rpcsx/rpcs3/Emu/Io/PadHandler.h

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#pragma once
enum PortStatus
{
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CELL_PAD_STATUS_DISCONNECTED = 0x00000000,
CELL_PAD_STATUS_CONNECTED = 0x00000001,
CELL_PAD_STATUS_ASSIGN_CHANGES = 0x00000002,
};
enum PortSettings
{
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CELL_PAD_SETTING_PRESS_ON = 0x00000002,
CELL_PAD_SETTING_SENSOR_ON = 0x00000004,
CELL_PAD_SETTING_PRESS_OFF = 0x00000000,
CELL_PAD_SETTING_SENSOR_OFF = 0x00000000,
};
enum Digital1Flags
{
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CELL_PAD_CTRL_LEFT = 0x00000080,
CELL_PAD_CTRL_DOWN = 0x00000040,
CELL_PAD_CTRL_RIGHT = 0x00000020,
CELL_PAD_CTRL_UP = 0x00000010,
CELL_PAD_CTRL_START = 0x00000008,
CELL_PAD_CTRL_R3 = 0x00000004,
CELL_PAD_CTRL_L3 = 0x00000002,
CELL_PAD_CTRL_SELECT = 0x00000001,
};
enum Digital2Flags
{
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CELL_PAD_CTRL_SQUARE = 0x00000080,
CELL_PAD_CTRL_CROSS = 0x00000040,
CELL_PAD_CTRL_CIRCLE = 0x00000020,
CELL_PAD_CTRL_TRIANGLE = 0x00000010,
CELL_PAD_CTRL_R1 = 0x00000008,
CELL_PAD_CTRL_L1 = 0x00000004,
CELL_PAD_CTRL_R2 = 0x00000002,
CELL_PAD_CTRL_L2 = 0x00000001,
};
enum DeviceCapability
{
CELL_PAD_CAPABILITY_PS3_CONFORMITY = 0x00000001, //PS3 Conformity Controller
CELL_PAD_CAPABILITY_PRESS_MODE = 0x00000002, //Press mode supported
CELL_PAD_CAPABILITY_SENSOR_MODE = 0x00000004, //Sensor mode supported
CELL_PAD_CAPABILITY_HP_ANALOG_STICK = 0x00000008, //High Precision analog stick
CELL_PAD_CAPABILITY_ACTUATOR = 0x00000010, //Motor supported
};
enum DeviceType
{
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CELL_PAD_DEV_TYPE_STANDARD = 0,
CELL_PAD_DEV_TYPE_BD_REMOCON = 4,
CELL_PAD_DEV_TYPE_LDD = 5,
};
enum ButtonDataOffset
{
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CELL_PAD_BTN_OFFSET_DIGITAL1 = 2,
CELL_PAD_BTN_OFFSET_DIGITAL2 = 3,
CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_X = 4,
CELL_PAD_BTN_OFFSET_ANALOG_RIGHT_Y = 5,
CELL_PAD_BTN_OFFSET_ANALOG_LEFT_X = 6,
CELL_PAD_BTN_OFFSET_ANALOG_LEFT_Y = 7,
CELL_PAD_BTN_OFFSET_PRESS_RIGHT = 8,
CELL_PAD_BTN_OFFSET_PRESS_LEFT = 9,
CELL_PAD_BTN_OFFSET_PRESS_UP = 10,
CELL_PAD_BTN_OFFSET_PRESS_DOWN = 11,
CELL_PAD_BTN_OFFSET_PRESS_TRIANGLE = 12,
CELL_PAD_BTN_OFFSET_PRESS_CIRCLE = 13,
CELL_PAD_BTN_OFFSET_PRESS_CROSS = 14,
CELL_PAD_BTN_OFFSET_PRESS_SQUARE = 15,
CELL_PAD_BTN_OFFSET_PRESS_L1 = 16,
CELL_PAD_BTN_OFFSET_PRESS_R1 = 17,
CELL_PAD_BTN_OFFSET_PRESS_L2 = 18,
CELL_PAD_BTN_OFFSET_PRESS_R2 = 19,
CELL_PAD_BTN_OFFSET_SENSOR_X = 20,
CELL_PAD_BTN_OFFSET_SENSOR_Y = 21,
CELL_PAD_BTN_OFFSET_SENSOR_Z = 22,
CELL_PAD_BTN_OFFSET_SENSOR_G = 23,
};
static const u32 CELL_MAX_PADS = 127;
static const u32 CELL_PAD_MAX_PORT_NUM = 7;
static const u32 CELL_PAD_MAX_CODES = 64;
static const u32 CELL_PAD_MAX_CAPABILITY_INFO = 32;
struct Button
{
u32 m_offset;
u32 m_keyCode;
u32 m_outKeyCode;
u16 m_value;
bool m_pressed;
bool m_flush;
Button(u32 offset, u32 keyCode, u32 outKeyCode)
: m_pressed(false)
, m_flush(false)
, m_offset(offset)
, m_keyCode(keyCode)
, m_outKeyCode(outKeyCode)
, m_value(0)
{
}
};
struct AnalogStick
{
u32 m_offset;
u32 m_keyCodeMin;
u32 m_keyCodeMax;
u16 m_value;
AnalogStick(u32 offset, u32 keyCodeMin, u32 keyCodeMax)
: m_offset(offset)
, m_keyCodeMin(keyCodeMin)
, m_keyCodeMax(keyCodeMax)
, m_value(128)
{
}
};
struct Pad
{
bool m_buffer_cleared;
u32 m_port_status;
u32 m_port_setting;
u32 m_device_capability;
u32 m_device_type;
std::vector<Button> m_buttons;
std::vector<AnalogStick> m_sticks;
//These hold bits for their respective buttons
u16 m_digital_1;
u16 m_digital_2;
//All sensors go from 0-255
u16 m_analog_left_x;
u16 m_analog_left_y;
u16 m_analog_right_x;
u16 m_analog_right_y;
u16 m_press_right;
u16 m_press_left;
u16 m_press_up;
u16 m_press_down;
u16 m_press_triangle;
u16 m_press_circle;
u16 m_press_cross;
u16 m_press_square;
u16 m_press_L1;
u16 m_press_L2;
u16 m_press_R1;
u16 m_press_R2;
//Except for these...0-1023
//~399 on sensor y is a level non moving controller
u16 m_sensor_x;
u16 m_sensor_y;
u16 m_sensor_z;
u16 m_sensor_g;
Pad(u32 port_status, u32 port_setting, u32 device_capability, u32 device_type)
: m_buffer_cleared(true)
, m_port_status(port_status)
, m_port_setting(port_setting)
, m_device_capability(device_capability)
, m_device_type(device_type)
, m_digital_1(0)
, m_digital_2(0)
, m_analog_left_x(128)
, m_analog_left_y(128)
, m_analog_right_x(128)
, m_analog_right_y(128)
, m_press_right(0)
, m_press_left(0)
, m_press_up(0)
, m_press_down(0)
, m_press_triangle(0)
, m_press_circle(0)
, m_press_cross(0)
, m_press_square(0)
, m_press_L1(0)
, m_press_L2(0)
, m_press_R1(0)
, m_press_R2(0)
, m_sensor_x(0)
, m_sensor_y(399)
, m_sensor_z(0)
, m_sensor_g(0)
{
}
};
struct PadInfo
{
u32 max_connect;
u32 now_connect;
u32 system_info;
};
class PadHandlerBase
{
protected:
PadInfo m_info;
std::vector<Pad> m_pads;
public:
virtual void Init(const u32 max_connect)=0;
virtual void Close()=0;
virtual ~PadHandlerBase() = default;
//Set value to set pressure/axi to certain level, otherwise 0/255 default
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void Key(const u32 code, bool pressed, u16 value=255)
{
for(Pad& pad : m_pads)
{
for (Button& button : pad.m_buttons)
{
if (button.m_keyCode != code)
continue;
//This is for reporting when a controller connects/disconnects, shouldn't be here
//pad.m_port_status |= CELL_PAD_STATUS_ASSIGN_CHANGES;
if (value >= 256){ value = 255; }
//Todo: Is this flush necessary once games hit decent speeds?
if (button.m_pressed && !pressed)
{
button.m_flush = true;
}
else
{
button.m_pressed = pressed;
if (pressed)
button.m_value = value;
else
button.m_value = 0;
}
}
for(AnalogStick& stick : pad.m_sticks)
{
if (stick.m_keyCodeMax != code && stick.m_keyCodeMin != code)
continue;
//slightly less hack job for key based analog stick
// should also fix/make transitions when using keys smoother
// the logic here is that when a key is released,
// if we are at the opposite end of the axis, dont reset to middle
if (stick.m_keyCodeMax == code)
{
if (pressed) stick.m_value = 255;
else if (stick.m_value==0) stick.m_value = 0;
else stick.m_value = 128;
}
if (stick.m_keyCodeMin == code)
{
if (pressed) stick.m_value = 0;
else if (stick.m_value == 255) stick.m_value = 255;
else stick.m_value = 128;
}
}
}
}
PadInfo& GetInfo() { return m_info; }
std::vector<Pad>& GetPads() { return m_pads; }
std::vector<Button>& GetButtons(const u32 pad) { return m_pads[pad].m_buttons; }
std::vector<AnalogStick>& GetSticks(const u32 pad) { return m_pads[pad].m_sticks; }
};