PSP: rewrote input code and added an input mode

The old input code was getting too messy. A redesign made it easier to modify and add several modes and combos, including one for 1st person games which benefit from a different control scheme. A combo switches between the modes. I also added directional support while the virtual keyboard is visible, using the nub. This allows moving around in the text in some games, and moving the character while typing for others (e.g. AGI)

svn-id: r53042
This commit is contained in:
Yotam Barnoy 2010-10-06 21:26:45 +00:00
parent b15f51ad7b
commit e47e474cff
8 changed files with 694 additions and 332 deletions

View file

@ -3,79 +3,95 @@ ScummVM-PSP 1.3.0svn README
Installation
============
- Copy the relevant game datafiles to your memory stick (location
doesn't matter).
- Install ScummVM like any other homebrew
- Run ScummVM and use the launcher to add games and run them
- Copy the relevant game datafiles to your memory stick (location doesn't matter).
- Install ScummVM like any other homebrew.
- Run ScummVM and use the launcher to add games and run them.
Controls
========
Left trigger - ESC
Right trigger - Modifier key (see below for uses)
Left trigger - ESC (Usually skips cutscenes. Depends on game)
Analog - Mouse movement
Right trigger + Analog - Fine control mouse
Directions - Arrow keys
Directions + Right Trigger - Diagonal arrow keys
Triangle - Enter
Cross - Mouse button 1
Circle - Mouse button 2
Square - '.' (skip dialogue in some games)
Start - F5 (Main Menu)
Right trigger + Start - Return-To-Launcher menu
Right trigger + Analog - Fine mouse movement
D-Pad - Arrow keys (useful mostly in SCI and AGI games)
D-Pad + Right Trigger - Diagonal arrow keys (it's hard to input diagonals on some PSPs)
Triangle - Enter (useful for some dialogs)
Cross - Left Mouse Button (usually the main button)
Circle - Right Mouse Button (secondary button in some games)
Square - '.' (skip dialogue in some games e.g. Scumm)
Right trigger + Square - Spacebar (useful in Gobli*ns and SCI games)
Start - Global Menu. Allows you to 'Return To Launcher' to play another game
Right trigger + Start - F5 (Main Menu in some games)
Select - Show/Hide Virtual Keyboard. Hold down to move keyboard onscreen (with D-Pad).
Virtual Keyboard
================
Virtual Keyboard Mode
=====================
Start - Enter key. Also exits virtual keyboard mode
Select - Exit the virtual keyboard mode
Right trigger - Input letters: lowercase/uppercase (press to toggle)
Left trigger - Input numbers/symbols (press to toggle)
D-Pad - Select square of characters (up, down, left or right)
Buttons/Triggers - Choose a specific character in the square. The four center characters are chosen
by the button in the corresponding position. The 2 top characters are chosen by the
triggers.
Analog - Moves in a direction (left/right/up/down) (Useful to keep moving
while typing in AGI games among other things)
Select - Show/Hide Virtual Keyboard. Hold down to move keyboard onscreen.
Start - Enter
Right trigger - Switch to/between letter modes
Left trigger - Switch to/between numbers and symbols
D-Pad - Select square of characters
Buttons/Triggers - Choose a specific character
1st Person Game Mode (Can be ignored by most users)
====================
This is a special mode built for 1st person games like Lands of Lore. If you don't have these games you can
safely ignore this mode. To enter or leave this mode, use the combo:
Right Trigger + Left Trigger + Square
Some buttons have been switched around to make these games more playable:
Square - Is the modifier key instead of Right Trigger.
Left/Right Trigger - Strafe left/right
D-Pad Left/Right - Turn left/right
Square + D-Pad - F1/F2/F3/F4
Square + Start - Esc (shows game menu)
Notes
=====
- Notice that you can switch between games! This is much faster than quitting
and having to start ScummVM all over again. Go to the global menu and choose 'Return To Launcher'.
(Some games may not have the Return To Launcher option available yet.)
- Plugin files are NOT interchangeable between versions! You must copy ALL the
plugin files that come with every version of scummvm. They sit in the /plugin
- The PSP version of ScummVM uses the Media Engine to accelerate decoding of MP3 files. This means
that if you have the choice of compressing using Ogg files or MP3 files, choose MP3 -- the game
will generally run faster.
- Plugin files are NOT interchangeable between ScummVM versions! You must copy ALL the
plugin files that come with every version of ScummVM. They sit in the /plugin
subdirectory. If you get a crash upon startup, try deleting all the existing
plugin files in the plugin directory and copying the new ones over again.
- While it's possible to compress certain game resources to reduce their size,
this can (and usually will) cause games (especially animation) to be choppy
sometimes, as it ofcourse needs extra CPU power to decode these files.
As such, it is recommended to play games in their original, uncompressed,
form whenever possible.
- This README may be outdated, for more up-to-date instructions and notes see
the PSP Port Wiki: http://wiki.scummvm.org/index.php/PlayStation_Portable
Frequently Asked Questions
==========================
Q: Pressing select doesn't make the virtual keyboard show up on screen!
A: You need to make sure that the kbd.zip file is in the same directory as the scummvm executable.
Q: Scummvm crashes upon starting up!
A: See the first note above.
Q: Pressing select doesn't make the virtual keyboard show up on screen!
A: You need to make sure that the kbd.zip file is in the same directory as the ScummVM executable.
Q: What do I need to run the games?
A: A 1.00 or 1.50 firmware PSP (or an EBOOT loader on firmware 2.00 or
higher), and the necessary datafiles for the game you want to play and
obviously this ScummVM port.
A: A PSP that can run homebrew and the necessary datafiles for the game you want to play.
Q: Can I run game X with this?
A: You can find the list of supported games on the compatibility page
on http://www.scummvm.org.
Note that ScummVM is NOT a 'DOS (game) emulator', but written
specifically for certain games/engines.
at http://www.scummvm.org
Note that ScummVM is NOT an emulator. The supported games engines have been painstakingly rewritten.
It's not easy to add support for a game you want that currently isn't supported.
Q: My Monkey Island 1 doesn't have any music, what gives?
A: If your version of Monkey Island came on a CD then it has the music
as CD Audio tracks. You need to rip those to MP3/Ogg and copy them
to the same directory as the game datafiles for music to work.
as CD Audio tracks. You need to rip those to MP3/Ogg (MP3 is preferred), naming them track1.mp3 track2.mp3
etc. and copy them to the same directory as the game datafiles for music to work.
Q: Game X crashes, or feature Y doesn't work. Can you fix this?
A: Possibly.
@ -83,21 +99,23 @@ A: Possibly.
played them all start-to-finish on the PSP, so it's possible there
are bugs or issues that we're not aware of.
When you encounter such a bug, please use the "Bug Tracker" you find linked
on the ScummVM website, and mention all relevant info (i.e. that you're
on the ScummVM website, and mention all relevant info i.e. that you're
using the PSP version, which ScummVM version it is, if the problem exists
in a recent PC SVN version, a detailed description of the problem,
and if at all possible a nearby savegame), this will make it much easier
in a recent PC version, a detailed description of the problem,
and if at all possible a nearby savegame. This will make it much easier
for us to reproduce (and hopefully fix) the problem.
Building the source code
========================
To build ScummVM for PSP you need:
- ScummVM source code (svn co https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk)
- PSP toolchain (svn co svn://svn.pspdev.org/psp/trunk/psptoolchain)
- PSPSDK (svn co svn://svn.pspdev.org/psp/trunk/pspsdk)
Note: This usually gets installed by the PSP toolchain,
so you don't have to do it manually.
Note: This usually gets installed by the PSP toolchain,
so you don't have to do it manually.
- zlib (svn co svn://svn.pspdev.org/psp/trunk/zlib)
@ -107,21 +125,15 @@ To build ScummVM for PSP you need:
- libTremor(*) (svn co svn://svn.pspdev.org/psp/trunk/libTremor)
(*) = optional
When you've installed these libraries (read their README.PSP for instructions),
type "make" in the backends/platform/psp directory to build a 1.00 firmware
EBOOT.PBP, or "make kxploit" to build the 1.50/kxploit EBOOT.PBPs
You can control most of the build process (engines and libraries used) from
the Makefile.
Once you've installed these libraries (read their README.PSP for instructions),
create a subdirectory in your ScummVM folder called 'builds/psp'. Then, in this folder, type
'../../configure --host=psp --enable-plugins --default-dynamic'. If everything is installed
correctly, ScummVM will inform you as it finds the right components. Finally type 'make' to build.
Port Authors
============
Joost Peters (joostp@scummvm.org)
Paolo Costabel (paoloc@pacbell.net)
Thomas Mayer (tommybear@internode.on.net)

View file

@ -3,79 +3,95 @@ ScummVM-PSP @VERSION@ README
Installation
============
- Copy the relevant game datafiles to your memory stick (location
doesn't matter).
- Install ScummVM like any other homebrew
- Run ScummVM and use the launcher to add games and run them
- Copy the relevant game datafiles to your memory stick (location doesn't matter).
- Install ScummVM like any other homebrew.
- Run ScummVM and use the launcher to add games and run them.
Controls
========
Left trigger - ESC
Right trigger - Modifier key (see below for uses)
Left trigger - ESC (Usually skips cutscenes. Depends on game)
Analog - Mouse movement
Right trigger + Analog - Fine control mouse
Directions - Arrow keys
Directions + Right Trigger - Diagonal arrow keys
Triangle - Enter
Cross - Mouse button 1
Circle - Mouse button 2
Square - '.' (skip dialogue in some games)
Start - F5 (Main Menu)
Right trigger + Start - Return-To-Launcher menu
Right trigger + Analog - Fine mouse movement
D-Pad - Arrow keys (useful mostly in SCI and AGI games)
D-Pad + Right Trigger - Diagonal arrow keys (it's hard to input diagonals on some PSPs)
Triangle - Enter (useful for some dialogs)
Cross - Left Mouse Button (usually the main button)
Circle - Right Mouse Button (secondary button in some games)
Square - '.' (skip dialogue in some games e.g. Scumm)
Right trigger + Square - Spacebar (useful in Gobli*ns and SCI games)
Start - Global Menu. Allows you to 'Return To Launcher' to play another game
Right trigger + Start - F5 (Main Menu in some games)
Select - Show/Hide Virtual Keyboard. Hold down to move keyboard onscreen (with D-Pad).
Virtual Keyboard
================
Virtual Keyboard Mode
=====================
Start - Enter key. Also exits virtual keyboard mode
Select - Exit the virtual keyboard mode
Right trigger - Input letters: lowercase/uppercase (press to toggle)
Left trigger - Input numbers/symbols (press to toggle)
D-Pad - Select square of characters (up, down, left or right)
Buttons/Triggers - Choose a specific character in the square. The four center characters are chosen
by the button in the corresponding position. The 2 top characters are chosen by the
triggers.
Analog - Moves in a direction (left/right/up/down) (Useful to keep moving
while typing in AGI games among other things)
Select - Show/Hide Virtual Keyboard. Hold down to move keyboard onscreen.
Start - Enter
Right trigger - Switch to/between letter modes
Left trigger - Switch to/between numbers and symbols
D-Pad - Select square of characters
Buttons/Triggers - Choose a specific character
1st Person Game Mode (Can be ignored by most users)
====================
This is a special mode built for 1st person games like Lands of Lore. If you don't have these games you can
safely ignore this mode. To enter or leave this mode, use the combo:
Right Trigger + Left Trigger + Square
Some buttons have been switched around to make these games more playable:
Square - Is the modifier key instead of Right Trigger.
Left/Right Trigger - Strafe left/right
D-Pad Left/Right - Turn left/right
Square + D-Pad - F1/F2/F3/F4
Square + Start - Esc (shows game menu)
Notes
=====
- Notice that you can switch between games! This is much faster than quitting
and having to start ScummVM all over again. Go to the global menu and choose 'Return To Launcher'.
(Some games may not have the Return To Launcher option available yet.)
- Plugin files are NOT interchangeable between versions! You must copy ALL the
plugin files that come with every version of scummvm. They sit in the /plugin
- The PSP version of ScummVM uses the Media Engine to accelerate decoding of MP3 files. This means
that if you have the choice of compressing using Ogg files or MP3 files, choose MP3 -- the game
will generally run faster.
- Plugin files are NOT interchangeable between ScummVM versions! You must copy ALL the
plugin files that come with every version of ScummVM. They sit in the /plugin
subdirectory. If you get a crash upon startup, try deleting all the existing
plugin files in the plugin directory and copying the new ones over again.
- While it's possible to compress certain game resources to reduce their size,
this can (and usually will) cause games (especially animation) to be choppy
sometimes, as it ofcourse needs extra CPU power to decode these files.
As such, it is recommended to play games in their original, uncompressed,
form whenever possible.
- This README may be outdated, for more up-to-date instructions and notes see
the PSP Port Wiki: http://wiki.scummvm.org/index.php/PlayStation_Portable
Frequently Asked Questions
==========================
Q: Pressing select doesn't make the virtual keyboard show up on screen!
A: You need to make sure that the kbd.zip file is in the same directory as the scummvm executable.
Q: Scummvm crashes upon starting up!
A: See the first note above.
Q: Pressing select doesn't make the virtual keyboard show up on screen!
A: You need to make sure that the kbd.zip file is in the same directory as the ScummVM executable.
Q: What do I need to run the games?
A: A 1.00 or 1.50 firmware PSP (or an EBOOT loader on firmware 2.00 or
higher), and the necessary datafiles for the game you want to play and
obviously this ScummVM port.
A: A PSP that can run homebrew and the necessary datafiles for the game you want to play.
Q: Can I run game X with this?
A: You can find the list of supported games on the compatibility page
on http://www.scummvm.org.
Note that ScummVM is NOT a 'DOS (game) emulator', but written
specifically for certain games/engines.
at http://www.scummvm.org
Note that ScummVM is NOT an emulator. The supported games engines have been painstakingly rewritten.
It's not easy to add support for a game you want that currently isn't supported.
Q: My Monkey Island 1 doesn't have any music, what gives?
A: If your version of Monkey Island came on a CD then it has the music
as CD Audio tracks. You need to rip those to MP3/Ogg and copy them
to the same directory as the game datafiles for music to work.
as CD Audio tracks. You need to rip those to MP3/Ogg (MP3 is preferred), naming them track1.mp3 track2.mp3
etc. and copy them to the same directory as the game datafiles for music to work.
Q: Game X crashes, or feature Y doesn't work. Can you fix this?
A: Possibly.
@ -83,21 +99,23 @@ A: Possibly.
played them all start-to-finish on the PSP, so it's possible there
are bugs or issues that we're not aware of.
When you encounter such a bug, please use the "Bug Tracker" you find linked
on the ScummVM website, and mention all relevant info (i.e. that you're
on the ScummVM website, and mention all relevant info i.e. that you're
using the PSP version, which ScummVM version it is, if the problem exists
in a recent PC SVN version, a detailed description of the problem,
and if at all possible a nearby savegame), this will make it much easier
in a recent PC version, a detailed description of the problem,
and if at all possible a nearby savegame. This will make it much easier
for us to reproduce (and hopefully fix) the problem.
Building the source code
========================
To build ScummVM for PSP you need:
- ScummVM source code (svn co https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk)
- PSP toolchain (svn co svn://svn.pspdev.org/psp/trunk/psptoolchain)
- PSPSDK (svn co svn://svn.pspdev.org/psp/trunk/pspsdk)
Note: This usually gets installed by the PSP toolchain,
so you don't have to do it manually.
Note: This usually gets installed by the PSP toolchain,
so you don't have to do it manually.
- zlib (svn co svn://svn.pspdev.org/psp/trunk/zlib)
@ -107,21 +125,15 @@ To build ScummVM for PSP you need:
- libTremor(*) (svn co svn://svn.pspdev.org/psp/trunk/libTremor)
(*) = optional
When you've installed these libraries (read their README.PSP for instructions),
type "make" in the backends/platform/psp directory to build a 1.00 firmware
EBOOT.PBP, or "make kxploit" to build the 1.50/kxploit EBOOT.PBPs
You can control most of the build process (engines and libraries used) from
the Makefile.
Once you've installed these libraries (read their README.PSP for instructions),
create a subdirectory in your ScummVM folder called 'builds/psp'. Then, in this folder, type
'../../configure --host=psp --enable-plugins --default-dynamic'. If everything is installed
correctly, ScummVM will inform you as it finds the right components. Finally type 'make' to build.
Port Authors
============
Joost Peters (joostp@scummvm.org)
Paolo Costabel (paoloc@pacbell.net)
Thomas Mayer (tommybear@internode.on.net)

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@ -26,6 +26,8 @@
#ifndef MOUSE_H
#define MOUSE_H
#include "backends/platform/psp/default_display_client.h"
class Cursor : public DefaultDisplayClient {
private:
int _hotspotX, _hotspotY;

View file

@ -30,6 +30,7 @@
#include "graphics/surface.h"
#include "common/system.h"
#include "backends/platform/psp/memory.h"
#include "backends/platform/psp/psppixelformat.h"
#define MAX_TEXTURE_SIZE 512

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@ -23,238 +23,272 @@
*
*/
// Todo: handle events that should fire because of shift going off
// Solution: handle shift on a button-by-button basis, only allowing it when the button is up. Also a inputmap-wide button. At buttonup, shiftstate is inspected per button.
#include <pspctrl.h>
#include "gui/message.h"
#include "backends/platform/psp/input.h"
//#define __PSP_DEBUG_FUNCS__ /* Uncomment for debugging the stack */
//#define __PSP_DEBUG_PRINT__ /* Uncomment for debug prints */
#include "backends/platform/psp/trace.h"
#include "backends/platform/psp/psppixelformat.h"
#include "backends/platform/psp/input.h"
// Defines for working with PSP buttons
#define CHANGED(x) (_buttonsChanged & (x))
#define PRESSED(x) ((_buttonsChanged & (x)) && (pad.Buttons & (x)))
#define UNPRESSED(x) ((_buttonsChanged & (x)) && !(pad.Buttons & (x)))
#define DOWN(x) (pad.Buttons & (x))
#define DOWN(x) ((pad.Buttons & (x)) == (x))
#define UP(x) (!(pad.Buttons & (x)))
#define PSP_DPAD (PSP_CTRL_DOWN|PSP_CTRL_UP|PSP_CTRL_LEFT|PSP_CTRL_RIGHT)
#define PSP_4BUTTONS (PSP_CTRL_CROSS | PSP_CTRL_CIRCLE | PSP_CTRL_TRIANGLE | PSP_CTRL_SQUARE)
#define PSP_TRIGGERS (PSP_CTRL_LTRIGGER | PSP_CTRL_RTRIGGER)
#define PSP_ALL_BUTTONS (PSP_DPAD | PSP_4BUTTONS | PSP_TRIGGERS | PSP_CTRL_START | PSP_CTRL_SELECT)
#define PAD_CHECK_TIME 53
void InputHandler::init() {
sceCtrlSetSamplingCycle(0); // set sampling to vsync. n = n usecs
sceCtrlSetSamplingMode(1); // analog
Button::Button() {
clear();
}
bool InputHandler::getAllInputs(Common::Event &event) {
DEBUG_ENTER_FUNC();
uint32 time = g_system->getMillis(); // may not be necessary with read
if (time - _lastPadCheckTime < PAD_CHECK_TIME) {
return false;
}
_lastPadCheckTime = time;
SceCtrlData pad;
sceCtrlPeekBufferPositive(&pad, 1); // Peek ignores sleep. Read sleeps thread
bool haveEvent;
memset(&event, 0, sizeof(event));
if (_keyboard->isVisible())
haveEvent = _keyboard->processInput(event, pad);
else
haveEvent = getEvent(event, pad);
if (haveEvent) {
PSP_DEBUG_PRINT("Have event[%s]\n", haveEvent ? "true" : "false");
PSP_DEBUG_PRINT("event.type[%d]\n", event.type);
}
return haveEvent;
inline void Button::clear() {
_key = Common::KEYCODE_INVALID;
_ascii = 0;
_flag = 0;
_pspEventDown.clear();
_pspEventUp.clear();
}
bool InputHandler::getEvent(Common::Event &event, SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
_buttonsChanged = pad.Buttons ^ _prevButtons;
bool haveEvent = false;
// Collect events from different sources
haveEvent = getDpadEvent(event, pad);
if (!haveEvent)
haveEvent = getButtonEvent(event, pad);
if (!haveEvent)
haveEvent = getNubEvent(event, pad);
_prevButtons = pad.Buttons;
return haveEvent;
inline bool Button::getEvent(Common::Event &event, PspEvent &pspEvent, bool down) {
if (down) {
if (!_pspEventDown.isEmpty())
pspEvent = _pspEventDown;
} else { // up
if (!_pspEventUp.isEmpty())
pspEvent = _pspEventUp;
}
if (_key != Common::KEYCODE_INVALID) {
event.type = down ? Common::EVENT_KEYDOWN : Common::EVENT_KEYUP;
event.kbd.keycode = _key;
event.kbd.ascii = _ascii;
event.kbd.flags |= _flag;
return true;
} else if (_flag) { // handle flag only events
event.type = down ? Common::EVENT_KEYDOWN : Common::EVENT_KEYUP;
event.kbd.flags |= down ? _flag : 0;
return true;
}
return false;
}
bool InputHandler::getDpadEvent(Common::Event &event, SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
void Button::setPspEvent(PspEventType typeDown, uint32 dataDown, PspEventType typeUp, uint32 dataUp) {
_pspEventDown.type = typeDown;
_pspEventDown.data = dataDown;
_pspEventUp.type = typeUp;
_pspEventUp.data = dataUp;
}
int newDpadX = 0, newDpadY = 0;
bool haveEvent = false;
// Translates bitfields to our constants
// We put combined bitfields first to make sure we pick up diagonals
const uint32 ButtonPad::_buttonMap[] = {
PSP_CTRL_UP | PSP_CTRL_LEFT,
PSP_CTRL_UP | PSP_CTRL_RIGHT,
PSP_CTRL_DOWN | PSP_CTRL_RIGHT,
PSP_CTRL_DOWN | PSP_CTRL_LEFT,
PSP_CTRL_RIGHT, PSP_CTRL_DOWN, PSP_CTRL_LEFT, PSP_CTRL_UP,
PSP_CTRL_CROSS, PSP_CTRL_CIRCLE, PSP_CTRL_TRIANGLE, PSP_CTRL_SQUARE,
PSP_CTRL_LTRIGGER, PSP_CTRL_RTRIGGER, PSP_CTRL_START, PSP_CTRL_SELECT
};
if (DOWN(PSP_CTRL_UP)) {
newDpadY++;
if (DOWN(PSP_CTRL_RTRIGGER)) // Shifting causes diagonals
newDpadX++;
}
if (DOWN(PSP_CTRL_RIGHT)) {
newDpadX++;
if (DOWN(PSP_CTRL_RTRIGGER))
newDpadY--;
}
if (DOWN(PSP_CTRL_DOWN)) {
newDpadY--;
if (DOWN(PSP_CTRL_RTRIGGER))
newDpadX--;
}
if (DOWN(PSP_CTRL_LEFT)) {
newDpadX--;
if (DOWN(PSP_CTRL_RTRIGGER))
newDpadY++;
}
if (newDpadX != _dpadX || newDpadY != _dpadY) {
if (_dpadX == 0 && _dpadY == 0) { // We were in the middle so we pressed dpad
event.type = Common::EVENT_KEYDOWN;
event.kbd.keycode = translateDpad(newDpadX, newDpadY);
event.kbd.ascii = event.kbd.keycode - Common::KEYCODE_KP0 + '0'; // Get ascii
_dpadX = newDpadX;
_dpadY = newDpadY;
} else if (newDpadX == 0 && newDpadY == 0) {// We're now centered so we unpressed dpad
event.type = Common::EVENT_KEYUP;
event.kbd.keycode = translateDpad(_dpadX, _dpadY);
event.kbd.ascii = event.kbd.keycode - Common::KEYCODE_KP0 + '0';
_dpadX = newDpadX;
_dpadY = newDpadY;
} else { // we moved from one pressed dpad direction to another one
event.type = Common::EVENT_KEYUP; // first release the last dpad direction
event.kbd.keycode = translateDpad(_dpadX, _dpadY);
event.kbd.ascii = event.kbd.keycode - Common::KEYCODE_KP0 + '0';
_dpadX = 0; // so that we'll pick up a new dpad movement the next round
_dpadY = 0;
}
PSP_DEBUG_PRINT("Keypad event. DpadX[%d], DpadY[%d]\n", _dpadX, _dpadY);
haveEvent = true;
}
return haveEvent;
ButtonPad::ButtonPad() : _prevButtonState(0), _shifted(UNSHIFTED), _padMode(PAD_MODE_NORMAL),
_comboMode(false) {
for (int i = UNSHIFTED; i < SHIFTED_MODE_LAST; i++)
_buttonsChanged[i] = 0;
clearButtons();
}
inline Common::KeyCode InputHandler::translateDpad(int x, int y) {
DEBUG_ENTER_FUNC();
Common::KeyCode key;
if (x == -1) {
if (y == -1)
key = Common::KEYCODE_KP1;
else if (y == 0)
key = Common::KEYCODE_KP4;
else /* y == 1 */
key = Common::KEYCODE_KP7;
} else if (x == 0) {
if (y == -1)
key = Common::KEYCODE_KP2;
else /* y == 1 */
key = Common::KEYCODE_KP8;
} else {/* x == 1 */
if (y == -1)
key = Common::KEYCODE_KP3;
else if (y == 0)
key = Common::KEYCODE_KP6;
else /* y == 1 */
key = Common::KEYCODE_KP9;
void ButtonPad::clearButtons() {
for (int i = BTN_UP_LEFT; i < BTN_LAST; i++) {
_button[i][UNSHIFTED].clear();
_button[i][SHIFTED].clear();
}
return key;
}
void ButtonPad::initButtons() {
switch (_padMode) {
case PAD_MODE_NORMAL:
initButtonsNormalMode();
break;
case PAD_MODE_LOL:
initButtonsLolMode();
break;
default:
break;
}
}
bool InputHandler::getButtonEvent(Common::Event &event, SceCtrlData &pad) {
void ButtonPad::initButtonsNormalMode() {
DEBUG_ENTER_FUNC();
bool haveEvent = false;
PSP_DEBUG_PRINT("initializing buttons for normal mode\n");
clearButtons();
// Dpad
_button[BTN_UP_LEFT][UNSHIFTED].setKey(Common::KEYCODE_KP7, '7');
_button[BTN_LEFT][SHIFTED].setKey(Common::KEYCODE_KP7, '7'); // same as up_left
_button[BTN_UP][UNSHIFTED].setKey(Common::KEYCODE_KP8, '8');
_button[BTN_UP_RIGHT][UNSHIFTED].setKey(Common::KEYCODE_KP9, '9');
_button[BTN_UP][SHIFTED].setKey(Common::KEYCODE_KP9, '9'); // same as up_right
_button[BTN_LEFT][UNSHIFTED].setKey(Common::KEYCODE_KP4, '4');
_button[BTN_RIGHT][UNSHIFTED].setKey(Common::KEYCODE_KP6, '6');
_button[BTN_DOWN_LEFT][UNSHIFTED].setKey(Common::KEYCODE_KP1, '1');
_button[BTN_DOWN][SHIFTED].setKey(Common::KEYCODE_KP1, '1'); // same as down_left
_button[BTN_DOWN][UNSHIFTED].setKey(Common::KEYCODE_KP2, '2');
_button[BTN_DOWN_RIGHT][UNSHIFTED].setKey(Common::KEYCODE_KP3, '3');
_button[BTN_RIGHT][SHIFTED].setKey(Common::KEYCODE_KP3, '3'); // same as down_right
// Other buttons
_button[BTN_CROSS][UNSHIFTED].setPspEvent(PSP_EVENT_LBUTTON, true, PSP_EVENT_LBUTTON, false);
_button[BTN_CIRCLE][UNSHIFTED].setPspEvent(PSP_EVENT_RBUTTON, true, PSP_EVENT_RBUTTON, false);
_button[BTN_TRIANGLE][UNSHIFTED].setKey(Common::KEYCODE_RETURN, '\r');
_button[BTN_SQUARE][UNSHIFTED].setKey(Common::KEYCODE_PERIOD, '.');
_button[BTN_SQUARE][SHIFTED].setKey(Common::KEYCODE_SPACE, ' ');
_button[BTN_LTRIGGER][UNSHIFTED].setKey(Common::KEYCODE_ESCAPE, 27);
_button[BTN_RTRIGGER][SHIFTED].setPspEvent(PSP_EVENT_SHIFT, true, PSP_EVENT_SHIFT, false);
_button[BTN_RTRIGGER][UNSHIFTED].setPspEvent(PSP_EVENT_SHIFT, true, PSP_EVENT_SHIFT, false);
_button[BTN_RTRIGGER][SHIFTED].setKey(Common::KEYCODE_INVALID, 0, Common::KBD_SHIFT);
_button[BTN_RTRIGGER][UNSHIFTED].setKey(Common::KEYCODE_INVALID, 0, Common::KBD_SHIFT);
_button[BTN_START][SHIFTED].setKey(Common::KEYCODE_F5, Common::ASCII_F5);
_button[BTN_START][UNSHIFTED].setKey(Common::KEYCODE_F5, Common::ASCII_F5, Common::KBD_CTRL);
_button[BTN_SELECT][UNSHIFTED].setPspEvent(PSP_EVENT_SHOW_VIRTUAL_KB, true, PSP_EVENT_NONE, 0);
}
if (PRESSED(PSP_CTRL_SELECT))
_keyboard->setVisible(true);
void ButtonPad::initButtonsLolMode() {
DEBUG_ENTER_FUNC();
initButtonsNormalMode(); // set normal button configuration
PSP_DEBUG_PRINT("initializing buttons for LOL mode\n");
else if (CHANGED(PSP_4BUTTONS | PSP_TRIGGERS | PSP_CTRL_START)) {
if (CHANGED(PSP_CTRL_CROSS)) {
event.type = DOWN(PSP_CTRL_CROSS) ? Common::EVENT_LBUTTONDOWN : Common::EVENT_LBUTTONUP;
event.mouse.x = _cursor->getX(); // Could this have to do with SCI enter problem?
event.mouse.y = _cursor->getY();
PSP_DEBUG_PRINT("%s\n", event.type == Common::EVENT_LBUTTONDOWN ? "LButtonDown" : "LButtonUp");
} else if (CHANGED(PSP_CTRL_CIRCLE)) {
event.type = DOWN(PSP_CTRL_CIRCLE) ? Common::EVENT_RBUTTONDOWN : Common::EVENT_RBUTTONUP;
event.mouse.x = _cursor->getX();
event.mouse.y = _cursor->getY();
PSP_DEBUG_PRINT("%s\n", event.type == Common::EVENT_LBUTTONDOWN ? "RButtonDown" : "RButtonUp");
} else {
//any of the other buttons.
event.type = _buttonsChanged & pad.Buttons ? Common::EVENT_KEYDOWN : Common::EVENT_KEYUP;
event.kbd.ascii = 0;
event.kbd.flags = 0;
// Square is our new shift button
_button[BTN_SQUARE][UNSHIFTED].clear();
_button[BTN_SQUARE][UNSHIFTED].setPspEvent(PSP_EVENT_SHIFT, true, PSP_EVENT_SHIFT, false);
_button[BTN_SQUARE][SHIFTED].clear();
_button[BTN_SQUARE][SHIFTED].setPspEvent(PSP_EVENT_SHIFT, true, PSP_EVENT_SHIFT, false);
// Dpad
_button[BTN_LEFT][UNSHIFTED].clear();
_button[BTN_LEFT][UNSHIFTED].setKey(Common::KEYCODE_KP7, '7');
_button[BTN_LEFT][SHIFTED].clear();
_button[BTN_LEFT][SHIFTED].setKey(Common::KEYCODE_F1, Common::ASCII_F1);
_button[BTN_UP][SHIFTED].clear();
_button[BTN_UP][SHIFTED].setKey(Common::KEYCODE_F2, Common::ASCII_F2);
_button[BTN_RIGHT][UNSHIFTED].clear();
_button[BTN_RIGHT][UNSHIFTED].setKey(Common::KEYCODE_KP9, '9');
_button[BTN_RIGHT][SHIFTED].clear();
_button[BTN_RIGHT][SHIFTED].setKey(Common::KEYCODE_F3, Common::ASCII_F3);
_button[BTN_DOWN][SHIFTED].clear();
_button[BTN_DOWN][SHIFTED].setKey(Common::KEYCODE_F4, Common::ASCII_F4);
if (CHANGED(PSP_CTRL_LTRIGGER)) {
event.kbd.keycode = Common::KEYCODE_ESCAPE;
event.kbd.ascii = 27;
} else if (CHANGED(PSP_CTRL_START)) {
event.kbd.keycode = Common::KEYCODE_F5;
event.kbd.ascii = Common::ASCII_F5;
if (DOWN(PSP_CTRL_RTRIGGER)) {
event.kbd.flags |= Common::KBD_CTRL; // Main menu to allow RTL
// Buttons
_button[BTN_LTRIGGER][UNSHIFTED].clear();
_button[BTN_LTRIGGER][SHIFTED].clear();
_button[BTN_LTRIGGER][UNSHIFTED].setKey(Common::KEYCODE_KP4, '4'); // Triggers turn
_button[BTN_RTRIGGER][UNSHIFTED].clear();
_button[BTN_RTRIGGER][SHIFTED].clear();
_button[BTN_RTRIGGER][UNSHIFTED].setKey(Common::KEYCODE_KP6, '6');
_button[BTN_START][SHIFTED].clear();
_button[BTN_START][SHIFTED].setKey(Common::KEYCODE_ESCAPE, 27);
}
bool ButtonPad::getEvent(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
//PSP_DEBUG_PRINT("buttons[%x]\n", pad.Buttons);
uint32 curButtonState = PSP_ALL_BUTTONS & pad.Buttons; // we only care about these
modifyButtonsForCombos(pad); // change buttons for combos
return getEventFromButtonState(event, pspEvent, curButtonState);
}
bool ButtonPad::getEventFromButtonState(Common::Event &event, PspEvent &pspEvent, uint32 buttonState) {
DEBUG_ENTER_FUNC();
_buttonsChanged[_shifted] |= buttonState ^ _prevButtonState; // add any buttons that changed
_prevButtonState = buttonState;
for (int shiftState = UNSHIFTED; shiftState < SHIFTED_MODE_LAST; shiftState++) {
if (_buttonsChanged[shiftState]) { // any button to address?
PSP_DEBUG_PRINT("found changed buttons\n");
ButtonType buttonType = BTN_LAST;
bool buttonDown = false; // normally we release a button (as in when we're in a different shiftmode)
for (int i = BTN_UP_LEFT; i < BTN_LAST; i++) {
uint32 buttonCode = _buttonMap[i];
if ((_buttonsChanged[shiftState] & buttonCode) == buttonCode) { // check for this changed button
buttonType = (ButtonType)i; // we know which button changed
_buttonsChanged[shiftState] &= ~buttonCode; // save the fact that we treated this button
if (shiftState == _shifted)
buttonDown = buttonState & buttonCode ? true : false; // pressed or released?
PSP_DEBUG_PRINT("button[%i] pressed\n", i);
break;
}
} else if (CHANGED(PSP_CTRL_SQUARE)) {
event.kbd.keycode = Common::KEYCODE_PERIOD;
event.kbd.ascii = '.';
} else if (CHANGED(PSP_CTRL_TRIANGLE)) {
event.kbd.keycode = Common::KEYCODE_RETURN;
event.kbd.ascii = '\r';
} else if (DOWN(PSP_CTRL_RTRIGGER)) { // An event
event.kbd.flags |= Common::KBD_SHIFT;
}
PSP_DEBUG_PRINT("Ascii[%d]. Key %s.\n", event.kbd.ascii, event.type == Common::EVENT_KEYDOWN ? "down" : "up");
assert (buttonType < BTN_LAST);
bool haveEvent = _button[buttonType][shiftState].getEvent(event, pspEvent, buttonDown);
if (haveEvent)
PSP_DEBUG_PRINT("have event. key[%d] flag[%x] %s\n", event.kbd.ascii, event.kbd.flags, buttonDown ? "down" : "up");
return haveEvent;
}
haveEvent = true;
}
return haveEvent;
}
return false;
}
bool InputHandler::getNubEvent(Common::Event &event, SceCtrlData &pad) {
void ButtonPad::modifyButtonsForCombos(SceCtrlData &pad) {
if (DOWN(PSP_CTRL_RTRIGGER | PSP_CTRL_LTRIGGER)) {
if (!_comboMode) { // we're entering combo mode
PSP_DEBUG_PRINT("entering combo mode\n");
_button[BTN_SQUARE][UNSHIFTED].clear();
_button[BTN_SQUARE][SHIFTED].clear();
_button[BTN_DOWN][SHIFTED].clear();
_button[BTN_DOWN][UNSHIFTED].clear();
_button[BTN_UP][SHIFTED].clear();
_button[BTN_UP][UNSHIFTED].clear();
_button[BTN_SQUARE][UNSHIFTED].setPspEvent(PSP_EVENT_MODE_SWITCH, true, PSP_EVENT_NONE, true);
_button[BTN_SQUARE][SHIFTED].setPspEvent(PSP_EVENT_MODE_SWITCH, true, PSP_EVENT_NONE, true);
_button[BTN_DOWN][UNSHIFTED].setPspEvent(PSP_EVENT_CHANGE_SPEED, false, PSP_EVENT_NONE, true);
_button[BTN_DOWN][SHIFTED].setPspEvent(PSP_EVENT_CHANGE_SPEED, false, PSP_EVENT_NONE, true);
_button[BTN_UP][UNSHIFTED].setPspEvent(PSP_EVENT_CHANGE_SPEED, true, PSP_EVENT_NONE, true);
_button[BTN_UP][SHIFTED].setPspEvent(PSP_EVENT_CHANGE_SPEED, true, PSP_EVENT_NONE, true);
_comboMode = true;
}
} else { // no combo buttons are pressed now
if (_comboMode) { // we have been running in combo mode
initButtons(); // reset the button configuration
_comboMode = false;
}
}
}
bool Nub::getEvent(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
bool haveEvent = false;
if (_dpadMode) { // Convert the nub to a D-Pad
uint32 buttonState;
translateToDpadState(pad.Lx, pad.Ly, buttonState);
return _buttonPad.getEventFromButtonState(event, pspEvent, buttonState);
}
int32 analogStepX = pad.Lx; // Goes up to 255.
int32 analogStepY = pad.Ly;
int32 oldX = _cursor->getX();
int32 oldY = _cursor->getY();
analogStepX = modifyNubAxisMotion(analogStepX);
analogStepY = modifyNubAxisMotion(analogStepY);
int32 oldX = _cursor->getX();
int32 oldY = _cursor->getY();
if (analogStepX != 0 || analogStepY != 0) {
PSP_DEBUG_PRINT("raw x[%d], y[%d]\n", analogStepX, analogStepY);
// If no movement then this has no effect
if (DOWN(PSP_CTRL_RTRIGGER)) {
if (_shifted) {
// Fine control mode for analog
if (analogStepX != 0) {
if (analogStepX > 0)
@ -281,15 +315,29 @@ bool InputHandler::getNubEvent(Common::Event &event, SceCtrlData &pad) {
event.type = Common::EVENT_MOUSEMOVE;
event.mouse.x = newX;
event.mouse.y = newY;
haveEvent = true;
PSP_DEBUG_PRINT("Nub event. X[%d], Y[%d]\n", newX, newY);
return true;
}
}
return haveEvent;
return false;
}
inline int32 InputHandler::modifyNubAxisMotion(int32 input) {
void Nub::translateToDpadState(int dpadX, int dpadY, uint32 &buttonState) {
#define MIN_NUB_POSITION 70
buttonState = 0;
if (dpadX > 127 + MIN_NUB_POSITION)
buttonState |= PSP_CTRL_RIGHT;
else if (dpadX < 127 - MIN_NUB_POSITION)
buttonState |= PSP_CTRL_LEFT;
if (dpadY > 127 + MIN_NUB_POSITION)
buttonState |= PSP_CTRL_DOWN;
else if (dpadY < 127 - MIN_NUB_POSITION)
buttonState |= PSP_CTRL_UP;
}
inline int32 Nub::modifyNubAxisMotion(int32 input) {
DEBUG_ENTER_FUNC();
const int MIN_NUB_MOTION = 30;
@ -304,3 +352,160 @@ inline int32 InputHandler::modifyNubAxisMotion(int32 input) {
return input;
}
inline bool Nub::isButtonDown() {
if (_dpadMode) // only relevant in dpad mode
return _buttonPad.isButtonDown();
return false;
}
const char *InputHandler::_padModeText[] = {
"Normal Button Mode",
"1st Person RPG Button Mode"
};
void InputHandler::init() {
sceCtrlSetSamplingCycle(0); // set sampling to vsync. n = n usecs
sceCtrlSetSamplingMode(1); // analog
_buttonPad.initButtons();
}
bool InputHandler::getAllInputs(Common::Event &event) {
DEBUG_ENTER_FUNC();
uint32 time = g_system->getMillis(); // may not be necessary with read
if (time - _lastPadCheckTime < PAD_CHECK_TIME) {
return false;
}
_lastPadCheckTime = time;
SceCtrlData pad;
sceCtrlPeekBufferPositive(&pad, 1); // Peek doesn't sleep. Read sleeps the thread
bool haveEvent;
//memset(&event, 0, sizeof(event));
haveEvent = getEvent(event, pad);
if (haveEvent) {
PSP_DEBUG_PRINT("Have event[%s]. Type[%d]\n", haveEvent ? "true" : "false", event.type);
}
return haveEvent;
}
bool InputHandler::getEvent(Common::Event &event, SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
PspEvent pspEvent;
bool haveEvent = false;
if (_keyboard->isVisible()) {
haveEvent = _keyboard->processInput(event, pspEvent, pad);
} else { // only process buttonpad if keyboard invisible
haveEvent = _buttonPad.getEvent(event, pspEvent, pad);
}
if (!haveEvent && pspEvent.isEmpty())
haveEvent = _nub.getEvent(event, pspEvent, pad);
// handle any pending PSP events
if (!haveEvent && pspEvent.isEmpty()) {
if (!_pendingPspEvent.isEmpty()) {
pspEvent = _pendingPspEvent;
_pendingPspEvent.clear();
}
}
// handle any PSP events we might have
if (!pspEvent.isEmpty())
haveEvent |= handlePspEvent(event, pspEvent); // overrides any event we might have
return haveEvent;
}
bool InputHandler::handlePspEvent(Common::Event &event, PspEvent &pspEvent) {
bool haveEvent = false;
PSP_DEBUG_PRINT("have pspEvent[%d] data[%d]\n", pspEvent.type, pspEvent.data);
switch (pspEvent.type) {
case PSP_EVENT_SHIFT:
handleShiftEvent((ShiftMode)pspEvent.data);
break;
case PSP_EVENT_SHOW_VIRTUAL_KB:
_keyboard->setVisible((bool)pspEvent.data);
if ((pspEvent.data && _keyboard->isVisible()) || !pspEvent.data) // don't change mode if keyboard didn't load
_nub.setDpadMode((bool)pspEvent.data); // set nub to keypad/regular mode
break;
case PSP_EVENT_LBUTTON:
haveEvent = true;
if (pspEvent.data) // down
handleMouseEvent(event, Common::EVENT_LBUTTONDOWN, "LButtonDown");
else
handleMouseEvent(event, Common::EVENT_LBUTTONUP, "LButtonUp");
break;
case PSP_EVENT_RBUTTON:
haveEvent = true;
if (pspEvent.data) // down
handleMouseEvent(event, Common::EVENT_RBUTTONDOWN, "RButtonDown");
else
handleMouseEvent(event, Common::EVENT_RBUTTONUP, "RButtonUp");
break;
case PSP_EVENT_MODE_SWITCH:
handleModeSwitchEvent();
break;
/*case PSP_EVENT_CHANGE_SPEED:
handleSpeedChange(pspEvent.data);
break;*/
default:
PSP_ERROR("Unhandled PSP Event[%d]\n", pspEvent.type);
break;
}
return haveEvent;
}
void InputHandler::handleMouseEvent(Common::Event &event, Common::EventType type, const char *string) {
event.type = type;
event.mouse.x = _cursor->getX();
event.mouse.y = _cursor->getY();
PSP_DEBUG_PRINT("%s event, x[%d], y[%d]\n", string, event.mouse.x, event.mouse.y);
}
void InputHandler::handleShiftEvent(ShiftMode shifted) {
_buttonPad.setShifted(shifted);
_nub.setShifted(shifted);
}
void InputHandler::handleModeSwitchEvent() {
// check if we can't switch modes right now
if (_buttonPad.isButtonDown() || _nub.isButtonDown()) { // can't switch yet
PSP_DEBUG_PRINT("postponing mode switch event\n");
_pendingPspEvent.type = PSP_EVENT_MODE_SWITCH; // queue it to be done later
} else { // we can switch
PSP_DEBUG_PRINT("mode switch event\n");
_padMode = (PspPadMode)(_padMode + 1);
if (_padMode >= PAD_MODE_LAST)
_padMode = PAD_MODE_NORMAL;
GUI::TimedMessageDialog dialog(_padModeText[_padMode], 1500);
dialog.runModal();
_buttonPad.setPadMode(_padMode);
_buttonPad.initButtons();
}
}
/*
void InputHandler::handleSpeedChange(bool up) {
char *dialogMsg;
if (up) {
dialogMsg = "
GUI::TimedMessageDialog dialog(_padModeText[_padMode], 1500);
dialog.runModal();
}*/

View file

@ -28,36 +28,154 @@
#include "common/scummsys.h"
#include "common/events.h"
#include "backends/platform/psp/display_client.h"
#include "backends/platform/psp/default_display_client.h"
#include "backends/platform/psp/pspkeyboard.h"
#include "backends/platform/psp/cursor.h"
#include <pspctrl.h>
enum PspEventType {
PSP_EVENT_NONE = 0,
PSP_EVENT_SHIFT,
PSP_EVENT_SHOW_VIRTUAL_KB,
PSP_EVENT_LBUTTON,
PSP_EVENT_RBUTTON,
PSP_EVENT_MODE_SWITCH,
PSP_EVENT_CHANGE_SPEED,
PSP_EVENT_LAST
};
struct PspEvent {
PspEventType type;
uint32 data;
PspEvent() { clear(); }
void clear() {
type = PSP_EVENT_NONE;
data = 0;
}
bool isEmpty() { return type == PSP_EVENT_NONE; }
};
enum PspPadMode {
PAD_MODE_NORMAL,
PAD_MODE_LOL,
PAD_MODE_LAST
};
enum ShiftMode {
UNSHIFTED = 0,
SHIFTED = 1,
SHIFTED_MODE_LAST
};
class Button {
private:
Common::KeyCode _key;
uint32 _ascii;
uint32 _flag;
PspEvent _pspEventDown; // event when we press
PspEvent _pspEventUp; // event when we release
public:
Button();
void clear();
bool getEvent(Common::Event &event, PspEvent &pspEvent, bool buttonDown);
void setKey(Common::KeyCode key, uint32 ascii = 0, uint32 flag = 0) { _key = key; _ascii = ascii; _flag = flag; }
void setPspEvent(PspEventType typeDown, uint32 dataDown, PspEventType typeUp, uint32 dataUp);
};
class ButtonPad {
public:
enum ButtonType { // must match the buttonMap
BTN_UP_LEFT,
BTN_UP_RIGHT,
BTN_DOWN_RIGHT,
BTN_DOWN_LEFT,
BTN_RIGHT,
BTN_DOWN,
BTN_LEFT,
BTN_UP,
BTN_CROSS,
BTN_CIRCLE,
BTN_TRIANGLE,
BTN_SQUARE,
BTN_LTRIGGER,
BTN_RTRIGGER,
BTN_START,
BTN_SELECT,
BTN_LAST
};
private:
Button _button[BTN_LAST][SHIFTED_MODE_LAST];
uint32 _buttonsChanged[SHIFTED_MODE_LAST]; // normal and shifted
uint32 _prevButtonState;
ShiftMode _shifted;
PspPadMode _padMode;
bool _comboMode; // are we in the middle of combos
static const uint32 _buttonMap[]; // maps the buttons to their values
void initButtonsNormalMode();
void initButtonsLolMode();
void modifyButtonsForCombos(SceCtrlData &pad);
void clearButtons();
public:
ButtonPad();
bool getEvent(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad);
bool getEventFromButtonState(Common::Event &event, PspEvent &pspEvent, uint32 buttonState);
void setShifted(ShiftMode shifted) { _shifted = shifted; }
void setPadMode(PspPadMode mode) { _padMode = mode; }
bool isButtonDown() { return _prevButtonState; }
void initButtons();
};
class Nub {
private:
Cursor *_cursor; // to enable changing/getting cursor position
ButtonPad _buttonPad; // private buttonpad for dpad mode
ShiftMode _shifted;
bool _dpadMode;
public:
Nub() : _shifted(UNSHIFTED), _dpadMode(false) { _buttonPad.initButtons(); }
void setCursor(Cursor *cursor) { _cursor = cursor; }
void setDpadMode(bool active) { _dpadMode = active; }
void setShifted(ShiftMode shifted) { _shifted = shifted; }
bool isButtonDown();
bool getEvent(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad);
int32 modifyNubAxisMotion(int32 input);
void translateToDpadState(int dpadX, int dpadY, uint32 &buttonState); // convert nub data to dpad data
};
class InputHandler {
public:
InputHandler() : _cursor(0), _keyboard(0), _prevButtons(0), _lastPadCheckTime(0), _buttonsChanged(0), _dpadX(0), _dpadY(0) {}
void init();
bool getAllInputs(Common::Event &event);
InputHandler() : _keyboard(0), _cursor(0), _padMode(PAD_MODE_NORMAL), _lastPadCheckTime(0) {}
void setKeyboard(PSPKeyboard *keyboard) { _keyboard = keyboard; }
void setCursor(Cursor *cursor) { _cursor = cursor; }
void setCursor(Cursor *cursor) { _cursor = cursor; _nub.setCursor(cursor); }
void init();
bool getAllInputs(Common::Event &event);
private:
Cursor *_cursor;
PSPKeyboard *_keyboard;
uint32 _prevButtons;
Cursor *_cursor;
Nub _nub;
ButtonPad _buttonPad;
PspPadMode _padMode; // whice mode we're in
PspEvent _pendingPspEvent; // an event that can't be handled yet
uint32 _lastPadCheckTime;
uint32 _buttonsChanged;
int32 _dpadX, _dpadY;
int32 _accelX, _accelY;
static const char *_padModeText[];
bool getEvent(Common::Event &event, SceCtrlData &pad);
bool getDpadEvent(Common::Event &event, SceCtrlData &pad);
bool getButtonEvent(Common::Event &event, SceCtrlData &pad);
bool getNubEvent(Common::Event &event, SceCtrlData &pad);
int32 modifyNubAxisMotion(int32 input);
Common::KeyCode translateDpad(int x, int y);
bool handlePspEvent(Common::Event &event, PspEvent &pspEvent);
void handleMouseEvent(Common::Event &event, Common::EventType type, const char *string);
void handleShiftEvent(ShiftMode shifted);
void handleModeSwitchEvent();
};
#endif /* PSP_INPUT_H */

View file

@ -26,7 +26,7 @@
//#define PSP_KB_SHELL /* Need a hack to properly load the keyboard from the PSP shell */
#ifdef PSP_KB_SHELL
#define PSP_KB_SHELL_PATH "ms0:/psp/game4xx/scummvm-solid/" /* path to kbd.zip */
#define PSP_KB_SHELL_PATH "ms0:/psp/game5xx/scummvm-solid/" /* path to kbd.zip */
#endif
@ -36,6 +36,7 @@
#include "backends/platform/psp/psppixelformat.h"
#include "backends/platform/psp/pspkeyboard.h"
#include "backends/platform/psp/input.h"
#include "common/keyboard.h"
#include "common/fs.h"
#include "common/unzip.h"
@ -508,10 +509,11 @@ int PSPKeyboard::loadPngImage(Common::SeekableReadStream *file, Buffer &buffer,
* Uses the state machine.
* returns whether we have an event
*/
bool PSPKeyboard::processInput(Common::Event &event, SceCtrlData &pad) {
bool PSPKeyboard::processInput(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
bool haveEvent = false; // Whether we have an event for the event manager to process
bool havePspEvent = false;
event.kbd.flags = 0;
_buttonsChanged = _prevButtons ^ pad.Buttons;
@ -529,12 +531,12 @@ bool PSPKeyboard::processInput(Common::Event &event, SceCtrlData &pad) {
event.type = DOWN(PSP_CTRL_START) ? Common::EVENT_KEYDOWN : Common::EVENT_KEYUP;
haveEvent = true;
_dirty = true;
if (UP(PSP_CTRL_START))
_state = kInvisible; // Make us invisible if unpressed
if (UP(PSP_CTRL_START))
havePspEvent = true;
}
// Check for being in state of moving the keyboard onscreen or pressing select
else if (_state == kMove)
handleMoveState(pad);
havePspEvent = handleMoveState(pad);
else if (_state == kDefault)
haveEvent = handleDefaultState(event, pad);
else if (_state == kCornersSelected)
@ -544,12 +546,16 @@ bool PSPKeyboard::processInput(Common::Event &event, SceCtrlData &pad) {
else if (_state == kLTriggerDown)
handleLTriggerDownState(pad); // Deal with trigger states
if (havePspEvent) {
pspEvent.type = PSP_EVENT_SHOW_VIRTUAL_KB; // tell the input handler we're off
pspEvent.data = false;
}
_prevButtons = pad.Buttons;
return haveEvent;
}
void PSPKeyboard::handleMoveState(SceCtrlData &pad) {
bool PSPKeyboard::handleMoveState(SceCtrlData &pad) {
DEBUG_ENTER_FUNC();
if (UP(PSP_CTRL_SELECT)) {
// Toggle between visible and invisible
@ -560,6 +566,9 @@ void PSPKeyboard::handleMoveState(SceCtrlData &pad) {
_state = kDefault;
_moved = false; // reset moved flag
}
if (_state == kInvisible) {
return true; // we become invisible
}
} else if (DOWN(PSP_DPAD)) { // How we move the KB onscreen
_moved = true;
_dirty = true;
@ -573,6 +582,7 @@ void PSPKeyboard::handleMoveState(SceCtrlData &pad) {
else /* DOWN(PSP_CTRL_RIGHT) */
increaseKeyboardLocationX(5);
}
return false;
}
bool PSPKeyboard::handleDefaultState(Common::Event &event, SceCtrlData &pad) {

View file

@ -29,12 +29,15 @@
#include "common/events.h"
#include "common/stream.h"
#include "backends/platform/psp/display_client.h"
//#include "backends/platform/psp/input.h"
#include <pspctrl.h>
//number of modes
#define MODE_COUNT 4
#define guiStringsSize 8 /* size of guistrings array */
class PspEvent;
class PSPKeyboard : public DisplayClient {
private:
@ -58,10 +61,9 @@ public:
void setClean() { _dirty = false; }
bool isVisible() const { return _state != kInvisible; } // Check if visible
void setVisible(bool val);
bool processInput(Common::Event &event, SceCtrlData &pad); // Process input
bool processInput(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad); // Process input
void moveTo(const int newX, const int newY); // Move keyboard
void render(); // Draw the keyboard onscreen
private:
enum CursorDirections {
kUp = 0,
@ -82,7 +84,7 @@ private:
void increaseKeyboardLocationY(int amount);
void convertCursorToXY(CursorDirections cur, int &x, int &y);
void handleMoveState(SceCtrlData &pad);
bool handleMoveState(SceCtrlData &pad);
bool handleDefaultState(Common::Event &event, SceCtrlData &pad);
bool handleCornersSelectedState(Common::Event &event, SceCtrlData &pad);
bool getInputChoice(Common::Event &event, SceCtrlData &pad);