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Sync KeyMap to native changes
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parent
83a5609f22
commit
29271f67d7
4 changed files with 19 additions and 7 deletions
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@ -599,7 +599,9 @@ add_library(native STATIC
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native/image/zim_save.h
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native/input/gesture_detector.cpp
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native/input/gesture_detector.h
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native/input/keycodes.h
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native/input/input_state.h
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native/input/input_state.cpp
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native/json/json_writer.cpp
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native/json/json_writer.h
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native/math/curves.cpp
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@ -18,7 +18,6 @@
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#include "input/input_state.h"
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#include "Core/Config.h"
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#include "KeyMap.h"
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#include "input/keyboard_keys.h"
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using namespace KeyMap;
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@ -19,7 +19,8 @@
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#include <string>
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#include <map>
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#include "input/keyboard_keys.h"
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#include "input/keycodes.h" // keyboard keys
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#include "Core/HLE/sceCtrl.h" // psp keys
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#define KEYMAP_ERROR_KEY_ALREADY_USED -1
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#define KEYMAP_ERROR_UNKNOWN_KEY 0
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@ -45,7 +46,7 @@ namespace KeyMap {
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// These functions are not
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// fast, do not call them
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// a million times.
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std::string GetKeyName(kb_key_t);
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std::string GetKeyName(int);
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std::string GetPspButtonName(int);
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// Use if to translate
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@ -58,14 +59,14 @@ namespace KeyMap {
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//
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// Returns KEYMAP_ERROR_UNKNOWN_KEY
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// for any unmapped key
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int KeyToPspButton(kb_key_t);
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int KeyToPspButton(int);
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bool IsMappedKey(kb_key_t);
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bool IsMappedKey(int);
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// Might be usful if you want
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// to provide hints to users
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// upon mapping conflicts
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std::string NamePspButtonFromKey(kb_key_t);
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std::string NamePspButtonFromKey(int);
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// Use for showing the existing
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// key mapping.
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@ -78,7 +79,7 @@ namespace KeyMap {
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//
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// Returns KEYMAP_ERROR_KEY_ALREADY_USED
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// for mapping conflicts. 0 otherwise.
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int SetKeyMapping(kb_key_t, int);
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int SetKeyMapping(int kb_key, int psp_key);
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// Platform specific keymaps
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// override KeyMap's defaults.
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@ -190,6 +190,7 @@ void EmuScreen::update(InputState &input) {
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}
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#endif
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/*
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// Then translate pad input into PSP pad input. Also, add in tilt.
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static const int mapping[12][2] = {
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{PAD_BUTTON_A, CTRL_CROSS},
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@ -214,6 +215,15 @@ void EmuScreen::update(InputState &input) {
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__CtrlButtonUp(mapping[i][1]);
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}
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}
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*/
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// TODO: remove the above dead code
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for (int i = 0; i < MAX_KEYQUEUESIZE; i++) {
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int key = input.key_queue[i];
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if (key != 0) {
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// TODO: find proper Ctrl* internal function
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}
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}
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float stick_x = input.pad_lstick_x;
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float stick_y = input.pad_lstick_y;
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