mirror of
https://github.com/Maschell/hid_to_vpad.git
synced 2024-11-14 02:55:07 +01:00
aa421146c7
Changelog: - Reaaaaaally a lot of things internally. Rewrote the many parts of the controller_patcher engine. - Added a nice GUI! DarkIrata did a great job at creating the graphics. - Finally fixed the DS3 bug in a official build (sorry for the delay) - Controller can also be used to emulate Pro Controller - Input preview/tester - Supporting even more controller via the network client (e.g Xbox 360, Xbox one, the new DS4,Switch Pro Controller etc.). Big shoutout @QuarkTheAwesome who helped me there! - Added support for DS3 Rumble (thanks @skid_au) - GC-Adapter rumble fixed. - Support for all slots of deviced with multiple slots (like https://github.com/Maschell/controller_patcher_configs/blob/master/DualShock2.ini) - Hopefully reduced the random crashes. - Probably some stuff I already forgot.
107 lines
3.8 KiB
C++
107 lines
3.8 KiB
C++
/***************************************************************************
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* Copyright (C) 2015 Dimok
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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****************************************************************************/
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#ifndef GUI_TRIGGER_H_
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#define GUI_TRIGGER_H_
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#include "dynamic_libs/os_functions.h"
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//!Menu input trigger management. Determine if action is neccessary based on input data by comparing controller input data to a specific trigger element.
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class GuiTrigger
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{
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public:
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enum eClicked{
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CLICKED_NONE = 0x00,
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CLICKED_TOUCH = 0x01,
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CLICKED_BUTTON = 0x02,
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};
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enum eChannels {
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CHANNEL_1 = 0x01,
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CHANNEL_2 = 0x02,
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CHANNEL_3 = 0x04,
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CHANNEL_4 = 0x08,
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CHANNEL_5 = 0x10,
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CHANNEL_ALL = 0xFF
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};
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enum eButtons {
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BUTTON_NONE = 0x0000,
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VPAD_TOUCH = 0x80000000,
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BUTTON_Z = 0x20000,
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BUTTON_C = 0x10000,
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BUTTON_A = 0x8000,
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BUTTON_B = 0x4000,
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BUTTON_X = 0x2000,
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BUTTON_Y = 0x1000,
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BUTTON_1 = BUTTON_Y,
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BUTTON_2 = BUTTON_X,
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BUTTON_LEFT = 0x0800,
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BUTTON_RIGHT = 0x0400,
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BUTTON_UP = 0x0200,
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BUTTON_DOWN = 0x0100,
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BUTTON_ZL = 0x0080,
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BUTTON_ZR = 0x0040,
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BUTTON_L = 0x0020,
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BUTTON_R = 0x0010,
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BUTTON_PLUS = 0x0008,
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BUTTON_MINUS = 0x0004,
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BUTTON_HOME = 0x0002,
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BUTTON_SYNC = 0x0001,
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STICK_R_LEFT = 0x04000000,
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STICK_R_RIGHT = 0x02000000,
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STICK_R_UP = 0x01000000,
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STICK_R_DOWN = 0x00800000,
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STICK_L_LEFT = 0x40000000,
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STICK_L_RIGHT = 0x20000000,
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STICK_L_UP = 0x10000000,
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STICK_L_DOWN = 0x08000000
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};
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//!Constructor
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GuiTrigger();
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//!Constructor
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GuiTrigger(u32 ch, u32 btns, bool clickEverywhere = false, bool holdEverywhere = false, bool selectionClickEverywhere = false);
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//!Destructor
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virtual ~GuiTrigger();
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//!Sets a simple trigger. Requires: element is selected, and trigger button is pressed
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void setTrigger(u32 ch, u32 btns);
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void setClickEverywhere(bool b) { bClickEverywhere = b; }
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void setHoldOnly(bool b) { bHoldEverywhere = b; }
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void setSelectionClickEverywhere(bool b) { bSelectionClickEverywhere = b; }
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bool isClickEverywhere() const { return bClickEverywhere; }
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bool isHoldEverywhere() const { return bHoldEverywhere; }
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bool isSelectionClickEverywhere() const { return bSelectionClickEverywhere; }
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bool left(const GuiController *controller) const;
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bool right(const GuiController *controller) const;
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bool up(const GuiController *controller) const;
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bool down(const GuiController *controller) const;
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int clicked(const GuiController *controller) const;
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bool held(const GuiController *controller) const;
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bool released(const GuiController *controller) const;
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private:
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u32 chan;
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u32 btns;
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bool bClickEverywhere;
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bool bHoldEverywhere;
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bool bSelectionClickEverywhere;
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bool bLastTouched;
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};
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#endif
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