yuzu/src/input_common/drivers/keyboard.cpp

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// Copyright 2021 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included
#include "common/param_package.h"
#include "common/settings_input.h"
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#include "input_common/drivers/keyboard.h"
namespace InputCommon {
constexpr PadIdentifier key_identifier = {
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.guid = Common::UUID{Common::INVALID_UUID},
.port = 0,
.pad = 0,
};
constexpr PadIdentifier modifier_identifier = {
.guid = Common::UUID{Common::INVALID_UUID},
.port = 0,
.pad = 1,
};
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Keyboard::Keyboard(const std::string& input_engine_) : InputEngine(input_engine_) {
PreSetController(key_identifier);
PreSetController(modifier_identifier);
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}
void Keyboard::PressKey(int key_code) {
SetButton(key_identifier, key_code, true);
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}
void Keyboard::ReleaseKey(int key_code) {
SetButton(key_identifier, key_code, false);
}
void Keyboard::SetModifiers(int key_modifiers) {
for (int i = 0; i < 32; ++i) {
bool key_value = ((key_modifiers >> i) & 0x1) != 0;
SetButton(modifier_identifier, i, key_value);
// Use the modifier to press the key button equivalent
switch (i) {
case Settings::NativeKeyboard::LeftControl:
SetButton(key_identifier, Settings::NativeKeyboard::LeftControlKey, key_value);
break;
case Settings::NativeKeyboard::LeftShift:
SetButton(key_identifier, Settings::NativeKeyboard::LeftShiftKey, key_value);
break;
case Settings::NativeKeyboard::LeftAlt:
SetButton(key_identifier, Settings::NativeKeyboard::LeftAltKey, key_value);
break;
case Settings::NativeKeyboard::LeftMeta:
SetButton(key_identifier, Settings::NativeKeyboard::LeftMetaKey, key_value);
break;
case Settings::NativeKeyboard::RightControl:
SetButton(key_identifier, Settings::NativeKeyboard::RightControlKey, key_value);
break;
case Settings::NativeKeyboard::RightShift:
SetButton(key_identifier, Settings::NativeKeyboard::RightShiftKey, key_value);
break;
case Settings::NativeKeyboard::RightAlt:
SetButton(key_identifier, Settings::NativeKeyboard::RightAltKey, key_value);
break;
case Settings::NativeKeyboard::RightMeta:
SetButton(key_identifier, Settings::NativeKeyboard::RightMetaKey, key_value);
break;
default:
// Other modifier keys should be pressed with PressKey since they stay enabled until
// next press
break;
}
}
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}
void Keyboard::ReleaseAllKeys() {
ResetButtonState();
}
std::vector<Common::ParamPackage> Keyboard::GetInputDevices() const {
std::vector<Common::ParamPackage> devices;
devices.emplace_back(Common::ParamPackage{
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{"engine", GetEngineName()},
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{"display", "Keyboard Only"},
});
return devices;
}
} // namespace InputCommon