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https://github.com/shadps4-emu/shadPS4.git
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src: Move control to input directory
This commit is contained in:
parent
661b4d0e74
commit
55eb16d09d
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@ -274,8 +274,8 @@ set(VIDEO_CORE src/core/PS4/HLE/Graphics/video_out.cpp
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src/vulkan_util.h
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)
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set(HOST_SOURCES src/Emulator/Host/controller.cpp
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src/Emulator/Host/controller.h
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set(INPUT src/input/controller.cpp
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src/input/controller.h
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)
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# the above is shared in sdl and qt version (TODO share them all)
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@ -312,14 +312,19 @@ endif()
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if(ENABLE_QT_GUI)
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qt_add_executable(shadps4
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${AUDIO_CORE}
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${INPUT}
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${QT_GUI}
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${COMMON}
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${CORE}
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${VIDEO_CORE}
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src/emulator.cpp
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src/emulator.h
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)
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else()
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add_executable(shadps4
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${AUDIO_CORE}
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${HOST_SOURCES}
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${INPUT}
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${COMMON}
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${CORE}
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${VIDEO_CORE}
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@ -1,12 +1,12 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "Emulator/Host/controller.h"
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#include "common/logging/log.h"
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#include "common/singleton.h"
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#include "core/libraries/error_codes.h"
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#include "core/libraries/libs.h"
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#include "core/libraries/pad/pad.h"
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#include "input/controller.h"
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namespace Libraries::LibPad {
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@ -22,11 +22,11 @@ int PS4_SYSV_ABI scePadOpen(Libraries::UserService::OrbisUserServiceUserId user_
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}
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int PS4_SYSV_ABI scePadReadState(int32_t handle, ScePadData* pData) {
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auto* controller = Common::Singleton<Emulator::Host::Controller::GameController>::Instance();
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auto* controller = Common::Singleton<Input::GameController>::Instance();
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int connectedCount = 0;
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bool isConnected = false;
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Emulator::Host::Controller::State state;
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Input::State state;
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controller->readState(&state, &isConnected, &connectedCount);
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pData->buttons = state.buttonsState;
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@ -51,8 +51,8 @@ int PS4_SYSV_ABI scePadReadState(int32_t handle, ScePadData* pData) {
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int PS4_SYSV_ABI scePadRead(int handle, ScePadData* pData, int num) {
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int connected_count = 0;
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bool connected = false;
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Emulator::Host::Controller::State states[64];
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auto* controller = Common::Singleton<Emulator::Host::Controller::GameController>::Instance();
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Input::State states[64];
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auto* controller = Common::Singleton<Input::GameController>::Instance();
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int ret_num = controller->ReadStates(states, num, &connected, &connected_count);
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if (!connected) {
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@ -2,14 +2,14 @@
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <fmt/core.h>
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#include <vulkan_util.h>
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#include "Emulator/Host/controller.h"
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#include "common/singleton.h"
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#include "common/version.h"
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#include "core/PS4/HLE/Graphics/graphics_render.h"
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#include "core/PS4/HLE/Graphics/video_out.h"
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#include "core/libraries/pad/pad.h"
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#include "emulator.h"
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#include "input/controller.h"
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#include "vulkan_util.h"
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namespace Emu {
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@ -344,8 +344,7 @@ void keyboardEvent(SDL_Event* event) {
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break;
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}
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if (button != 0) {
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auto* controller =
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Common::Singleton<Emulator::Host::Controller::GameController>::Instance();
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auto* controller = Common::Singleton<Input::GameController>::Instance();
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controller->checKButton(0, button, event->type == SDL_EVENT_KEY_DOWN);
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}
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}
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@ -1,10 +1,10 @@
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// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "Emulator/Host/controller.h"
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#include "core/libraries/kernel/time_management.h"
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#include "input/controller.h"
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namespace Emulator::Host::Controller {
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namespace Input {
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GameController::GameController() {
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m_states_num = 0;
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@ -87,4 +87,4 @@ void GameController::checKButton(int id, u32 button, bool isPressed) {
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addState(state);
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}
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} // namespace Emulator::Host::Controller
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} // namespace Input
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@ -6,7 +6,8 @@
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#include <mutex>
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#include "common/types.h"
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namespace Emulator::Host::Controller {
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namespace Input {
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struct State {
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u32 buttonsState = 0;
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u64 time = 0;
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@ -36,8 +37,8 @@ private:
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int m_connected_count = 0;
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u32 m_states_num = 0;
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u32 m_first_state = 0;
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State m_states[MAX_STATES];
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StateInternal m_private[MAX_STATES];
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std::array<State, MAX_STATES> m_states;
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std::array<StateInternal, MAX_STATES> m_private;
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};
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} // namespace Emulator::Host::Controller
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} // namespace Input
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