Make both modern and legacy key mapping input work

This commit is contained in:
Daniel Dressler 2013-07-02 20:49:30 -07:00
parent 20399b9d6c
commit 770456156d
2 changed files with 7 additions and 22 deletions

View file

@ -192,17 +192,10 @@ void EmuScreen::update(InputState &input) {
}
#endif
// Daniel:
// Sorry I know it is pretensious of me to
// ask platforms to define a "legacy" def
// just becasue I am changing things on
// other platforms.
// Please be patient with me, I will try
// to migrate other platforms as time goes
// on.
// TODO: Migrate all platforms to "modern"
// key mapping
#ifdef LEGACY_KEY_MAPPING
// Set Keys ----
__CtrlButtonUp(-1); // blanks all buttons
uint32_t pressed = 0;
// Legacy key mapping
// Then translate pad input into PSP pad input. Also, add in tilt.
static const int mapping[12][2] = {
@ -221,18 +214,10 @@ void EmuScreen::update(InputState &input) {
};
for (int i = 0; i < 12; i++) {
if (input.pad_buttons_down & mapping[i][0]) {
__CtrlButtonDown(mapping[i][1]);
}
if (input.pad_buttons_up & mapping[i][0]) {
__CtrlButtonUp(mapping[i][1]);
}
pressed |= input.pad_buttons_down & mapping[i][0];
}
#else
// Modern key mapping
__CtrlButtonUp(-1); // blanks all buttons
uint32_t pressed = 0;
for (int i = 0; i < MAX_KEYQUEUESIZE; i++) {
int key = input.key_queue[i];
if (key == 0)
@ -242,7 +227,7 @@ void EmuScreen::update(InputState &input) {
pressed |= KeyMap::KeyToPspButton(key);
}
__CtrlButtonDown(pressed);
#endif
// End Set Keys --
float stick_x = input.pad_lstick_x;
float stick_y = input.pad_lstick_y;

2
native

@ -1 +1 @@
Subproject commit 91114ba60554713da98d4c23aeb533e2da650397
Subproject commit cace0b3a65e8f3edb6c765526b285a9d97f609db