2b92d22bda
We can allow the name to be moved into, allowing allocations to be avoided.
113 lines
3.9 KiB
C++
113 lines
3.9 KiB
C++
// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included
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#include "common/param_package.h"
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#include "common/settings_input.h"
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#include "input_common/drivers/keyboard.h"
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namespace InputCommon {
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constexpr PadIdentifier key_identifier = {
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.guid = Common::UUID{Common::INVALID_UUID},
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.port = 0,
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.pad = 0,
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};
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constexpr PadIdentifier keyboard_key_identifier = {
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.guid = Common::UUID{Common::INVALID_UUID},
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.port = 1,
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.pad = 0,
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};
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constexpr PadIdentifier keyboard_modifier_identifier = {
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.guid = Common::UUID{Common::INVALID_UUID},
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.port = 1,
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.pad = 1,
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};
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Keyboard::Keyboard(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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// Keyboard is broken into 3 diferent sets:
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// key: Unfiltered intended for controllers.
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// keyboard_key: Allows only Settings::NativeKeyboard::Keys intended for keyboard emulation.
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// keyboard_modifier: Allows only Settings::NativeKeyboard::Modifiers intended for keyboard
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// emulation.
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PreSetController(key_identifier);
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PreSetController(keyboard_key_identifier);
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PreSetController(keyboard_modifier_identifier);
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}
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void Keyboard::PressKey(int key_code) {
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SetButton(key_identifier, key_code, true);
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}
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void Keyboard::ReleaseKey(int key_code) {
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SetButton(key_identifier, key_code, false);
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}
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void Keyboard::PressKeyboardKey(int key_index) {
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if (key_index == Settings::NativeKeyboard::None) {
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return;
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}
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SetButton(keyboard_key_identifier, key_index, true);
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}
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void Keyboard::ReleaseKeyboardKey(int key_index) {
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if (key_index == Settings::NativeKeyboard::None) {
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return;
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}
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SetButton(keyboard_key_identifier, key_index, false);
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}
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void Keyboard::SetKeyboardModifiers(int key_modifiers) {
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for (int i = 0; i < 32; ++i) {
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bool key_value = ((key_modifiers >> i) & 0x1) != 0;
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SetButton(keyboard_modifier_identifier, i, key_value);
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// Use the modifier to press the key button equivalent
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switch (i) {
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case Settings::NativeKeyboard::LeftControl:
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SetButton(keyboard_key_identifier, Settings::NativeKeyboard::LeftControlKey, key_value);
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break;
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case Settings::NativeKeyboard::LeftShift:
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SetButton(keyboard_key_identifier, Settings::NativeKeyboard::LeftShiftKey, key_value);
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break;
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case Settings::NativeKeyboard::LeftAlt:
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SetButton(keyboard_key_identifier, Settings::NativeKeyboard::LeftAltKey, key_value);
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break;
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case Settings::NativeKeyboard::LeftMeta:
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SetButton(keyboard_key_identifier, Settings::NativeKeyboard::LeftMetaKey, key_value);
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break;
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case Settings::NativeKeyboard::RightControl:
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SetButton(keyboard_key_identifier, Settings::NativeKeyboard::RightControlKey,
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key_value);
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break;
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case Settings::NativeKeyboard::RightShift:
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SetButton(keyboard_key_identifier, Settings::NativeKeyboard::RightShiftKey, key_value);
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break;
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case Settings::NativeKeyboard::RightAlt:
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SetButton(keyboard_key_identifier, Settings::NativeKeyboard::RightAltKey, key_value);
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break;
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case Settings::NativeKeyboard::RightMeta:
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SetButton(keyboard_key_identifier, Settings::NativeKeyboard::RightMetaKey, key_value);
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break;
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default:
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// Other modifier keys should be pressed with PressKey since they stay enabled until
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// next press
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break;
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}
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}
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}
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void Keyboard::ReleaseAllKeys() {
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ResetButtonState();
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}
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std::vector<Common::ParamPackage> Keyboard::GetInputDevices() const {
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std::vector<Common::ParamPackage> devices;
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devices.emplace_back(Common::ParamPackage{
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{"engine", GetEngineName()},
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{"display", "Keyboard Only"},
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});
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return devices;
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}
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} // namespace InputCommon
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