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* Input: further work on remapping Xinput and begin work on remapping DS4 * Input: Improve pad_settings_dialog a bit and begin Remapping for XInput * Input: begin evdev remapping and change all handlers to use cfg::string * Input: finish work on remapping evdev and some more crap * Input: finish work on remapping Xinput and DS4 * Input: add DS4 Colors to DS4 config * Input: Improve DS4 deadzone scaling Jarves made some mistakes, so I'll fix them in the follow up commit * Input: fix Jarves fixes on DS4 deadzone and remove unnecessary usage of toUtf8 * Input: add primitive batterychecks to XInput and DS4 * Input: add mmjoystick remapping * Input: Fix evdev and some Vibration issues * Input: adjust capabilities to fix stick input for games like LoS 2 also fix threshold slider minimum also add ps button to all the handlers * Input: Further evdev work based on danilaml code review and own debugging: Fixed path issue, <= 0 issue, some captures, const, axis with same codes. Adds a map to each device that differentiates negative and positive axis mappings. adjusted rest of the file to tabs (ListDevices and beginning of threadProc) * Input: use 20ms vibration update time for xbox one elite controllers. * Input: Fix return type of Clamp() * Input: Evdev Fix * Input: Evdev Optional GetNextButtonPress presumably better than the other * Input: review changes * Input: evdev: fix wrong index in axis handling move bindpadtodevice down to keep consistency between handlers and not get crazy * Input: evdev: fix expensive add_device in GetNextButtonPress * cleanup * Input: mmjoy: fix type * Input: evdev: final fixes * Input: evdev: exclude unnecessary buttons while mapping Xbox 360 or DS4 * Input: add deadzone preview by passing necessary values in callback use 0.5 of max value for threshold in pad dialog * Input: get rid of all-uppercase variables
39 lines
935 B
C++
39 lines
935 B
C++
#pragma once
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#include "Utilities/Config.h"
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#include "Emu/Io/PadHandler.h"
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#include "stdafx.h"
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#include "Emu/System.h"
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#include <QWindow>
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#include <QKeyEvent>
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class keyboard_pad_handler final : public QObject, public PadHandlerBase
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{
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public:
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bool Init() override;
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keyboard_pad_handler();
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void SetTargetWindow(QWindow* target);
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void keyPressEvent(QKeyEvent* event);
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void keyReleaseEvent(QKeyEvent* event);
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bool eventFilter(QObject* obj, QEvent* ev) override;
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std::vector<std::string> ListDevices() override;
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bool bindPadToDevice(std::shared_ptr<Pad> pad, const std::string& device) override;
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void ThreadProc() override;
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std::string GetKeyName(const QKeyEvent* keyEvent);
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std::string GetKeyName(const u32& keyCode);
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u32 GetKeyCode(const std::string& keyName);
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protected:
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void Key(const u32 code, bool pressed, u16 value = 255);
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private:
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QWindow* m_target = nullptr;
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std::vector<std::shared_ptr<Pad>> bindings;
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};
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