scummvm/backends/platform/psp/input.h
Yotam Barnoy e47e474cff 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
2010-10-06 21:26:45 +00:00

181 lines
5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk/backends/platform/psp/osys_psp.cpp $
* $Id: osys_psp.cpp 43618 2009-08-21 22:44:49Z joostp $
*
*/
#ifndef PSP_INPUT_H
#define PSP_INPUT_H
#include "common/scummsys.h"
#include "common/events.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() : _keyboard(0), _cursor(0), _padMode(PAD_MODE_NORMAL), _lastPadCheckTime(0) {}
void setKeyboard(PSPKeyboard *keyboard) { _keyboard = keyboard; }
void setCursor(Cursor *cursor) { _cursor = cursor; _nub.setCursor(cursor); }
void init();
bool getAllInputs(Common::Event &event);
private:
PSPKeyboard *_keyboard;
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;
static const char *_padModeText[];
bool getEvent(Common::Event &event, SceCtrlData &pad);
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 */