContext &dc, float &w, float &h) const {
dc.Draw()->GetAtlas()->measureImage(bgImg_, &w, &h);
w *= scale_;
h *= scale_;
}
void PSPStick::Draw(UIContext &dc) {
float opacity = g_gamepadOpacity;
if (opacity <= 0.0f)
return;
if (dragPointerId_ != -1 && g_Config.iTouchButtonStyle == 2) {
opacity *= 1.35f;
}
uint32_t colorBg = colorAlpha(GetButtonColor(), opacity);
uint32_t downBg = colorAlpha(0x00FFFFFF, opacity * 0.5f);
if (centerX_ < 0.0f) {
centerX_ = bounds_.centerX();
centerY_ = bounds_.centerY();
}
float stickX = centerX_;
float stickY = centerY_;
float dx, dy;
__CtrlPeekAnalog(stick_, &dx, &dy);
rotateTouchHelper(dx, dy);
const TouchControlConfig &config = g_Config.GetTouchControlsConfig(g_display.GetDeviceOrientation());
if (!config.bHideStickBackground)
dc.Draw()->DrawImage(bgImg_, stickX, stickY, 1.0f * scale_, colorBg, ALIGN_CENTER);
float headScale = stick_ ? config.fRightStickHeadScale : config.fLeftStickHeadScale;
if (dragPointerId_ != -1 && g_Config.iTouchButtonStyle == 2 && stickDownImg_ != stickImageIndex_)
dc.Draw()->DrawImage(stickDownImg_, stickX + dx * stick_size_ * scale_, stickY - dy * stick_size_ * scale_, 1.0f * scale_ * headScale, downBg, ALIGN_CENTER);
dc.Draw()->DrawImage(stickImageIndex_, stickX + dx * stick_size_ * scale_, stickY - dy * stick_size_ * scale_, 1.0f * scale_ * headScale, colorBg, ALIGN_CENTER);
}
bool PSPStick::Touch(const TouchInput &input) {
bool retval = GamepadComponent::Touch(input);
if (input.flags & TouchInputFlags::RELEASE_ALL) {
dragPointerId_ = -1;
centerX_ = bounds_.centerX();
centerY_ = bounds_.centerY();
__CtrlSetAnalogXY(stick_, 0.0f, 0.0f);
usedPointerMask = 0;
analogPointerMask = 0;
return retval;
}
if (input.flags & TouchInputFlags::DOWN) {
const TouchControlConfig &config = g_Config.GetTouchControlsConfig(g_display.GetDeviceOrientation());
float fac = 0.5f * (stick_ ? config.fRightStickHeadScale : config.fLeftStickHeadScale)-0.5f;
if (dragPointerId_ == -1 && bounds_.Expand(bounds_.w*fac, bounds_.h*fac).Contains(input.x, input.y)) {
if (g_Config.bAutoCenterTouchAnalog) {
centerX_ = input.x;
centerY_ = input.y;
} else {
centerX_ = bounds_.centerX();
centerY_ = bounds_.centerY();
}
dragPointerId_ = input.id;
usedPointerMask |= 1 << input.id;
analogPointerMask |= 1 << input.id;
ProcessTouch(input.x, input.y, true);
retval = true;
}
}
if (input.flags & TouchInputFlags::MOVE) {
if (input.id == dragPointerId_) {
ProcessTouch(input.x, input.y, true);
retval = true;
}
}
if (input.flags & TouchInputFlags::UP) {
if (input.id == dragPointerId_) {
dragPointerId_ = -1;
centerX_ = bounds_.centerX();
centerY_ = bounds_.centerY();
usedPointerMask &= ~(1 << input.id);
analogPointerMask &= ~(1 << input.id);
ProcessTouch(input.x, input.y, false);
retval = true;
}
}
return retval;
}
void PSPStick::ProcessTouch(float x, float y, bool down) {
if (down && centerX_ >= 0.0f) {
float inv_stick_size = 1.0f / (stick_size_ * scale_);
float dx = (x - centerX_) * inv_stick_size;
float dy = (y - centerY_) * inv_stick_size;
rotateTouchHelper(dx, dy);
// Do not clamp to a circle! The PSP has nearly square range!
// Old code to clamp to a circle
// float len = sqrtf(dx * dx + dy * dy);
// if (len > 1.0f) {
// dx /= len;
// dy /= len;
//}
// Still need to clamp to a square
dx = std::min(1.0f, std::max(-1.0f, dx));
dy = std::min(1.0f, std::max(-1.0f, dy));
__CtrlSetAnalogXY(stick_, dx, -dy);
} else {
__CtrlSetAnalogXY(stick_, 0.0f, 0.0f);
}
}
PSPCustomStick::PSPCustomStick(ImageID bgImg, const char *key, ImageID stickImg, ImageID stickDownImg, int stick, float scale, UI::LayoutParams *layoutParams)
: PSPStick(bgImg, key, stickImg, stickDownImg, stick, scale, layoutParams) {
}
void PSPCustomStick::Draw(UIContext &dc) {
float opacity = g_gamepadOpacity;
if (opacity <= 0.0f)
return;
if (dragPointerId_ != -1 && g_Config.iTouchButtonStyle == 2) {
opacity *= 1.35f;
}
uint32_t colorBg = colorAlpha(GetButtonColor(), opacity);
uint32_t downBg = colorAlpha(0x00FFFFFF, opacity * 0.5f);
if (centerX_ < 0.0f) {
centerX_ = bounds_.centerX();
centerY_ = bounds_.centerY();
}
float stickX = centerX_;
float stickY = centerY_;
float dx, dy;
dx = posX_;
dy = -posY_;
const TouchControlConfig &config = g_Config.GetTouchControlsConfig(g_display.GetDeviceOrientation());
const float headScale = config.fRightStickHeadScale;
if (!config.bHideStickBackground)
dc.Draw()->DrawImage(bgImg_, stickX, stickY, 1.0f * scale_, colorBg, ALIGN_CENTER);
if (dragPointerId_ != -1 && g_Config.iTouchButtonStyle == 2 && stickDownImg_ != stickImageIndex_)
dc.Draw()->DrawImage(stickDownImg_, stickX + dx * stick_size_ * scale_, stickY - dy * stick_size_ * scale_, 1.0f * scale_ * headScale, downBg, ALIGN_CENTER);
dc.Draw()->DrawImage(stickImageIndex_, stickX + dx * stick_size_ * scale_, stickY - dy * stick_size_ * scale_, 1.0f * scale_ * headScale, colorBg, ALIGN_CENTER);
}
bool PSPCustomStick::Touch(const TouchInput &input) {
bool retval = GamepadComponent::Touch(input);
if (input.flags & TouchInputFlags::RELEASE_ALL) {
dragPointerId_ = -1;
centerX_ = bounds_.centerX();
centerY_ = bounds_.centerY();
posX_ = 0.0f;
posY_ = 0.0f;
usedPointerMask = 0;
analogPointerMask = 0;
return false;
}
if (input.flags & TouchInputFlags::DOWN) {
const TouchControlConfig &config = g_Config.GetTouchControlsConfig(g_display.GetDeviceOrientation());
float fac = 0.5f * config.fRightStickHeadScale - 0.5f;
if (dragPointerId_ == -1 && bounds_.Expand(bounds_.w*fac, bounds_.h*fac).Contains(input.x, input.y)) {
if (g_Config.bAutoCenterTouchAnalog) {
centerX_ = input.x;
centerY_ = input.y;
} else {
centerX_ = bounds_.centerX();
centerY_ = bounds_.centerY();
}
dragPointerId_ = input.id;
usedPointerMask |= 1 << input.id;
analogPointerMask |= 1 << input.id;
ProcessTouch(input.x, input.y, true);
retval = true;
}
}
if (input.flags & TouchInputFlags::MOVE) {
if (input.id == dragPointerId_) {
ProcessTouch(input.x, input.y, true);
retval = true;
}
}
if (input.flags & TouchInputFlags::UP) {
if (input.id == dragPointerId_) {
dragPointerId_ = -1;
centerX_ = bounds_.centerX();
centerY_ = bounds_.centerY();
usedPointerMask &= ~(1 << input.id);
analogPointerMask &= ~(1 << input.id);
ProcessTouch(input.x, input.y, false);
retval = true;
}
}
return retval;
}
void PSPCustomStick::ProcessTouch(float x, float y, bool down) {
static const int buttons[] = {0, CTRL_LTRIGGER, CTRL_RTRIGGER, CTRL_SQUARE, CTRL_TRIANGLE, CTRL_CIRCLE, CTRL_CROSS, CTRL_UP, CTRL_DOWN, CTRL_LEFT, CTRL_RIGHT, CTRL_START, CTRL_SELECT};
static const int analogs[] = {VIRTKEY_AXIS_RIGHT_Y_MAX, VIRTKEY_AXIS_RIGHT_Y_MIN, VIRTKEY_AXIS_RIGHT_X_MIN, VIRTKEY_AXIS_RIGHT_X_MAX, VIRTKEY_AXIS_Y_MAX, VIRTKEY_AXIS_Y_MIN, VIRTKEY_AXIS_X_MIN, VIRTKEY_AXIS_X_MAX};
u32 press = 0;
u32 release = 0;
auto toggle = [&](int config, bool simpleCheck, bool diagCheck = true) {
if (config <= 0 || (size_t)config >= ARRAY_SIZE(buttons))
return;
if (simpleCheck && (!g_Config.bRightAnalogDisableDiagonal || diagCheck))
press |= buttons[config];
else
release |= buttons[config];
};
auto analog = [&](float dx, float dy) {
if (g_Config.bRightAnalogDisableDiagonal) {
if (fabs(dx) > fabs(dy)) {
dy = 0.0f;
} else {
dx = 0.0f;
}
}
auto assign = [&](int config, float value) {
if (config < ARRAY_SIZE(buttons) || config >= ARRAY_SIZE(buttons) + ARRAY_SIZE(analogs)) {
return;
}
switch(analogs[config - ARRAY_SIZE(buttons)]) {
case VIRTKEY_AXIS_Y_MAX:
__CtrlSetAnalogY(0, value);
break;
case VIRTKEY_AXIS_Y_MIN:
__CtrlSetAnalogY(0, value * -1.0f);
break;
case VIRTKEY_AXIS_X_MIN:
__CtrlSetAnalogX(0, value * -1.0f);
break;
case VIRTKEY_AXIS_X_MAX:
__CtrlSetAnalogX(0, value);
break;
case VIRTKEY_AXIS_RIGHT_Y_MAX:
__CtrlSetAnalogY(1, value);
break;
case VIRTKEY_AXIS_RIGHT_Y_MIN:
__CtrlSetAnalogY(1, value * -1.0f);
break;
case VIRTKEY_AXIS_RIGHT_X_MIN:
__CtrlSetAnalogX(1, value * -1.0f);
break;
case VIRTKEY_AXIS_RIGHT_X_MAX:
__CtrlSetAnalogX(1, value);
break;
}
};
// if/when we ever get iLeftAnalog settings, check stick_ for the config to use
// let 0.0f through during centering
if (dy >= 0.0f) {
// down
assign(g_Config.iRightAnalogUp, 0.0f);
assign(g_Config.iRightAnalogDown, dy);
}
if (dy <= 0.0f) {
// up
assign(g_Config.iRightAnalogDown, 0.0f);
assign(g_Config.iRightAnalogUp, dy * -1.0f);
}
if (dx <= 0.0f) {
// left
assign(g_Config.iRightAnalogRight, 0.0f);
assign(g_Config.iRightAnalogLeft, dx * -1.0f);
}
if (dx >= 0.0f) {
// right
assign(g_Config.iRightAnalogLeft, 0.0f);
assign(g_Config.iRightAnalogRight, dx);
}
};
if (down && centerX_ >= 0.0f) {
float inv_stick_size = 1.0f / (stick_size_ * scale_);
float dx = (x - centerX_) * inv_stick_size;
float dy = (y - centerY_) * inv_stick_size;
dx = std::min(1.0f, std::max(-1.0f, dx));
dy = std::min(1.0f, std::max(-1.0f, dy));
toggle(g_Config.iRightAnalogRight, dx > 0.5f, fabs(dx) > fabs(dy));
toggle(g_Config.iRightAnalogLeft, dx < -0.5f, fabs(dx) > fabs(dy));
toggle(g_Config.iRightAnalogUp, dy < -0.5f, fabs(dx) <= fabs(dy));
toggle(g_Config.iRightAnalogDown, dy > 0.5f, fabs(dx) <= fabs(dy));
toggle(g_Config.iRightAnalogPress, true);
analog(dx, dy);
posX_ = dx;
posY_ = dy;
} else {
toggle(g_Config.iRightAnalogRight, false);
toggle(g_Config.iRightAnalogLeft, false);
toggle(g_Config.iRightAnalogUp, false);
toggle(g_Config.iRightAnalogDown, false);
toggle(g_Config.iRightAnalogPress, false);
analog(0.0f, 0.0f);
posX_ = 0.0f;
posY_ = 0.0f;
}
if (release || press) {
__CtrlUpdateButtons(press, release);
}
}
void InitPadLayout(TouchControlConfig *config, DeviceOrientation orientation, float xres, float yres, float globalScale) {
const float scale = globalScale;
const int halfW = xres / 2;
const bool portrait = orientation == DeviceOrientation::Portrait;
const float screenBottom = portrait ? (yres - yres * 0.13f) : yres;
auto initTouchPos = [=](ConfigTouchPos *touch, float x, float y, float extraScale = 1.0f) {
if (touch->x == -1.0f || touch->y == -1.0f) {
touch->x = x / xres;
touch->y = std::max(y, 20.0f * globalScale) / yres;
touch->scale = scale * extraScale;
}
};
// Pause button. Has some special handling, it MUST be visible on some platforms.
float Pause_button_center_X = halfW;
float Pause_button_center_Y = 28.0f;
if (!System_GetPropertyBool(SYSPROP_HAS_BACK_BUTTON)) {
// Make really sure the pause button will be visible. Setting to -1 ensures reinit.
if (config->touchPauseKey.x < 0.0f || config->touchPauseKey.x > 1.0f) {
config->touchPauseKey.x = -1;
}
if (config->touchPauseKey.y < 0.0f || config->touchPauseKey.y > 1.0f) {
config->touchPauseKey.y = -1;
}
config->touchPauseKey.show = true;
}
initTouchPos(&config->touchPauseKey, Pause_button_center_X, Pause_button_center_Y, 0.8f);
// PSP buttons (triangle, circle, square, cross)---------------------
// space between the PSP buttons (triangle, circle, square and cross)
if (config->fActionButtonSpacing < 0) {
config->fActionButtonSpacing = 1.0f;
}
// Position of the circle button (the PSP circle button). It is the farthest to the left
float Action_button_spacing = config->fActionButtonSpacing * baseActionButtonSpacing;
int Action_button_center_X = xres - Action_button_spacing * 2;
int Action_button_center_Y = screenBottom - Action_button_spacing * 2;
if (config->touchRightAnalogStick.show) {
Action_button_center_Y -= 150 * scale;
} else if (portrait) {
Action_button_center_Y -= 120 * scale;
}
initTouchPos(&config->touchActionButtonCenter, Action_button_center_X, Action_button_center_Y);
//D-PAD (up down left right) (aka PSP cross)----------------------------
//radius to the D-pad
// TODO: Make configurable
int D_pad_X = 2.5 * D_pad_Radius * scale;
int D_pad_Y = screenBottom - D_pad_Radius * scale;
if (config->touchAnalogStick.show) {
D_pad_Y -= 200 * scale;
}
initTouchPos(&config->touchDpad, D_pad_X, D_pad_Y);
//analog stick-------------------------------------------------------
//keep the analog stick right below the D pad
int analog_stick_X = D_pad_X;
int analog_stick_Y = screenBottom - 80 * scale;
initTouchPos(&config->touchAnalogStick, analog_stick_X, analog_stick_Y);
//right analog stick-------------------------------------------------
//keep the right analog stick right below the face buttons
int right_analog_stick_X = Action_button_center_X;
int right_analog_stick_Y = screenBottom - 80 * scale;
initTouchPos(&config->touchRightAnalogStick, right_analog_stick_X, right_analog_stick_Y);
//select, start, throttle--------------------------------------------
//space between the bottom keys (space between select, start and un-throttle)
float bottom_key_spacing = 100;
if (g_display.dp_xres < 750) {
bottom_key_spacing *= 0.8f;
}
// On IOS, nudge the bottom button up a little to avoid the task switcher.
// Additionally, in portrait mode on any platform, move the defaults up by quite a bit - much
// more comfortable to reach.
#if PPSSPP_PLATFORM(IOS)
constexpr float bottom_button_Y = 80.0f;
#else
constexpr float bottom_button_Y = 60.0f;
#endif
if (orientation == DeviceOrientation::Portrait) {
int start_key_X = halfW;
int start_key_Y = screenBottom - bottom_button_Y * scale;
initTouchPos(&config->touchStartKey, start_key_X, start_key_Y);
int select_key_X = halfW;
int select_key_Y = screenBottom - bottom_button_Y * scale - 50;
initTouchPos(&config->touchSelectKey, select_key_X, select_key_Y);
int fast_forward_key_X = halfW;
int fast_forward_key_Y = screenBottom - bottom_button_Y * scale - 100;
initTouchPos(&config->touchFastForwardKey, fast_forward_key_X, fast_forward_key_Y);
} else {
int start_key_X = halfW + bottom_key_spacing * scale;
int start_key_Y = screenBottom - bottom_button_Y * scale;
initTouchPos(&config->touchStartKey, start_key_X, start_key_Y);
int select_key_X = halfW;
int select_key_Y = screenBottom - bottom_button_Y * scale;
initTouchPos(&config->touchSelectKey, select_key_X, select_key_Y);
int fast_forward_key_X = halfW - bottom_key_spacing * scale;
int fast_forward_key_Y = screenBottom - bottom_button_Y * scale;
initTouchPos(&config->touchFastForwardKey, fast_forward_key_X, fast_forward_key_Y);
}
// L and R------------------------------------------------------------
// Put them above the analog stick / above the buttons to the right.
// The corners were very hard to reach..
int l_key_X = 60 * scale;
int l_key_Y = screenBottom - 380 * scale;
initTouchPos(&config->touchLKey, l_key_X, l_key_Y);
int r_key_X = xres - 60 * scale;
int r_key_Y = l_key_Y;
initTouchPos(&config->touchRKey, r_key_X, r_key_Y);
struct { float x; float y; } customButtonPositions[10] = {
{ 1.2f, 0.5f },
{ 2.2f, 0.5f },
{ 3.2f, 0.5f },
{ 1.2f, 0.333f },
{ 2.2f, 0.333f },
{ -1.2f, 0.5f },
{ -2.2f, 0.5f },
{ -3.2f, 0.5f },
{ -1.2f, 0.333f },
{ -2.2f, 0.333f },
};
for (int i = 0; i < TouchControlConfig::CUSTOM_BUTTON_COUNT; i++) {
const float y_offset = (float)(i / 10) * 0.08333f;
int combo_key_X = halfW + bottom_key_spacing * scale * customButtonPositions[i % 10].x;
int combo_key_Y = screenBottom * (y_offset + customButtonPositions[i % 10].y);
initTouchPos(&config->touchCustom[i], combo_key_X, combo_key_Y);
}
}
UI::ViewGroup *CreatePadLayout(const TouchControlConfig &config, float xres, float yres, bool *pause, ControlMapper *controlMapper) {
using namespace UI;
return new GamepadEmuView(config, xres, yres, pause, controlMapper, new UI::LayoutParams(UI::FILL_PARENT, UI::FILL_PARENT));
}
GamepadEmuView::GamepadEmuView(const TouchControlConfig &config, float xres, float yres, bool *pause, ControlMapper *controlMapper, UI::LayoutParams *layoutParams)
: UI::AnchorLayout(layoutParams)
{
if (!g_Config.bShowTouchControls) {
return;
}
using namespace UI;
struct ButtonOffset {
float x;
float y;
};
auto buttonLayoutParams = [=](const ConfigTouchPos &touch, ButtonOffset off = { 0, 0 }) {
return new AnchorLayoutParams(touch.x * xres + off.x, touch.y * yres + off.y, NONE, NONE, Centering::Both);
};
// Space between the PSP buttons (triangle, circle, square and cross)
const float actionButtonSpacing = config.fActionButtonSpacing * baseActionButtonSpacing;
// Position of the circle button (the PSP circle button). It is the farthest to the right.
ButtonOffset circleOffset{ actionButtonSpacing, 0.0f };
ButtonOffset crossOffset{ 0.0f, actionButtonSpacing };
ButtonOffset triangleOffset{ 0.0f, -actionButtonSpacing };
ButtonOffset squareOffset{ -actionButtonSpacing, 0.0f };
const int halfW = xres / 2;
const ImageID roundImage = g_Config.iTouchButtonStyle ? ImageID("I_ROUND_LINE") : ImageID("I_ROUND");
const ImageID rectImage = g_Config.iTouchButtonStyle ? ImageID("I_RECT_LINE") : ImageID("I_RECT");
const ImageID shoulderImage = g_Config.iTouchButtonStyle ? ImageID("I_SHOULDER_LINE") : ImageID("I_SHOULDER");
const ImageID stickImage = g_Config.iTouchButtonStyle ? ImageID("I_STICK_LINE") : ImageID("I_STICK");
const ImageID stickBg = g_Config.iTouchButtonStyle ? ImageID("I_STICK_BG_LINE") : ImageID("I_STICK_BG");
auto addPSPButton = [this, buttonLayoutParams](int buttonBit, const char *key, ImageID bgImg, ImageID bgDownImg, ImageID img, const ConfigTouchPos &touch, ButtonOffset off = { 0, 0 }) -> PSPButton * {
if (touch.show) {
return Add(new PSPButton(buttonBit, key, bgImg, bgDownImg, img, touch.scale, buttonLayoutParams(touch, off)));
}
return nullptr;
};
auto addBoolButton = [this, buttonLayoutParams](bool *value, const char *key, ImageID bgImg, ImageID bgDownImg, ImageID img, const ConfigTouchPos &touch) -> BoolButton * {
if (touch.show) {
return Add(new BoolButton(value, key, bgImg, bgDownImg, img, touch.scale, buttonLayoutParams(touch)));
}
return nullptr;
};
auto addCustomButton = [this, buttonLayoutParams, controlMapper](const ConfigCustomButton& cfg, const char *key, const ConfigTouchPos &touch) -> CustomButton * {
using namespace CustomKeyData;
if (touch.show) {
_dbg_assert_(cfg.shape < ARRAY_SIZE(customKeyShapes));
_dbg_assert_(cfg.image < ARRAY_SIZE(customKeyImages));
// Note: cfg.shape and cfg.image are bounds-checked elsewhere.
auto aux = Add(new CustomButton(cfg.key, key, cfg.toggle, cfg.repeat, controlMapper,
g_Config.iTouchButtonStyle == 0 ? customKeyShapes[cfg.shape].i : customKeyShapes[cfg.shape].l, customKeyShapes[cfg.shape].i,
customKeyImages[cfg.image].i, touch.scale, customKeyShapes[cfg.shape].d, buttonLayoutParams(touch)));
aux->SetAngle(customKeyImages[cfg.image].r, customKeyShapes[cfg.shape].r);
aux->FlipImageH(customKeyShapes[cfg.shape].f);
return aux;
}
return nullptr;
};
if (config.touchPauseKey.show) {
auto button = addBoolButton(pause, "Pause button", roundImage, ImageID("I_ROUND"), ImageID("I_HAMBURGER"), config.touchPauseKey);
if (button) {
// The user is not allowed to hide this completely on some platforms - it must be findable.
button->SetMinimumAlpha(0.1f);
}
}
// touchActionButtonCenter.show will always be true, since that's the default.
if (config.bShowTouchCircle)
addPSPButton(CTRL_CIRCLE, "Circle button", roundImage, ImageID("I_ROUND"), ImageID("I_CIRCLE"), config.touchActionButtonCenter, circleOffset);
if (config.bShowTouchCross)
addPSPButton(CTRL_CROSS, "Cross button", roundImage, ImageID("I_ROUND"), ImageID("I_CROSS"), config.touchActionButtonCenter, crossOffset);
if (config.bShowTouchTriangle)
addPSPButton(CTRL_TRIANGLE, "Triangle button", roundImage, ImageID("I_ROUND"), ImageID("I_TRIANGLE"), config.touchActionButtonCenter, triangleOffset);
if (config.bShowTouchSquare)
addPSPButton(CTRL_SQUARE, "Square button", roundImage, ImageID("I_ROUND"), ImageID("I_SQUARE"), config.touchActionButtonCenter, squareOffset);
addPSPButton(CTRL_START, "Start button", rectImage, ImageID("I_RECT"), ImageID("I_START"), config.touchStartKey);
addPSPButton(CTRL_SELECT, "Select button", rectImage, ImageID("I_RECT"), ImageID("I_SELECT"), config.touchSelectKey);
BoolButton *fastForward = addBoolButton(&PSP_CoreParameter().fastForward, "Fast-forward button", rectImage, ImageID("I_RECT"), ImageID("I_FAST_FORWARD_LINE"), config.touchFastForwardKey);
if (fastForward) {
fastForward->OnChange.Add([](UI::EventParams &e) {
if (e.a && coreState == CORE_STEPPING_CPU) {
Core_Resume();
}
});
}
addPSPButton(CTRL_LTRIGGER, "Left shoulder button", shoulderImage, ImageID("I_SHOULDER"), ImageID("I_L"), config.touchLKey);
PSPButton *rTrigger = addPSPButton(CTRL_RTRIGGER, "Right shoulder button", shoulderImage, ImageID("I_SHOULDER"), ImageID("I_R"), config.touchRKey);
if (rTrigger)
rTrigger->FlipImageH(true);
if (config.touchDpad.show) {
const ImageID dirImage = g_Config.iTouchButtonStyle ? ImageID("I_DIR_LINE") : ImageID("I_DIR");
Add(new PSPDpad(dirImage, "D-pad", ImageID("I_DIR"), ImageID("I_ARROW"), config.touchDpad.scale, config.fDpadSpacing, buttonLayoutParams(config.touchDpad)));
}
if (config.touchAnalogStick.show)
Add(new PSPStick(stickBg, "Left analog stick", stickImage, ImageID("I_STICK"), 0, config.touchAnalogStick.scale, buttonLayoutParams(config.touchAnalogStick)));
if (config.touchRightAnalogStick.show) {
if (g_Config.bRightAnalogCustom)
Add(new PSPCustomStick(stickBg, "Right analog stick", stickImage, ImageID("I_STICK"), 1, config.touchRightAnalogStick.scale, buttonLayoutParams(config.touchRightAnalogStick)));
else
Add(new PSPStick(stickBg, "Right analog stick", stickImage, ImageID("I_STICK"), 1, config.touchRightAnalogStick.scale, buttonLayoutParams(config.touchRightAnalogStick)));
}
// Sanitize custom button images, while adding them.
for (int i = 0; i < TouchControlConfig::CUSTOM_BUTTON_COUNT; i++) {
if (g_Config.CustomButton[i].shape >= ARRAY_SIZE(CustomKeyData::customKeyShapes)) {
g_Config.CustomButton[i].shape = 0;
}
if (g_Config.CustomButton[i].image >= ARRAY_SIZE(CustomKeyData::customKeyImages)) {
g_Config.CustomButton[i].image = 0;
}
char temp[64];
snprintf(temp, sizeof(temp), "Custom %d button", i + 1);
addCustomButton(g_Config.CustomButton[i], temp, config.touchCustom[i]);
}
// Add the two gesture zones.
for (int i = 0; i < 2; i++) {
if (g_Config.gestureControls[i].bGestureControlEnabled || g_Config.gestureControls[i].bAnalogGesture) {
// We have them both cover the whole surface, then limit in the touch handler.
// This is because there's no easy way to do "half the screen" in AnchorLayout.
// We can do more complex layout combinations, but meh.
Add(new GestureGamepad(controlMapper, i, new AnchorLayoutParams(FILL_PARENT, FILL_PARENT, 0.0f, 0.0f, 0.0f, 0.0f)));
}
}
}
void GamepadEmuView::Update() {
AnchorLayout::Update();
GamepadUpdateOpacity();
bool anyDown = false;
for (auto view : views_) {
GamepadComponent *component = dynamic_cast<GamepadComponent *>(view);
if (component && component->IsDownByTouch()) {
// INFO_LOG(Log::System, "GamepadEmuView::Update: component is down by touch: %s", component->DescribeText().c_str());
anyDown = true;
}
}
if (anyDown) {
// INFO_LOG(Log::System, "last touch in update");
g_lastTouch = time_now_d();
}
}
const GestureControlConfig &GestureGamepad::GetZone() {
// TODO: Add support for multiple zones.
return g_Config.gestureControls[zoneIndex_];
}
GestureGamepad::~GestureGamepad() {
if (dragPointerId_ != -1) {
g_activeGesturePointers.erase(dragPointerId_);
}
}
bool GestureGamepad::Touch(const TouchInput &input) {
const GestureControlConfig &zone = GetZone();
if (usedPointerMask & (1 << input.id)) {
if (input.id == dragPointerId_)
dragPointerId_ = -1;
return false;
}
if (input.flags & TouchInputFlags::RELEASE_ALL) {
dragPointerId_ = -1;
g_activeGesturePointers.clear();
return false;
}
if (input.flags & TouchInputFlags::DOWN) {
// Handle the zones here, easier than with AnchorLayout.
const float minX = zoneIndex_ == 0 ? 0.0f : bounds_.w * 0.5f;
const float maxX = zoneIndex_ == 0 ? bounds_.w * 0.5f : bounds_.w;
if (dragPointerId_ == -1 && input.x >= minX && input.x < maxX) {
dragPointerId_ = input.id;
lastX_ = input.x;
lastY_ = input.y;
downX_ = input.x;
downY_ = input.y;
const float now = time_now_d();
if (now - lastTapRelease_ < 0.3f && !haveDoubleTapped_) {
if (zone.iDoubleTapGesture != 0 )
controlMapper_->PSPKey(DEVICE_ID_TOUCH, GestureKey::keyList[zone.iDoubleTapGesture - 1], KeyInputFlags::DOWN);
haveDoubleTapped_ = true;
}
lastTouchDown_ = now;
}
}
if (input.flags & TouchInputFlags::MOVE) {
if (input.id == dragPointerId_) {
deltaX_ += input.x - lastX_;
deltaY_ += input.y - lastY_;
lastX_ = input.x;
lastY_ = input.y;
const float distance = sqrtf((input.x - downX_) * (input.x - downX_) + (input.y - downY_) * (input.y - downY_));
// TODO: Configurable distance?
if (distance > 50.0f * g_display.dpi_scale_x) {
// The user has dragged some distance from the initial touch. Start ignoring button presses.
g_activeGesturePointers.insert(input.id);
} else {
g_activeGesturePointers.erase(input.id);
}
if (zone.bAnalogGesture) {
const float k = zone.fAnalogGestureSensitivity * 0.02;
float dx = (input.x - downX_) * g_display.dpi_scale_x * k;
float dy = (input.y - downY_) * g_display.dpi_scale_y * k;
dx = std::clamp(dx, -1.0f, 1.0f);
dy = std::clamp(dy, -1.0f, 1.0f);
__CtrlSetAnalogXY(0, dx, -dy);
}
}
}
if (input.flags & TouchInputFlags::UP) {
g_activeGesturePointers.erase(input.id);
if (input.id == dragPointerId_) {
dragPointerId_ = -1;
if (time_now_d() - lastTouchDown_ < 0.3f)
lastTapRelease_ = time_now_d();
if (haveDoubleTapped_) {
if (zone.iDoubleTapGesture != 0)
controlMapper_->PSPKey(DEVICE_ID_TOUCH, GestureKey::keyList[zone.iDoubleTapGesture - 1], KeyInputFlags::UP);
haveDoubleTapped_ = false;
}
if (zone.bAnalogGesture)
__CtrlSetAnalogXY(0, 0, 0);
}
}
return true;
}
void GestureGamepad::Draw(UIContext &dc) {
float opacity = g_Config.iTouchButtonOpacity / 100.0;
if (opacity <= 0.0f)
return;
uint32_t colorBg = colorAlpha(GetButtonColor(), opacity);
if (GetZone().bAnalogGesture && dragPointerId_ != -1) {
dc.Draw()->DrawImage(ImageID("I_CIRCLE"), downX_, downY_, 0.7f, colorBg, ALIGN_CENTER);
}
}
void GestureGamepad::Update() {
const float th = 1.0f;
float dx = deltaX_ * g_display.dpi_scale_x * GetZone().fSwipeSensitivity;
float dy = deltaY_ * g_display.dpi_scale_y * GetZone().fSwipeSensitivity;
const float smoothing = GetZone().fSwipeSmoothing;
deltaX_ *= smoothing;
deltaY_ *= smoothing;
if (!GetZone().bGestureControlEnabled) {
return;
}
if (GetZone().iSwipeRight != 0) {
if (dx > th) {
controlMapper_->PSPKey(DEVICE_ID_TOUCH, GestureKey::keyList[GetZone().iSwipeRight - 1], KeyInputFlags::DOWN);
swipeRightReleased_ = false;
} else if (!swipeRightReleased_) {
controlMapper_->PSPKey(DEVICE_ID_TOUCH, GestureKey::keyList[GetZone().iSwipeRight -1], KeyInputFlags::UP);
swipeRightReleased_ = true;
}
}
if (GetZone().iSwipeLeft != 0) {
if (dx < -th) {
controlMapper_->PSPKey(DEVICE_ID_TOUCH, GestureKey::keyList[GetZone().iSwipeLeft - 1], KeyInputFlags::DOWN);
swipeLeftReleased_ = false;
} else if (!swipeLeftReleased_) {
controlMapper_->PSPKey(DEVICE_ID_TOUCH, GestureKey::keyList[GetZone().iSwipeLeft - 1], KeyInputFlags::UP);
swipeLeftReleased_ = true;
}
}
if (GetZone().iSwipeUp != 0) {
if (dy < -th) {
controlMapper_->PSPKey(DEVICE_ID_TOUCH, GestureKey::keyList[GetZone().iSwipeUp - 1], KeyInputFlags::DOWN);
swipeUpReleased_ = false;
} else if (!swipeUpReleased_) {
controlMapper_->PSPKey(DEVICE_ID_TOUCH, GestureKey::keyList[GetZone().iSwipeUp - 1], KeyInputFlags::UP);
swipeUpReleased_ = true;
}
}
if (GetZone().iSwipeDown != 0) {
if (dy > th) {
controlMapper_->PSPKey(DEVICE_ID_TOUCH, GestureKey::keyList[GetZone().iSwipeDown - 1], KeyInputFlags::DOWN);
swipeDownReleased_ = false;
} else if (!swipeDownReleased_) {
controlMapper_->PSPKey(DEVICE_ID_TOUCH, GestureKey::keyList[GetZone().iSwipeDown - 1], KeyInputFlags::UP);
swipeDownReleased_ = true;
}
}
}