yuzu/src/input_common/main.h
2022-12-16 18:26:11 -06:00

172 lines
5.5 KiB
C++

// SPDX-FileCopyrightText: 2017 Citra Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
namespace Common {
class ParamPackage;
}
namespace Common::Input {
enum class ButtonNames;
}
namespace Settings::NativeAnalog {
enum Values : int;
}
namespace Settings::NativeButton {
enum Values : int;
}
namespace Settings::NativeMotion {
enum Values : int;
}
namespace InputCommon {
class Camera;
class Keyboard;
class Mouse;
class TouchScreen;
class VirtualAmiibo;
class VirtualGamepad;
struct MappingData;
} // namespace InputCommon
namespace InputCommon::TasInput {
class Tas;
} // namespace InputCommon::TasInput
namespace InputCommon {
namespace Polling {
/// Type of input desired for mapping purposes
enum class InputType { None, Button, Stick, Motion, Touch };
} // namespace Polling
/**
* Given a ParamPackage for a Device returned from `GetInputDevices`, attempt to get the default
* mapping for the device.
*/
using AnalogMapping = std::unordered_map<Settings::NativeAnalog::Values, Common::ParamPackage>;
using ButtonMapping = std::unordered_map<Settings::NativeButton::Values, Common::ParamPackage>;
using MotionMapping = std::unordered_map<Settings::NativeMotion::Values, Common::ParamPackage>;
class InputSubsystem {
public:
explicit InputSubsystem();
~InputSubsystem();
InputSubsystem(const InputSubsystem&) = delete;
InputSubsystem& operator=(const InputSubsystem&) = delete;
InputSubsystem(InputSubsystem&&) = delete;
InputSubsystem& operator=(InputSubsystem&&) = delete;
/// Initializes and registers all built-in input device factories.
void Initialize();
/// Unregisters all built-in input device factories and shuts them down.
void Shutdown();
/// Retrieves the underlying keyboard device.
[[nodiscard]] Keyboard* GetKeyboard();
/// Retrieves the underlying keyboard device.
[[nodiscard]] const Keyboard* GetKeyboard() const;
/// Retrieves the underlying mouse device.
[[nodiscard]] Mouse* GetMouse();
/// Retrieves the underlying mouse device.
[[nodiscard]] const Mouse* GetMouse() const;
/// Retrieves the underlying touch screen device.
[[nodiscard]] TouchScreen* GetTouchScreen();
/// Retrieves the underlying touch screen device.
[[nodiscard]] const TouchScreen* GetTouchScreen() const;
/// Retrieves the underlying tas input device.
[[nodiscard]] TasInput::Tas* GetTas();
/// Retrieves the underlying tas input device.
[[nodiscard]] const TasInput::Tas* GetTas() const;
/// Retrieves the underlying camera input device.
[[nodiscard]] Camera* GetCamera();
/// Retrieves the underlying camera input device.
[[nodiscard]] const Camera* GetCamera() const;
/// Retrieves the underlying virtual amiibo input device.
[[nodiscard]] VirtualAmiibo* GetVirtualAmiibo();
/// Retrieves the underlying virtual amiibo input device.
[[nodiscard]] const VirtualAmiibo* GetVirtualAmiibo() const;
/// Retrieves the underlying virtual gamepad input device.
[[nodiscard]] VirtualGamepad* GetVirtualGamepad();
/// Retrieves the underlying virtual gamepad input device.
[[nodiscard]] const VirtualGamepad* GetVirtualGamepad() const;
/**
* Returns all available input devices that this Factory can create a new device with.
* Each returned ParamPackage should have a `display` field used for display, a `engine` field
* for backends to determine if this backend is meant to service the request and any other
* information needed to identify this in the backend later.
*/
[[nodiscard]] std::vector<Common::ParamPackage> GetInputDevices() const;
/// Retrieves the analog mappings for the given device.
[[nodiscard]] AnalogMapping GetAnalogMappingForDevice(const Common::ParamPackage& device) const;
/// Retrieves the button mappings for the given device.
[[nodiscard]] ButtonMapping GetButtonMappingForDevice(const Common::ParamPackage& device) const;
/// Retrieves the motion mappings for the given device.
[[nodiscard]] MotionMapping GetMotionMappingForDevice(const Common::ParamPackage& device) const;
/// Returns an enum contaning the name to be displayed from the input engine.
[[nodiscard]] Common::Input::ButtonNames GetButtonName(
const Common::ParamPackage& params) const;
/// Returns true if device is a controller.
[[nodiscard]] bool IsController(const Common::ParamPackage& params) const;
/// Returns true if axis of a stick aren't mapped in the correct direction
[[nodiscard]] bool IsStickInverted(const Common::ParamPackage& device) const;
/// Reloads the input devices.
void ReloadInputDevices();
/// Start polling from all backends for a desired input type.
void BeginMapping(Polling::InputType type);
/// Returns an input event with mapping information.
[[nodiscard]] Common::ParamPackage GetNextInput() const;
/// Stop polling from all backends.
void StopMapping() const;
/// Signals SDL driver for new input events
void PumpEvents() const;
private:
struct Impl;
std::unique_ptr<Impl> impl;
};
/// Generates a serialized param package for creating a keyboard button device.
std::string GenerateKeyboardParam(int key_code);
/// Generates a serialized param package for creating an analog device taking input from keyboard.
std::string GenerateAnalogParamFromKeys(int key_up, int key_down, int key_left, int key_right,
int key_modifier, float modifier_scale);
} // namespace InputCommon