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-rw-r--r--src/input_common/drivers/keyboard.cpp112
1 files changed, 112 insertions, 0 deletions
diff --git a/src/input_common/drivers/keyboard.cpp b/src/input_common/drivers/keyboard.cpp
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+++ b/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"
+#include "input_common/drivers/keyboard.h"
+
+namespace InputCommon {
+
+constexpr PadIdentifier key_identifier = {
+ .guid = Common::UUID{Common::INVALID_UUID},
+ .port = 0,
+ .pad = 0,
+};
+constexpr PadIdentifier keyboard_key_identifier = {
+ .guid = Common::UUID{Common::INVALID_UUID},
+ .port = 1,
+ .pad = 0,
+};
+constexpr PadIdentifier keyboard_modifier_identifier = {
+ .guid = Common::UUID{Common::INVALID_UUID},
+ .port = 1,
+ .pad = 1,
+};
+
+Keyboard::Keyboard(const std::string& input_engine_) : InputEngine(input_engine_) {
+ // Keyboard is broken into 3 diferent sets:
+ // key: Unfiltered intended for controllers.
+ // keyboard_key: Allows only Settings::NativeKeyboard::Keys intended for keyboard emulation.
+ // keyboard_modifier: Allows only Settings::NativeKeyboard::Modifiers intended for keyboard
+ // emulation.
+ PreSetController(key_identifier);
+ PreSetController(keyboard_key_identifier);
+ PreSetController(keyboard_modifier_identifier);
+}
+
+void Keyboard::PressKey(int key_code) {
+ SetButton(key_identifier, key_code, true);
+}
+
+void Keyboard::ReleaseKey(int key_code) {
+ SetButton(key_identifier, key_code, false);
+}
+
+void Keyboard::PressKeyboardKey(int key_index) {
+ if (key_index == Settings::NativeKeyboard::None) {
+ return;
+ }
+ SetButton(keyboard_key_identifier, key_index, true);
+}
+
+void Keyboard::ReleaseKeyboardKey(int key_index) {
+ if (key_index == Settings::NativeKeyboard::None) {
+ return;
+ }
+ SetButton(keyboard_key_identifier, key_index, false);
+}
+
+void Keyboard::SetKeyboardModifiers(int key_modifiers) {
+ for (int i = 0; i < 32; ++i) {
+ bool key_value = ((key_modifiers >> i) & 0x1) != 0;
+ SetButton(keyboard_modifier_identifier, i, key_value);
+ // Use the modifier to press the key button equivalent
+ switch (i) {
+ case Settings::NativeKeyboard::LeftControl:
+ SetButton(keyboard_key_identifier, Settings::NativeKeyboard::LeftControlKey, key_value);
+ break;
+ case Settings::NativeKeyboard::LeftShift:
+ SetButton(keyboard_key_identifier, Settings::NativeKeyboard::LeftShiftKey, key_value);
+ break;
+ case Settings::NativeKeyboard::LeftAlt:
+ SetButton(keyboard_key_identifier, Settings::NativeKeyboard::LeftAltKey, key_value);
+ break;
+ case Settings::NativeKeyboard::LeftMeta:
+ SetButton(keyboard_key_identifier, Settings::NativeKeyboard::LeftMetaKey, key_value);
+ break;
+ case Settings::NativeKeyboard::RightControl:
+ SetButton(keyboard_key_identifier, Settings::NativeKeyboard::RightControlKey,
+ key_value);
+ break;
+ case Settings::NativeKeyboard::RightShift:
+ SetButton(keyboard_key_identifier, Settings::NativeKeyboard::RightShiftKey, key_value);
+ break;
+ case Settings::NativeKeyboard::RightAlt:
+ SetButton(keyboard_key_identifier, Settings::NativeKeyboard::RightAltKey, key_value);
+ break;
+ case Settings::NativeKeyboard::RightMeta:
+ SetButton(keyboard_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;
+ }
+ }
+}
+
+void Keyboard::ReleaseAllKeys() {
+ ResetButtonState();
+}
+
+std::vector<Common::ParamPackage> Keyboard::GetInputDevices() const {
+ std::vector<Common::ParamPackage> devices;
+ devices.emplace_back(Common::ParamPackage{
+ {"engine", GetEngineName()},
+ {"display", "Keyboard Only"},
+ });
+ return devices;
+}
+
+} // namespace InputCommon