fixup! Refactor input system

This commit is contained in:
wwylele 2016-05-15 13:35:45 +03:00
parent 416faa20d1
commit 6d49e4621c
2 changed files with 24 additions and 20 deletions

View file

@ -19,11 +19,11 @@ const std::array<KeyTarget, Settings::NativeInput::NUM_INPUTS> mapping_targets =
Service::HID::PAD_UP, Service::HID::PAD_DOWN, Service::HID::PAD_LEFT, Service::HID::PAD_RIGHT,
Service::HID::PAD_C_UP, Service::HID::PAD_C_DOWN, Service::HID::PAD_C_LEFT, Service::HID::PAD_C_RIGHT,
IndirectTarget::CIRCLE_PAD_UP,
IndirectTarget::CIRCLE_PAD_DOWN,
IndirectTarget::CIRCLE_PAD_LEFT,
IndirectTarget::CIRCLE_PAD_RIGHT,
IndirectTarget::CIRCLE_PAD_MODIFIER,
IndirectTarget::CirclePadUp,
IndirectTarget::CirclePadDown,
IndirectTarget::CirclePadLeft,
IndirectTarget::CirclePadRight,
IndirectTarget::CirclePadModifier,
}};
static std::map<HostDeviceKey, KeyTarget> key_map;
@ -79,23 +79,23 @@ void PressKey(EmuWindow& emu_window, HostDeviceKey key) {
emu_window.ButtonPressed({{target->second.target.direct_target_hex}});
} else {
switch (target->second.target.indirect_target) {
case IndirectTarget::CIRCLE_PAD_UP:
case IndirectTarget::CirclePadUp:
circle_pad_up = true;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CIRCLE_PAD_DOWN:
case IndirectTarget::CirclePadDown:
circle_pad_down = true;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CIRCLE_PAD_LEFT:
case IndirectTarget::CirclePadLeft:
circle_pad_left = true;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CIRCLE_PAD_RIGHT:
case IndirectTarget::CirclePadRight:
circle_pad_right = true;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CIRCLE_PAD_MODIFIER:
case IndirectTarget::CirclePadModifier:
circle_pad_modifier = true;
UpdateCirclePad(emu_window);
break;
@ -112,23 +112,23 @@ void ReleaseKey(EmuWindow& emu_window,HostDeviceKey key) {
emu_window.ButtonReleased({{target->second.target.direct_target_hex}});
} else {
switch (target->second.target.indirect_target) {
case IndirectTarget::CIRCLE_PAD_UP:
case IndirectTarget::CirclePadUp:
circle_pad_up = false;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CIRCLE_PAD_DOWN:
case IndirectTarget::CirclePadDown:
circle_pad_down = false;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CIRCLE_PAD_LEFT:
case IndirectTarget::CirclePadLeft:
circle_pad_left = false;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CIRCLE_PAD_RIGHT:
case IndirectTarget::CirclePadRight:
circle_pad_right = false;
UpdateCirclePad(emu_window);
break;
case IndirectTarget::CIRCLE_PAD_MODIFIER:
case IndirectTarget::CirclePadModifier:
circle_pad_modifier = false;
UpdateCirclePad(emu_window);
break;

View file

@ -12,12 +12,16 @@ class EmuWindow;
namespace KeyMap {
/**
* Represents a key mapping target that are not 3DS real buttons.
* They will be handled by KeyMap and translated to 3DS input.
*/
enum class IndirectTarget {
CIRCLE_PAD_UP,
CIRCLE_PAD_DOWN,
CIRCLE_PAD_LEFT,
CIRCLE_PAD_RIGHT,
CIRCLE_PAD_MODIFIER,
CirclePadUp,
CirclePadDown,
CirclePadLeft,
CirclePadRight,
CirclePadModifier,
};
/**