mirror of
https://github.com/KytyPS5/KytyPS5.git
synced 2026-10-20 10:56:58 +02:00
feat(input): add host input remapping
Add compact keyboard and mouse mapping with analog-stick defaults and integrate a global remapping editor into the Qt launcher. Based on the host input remapping work from PR #109. Co-authored-by: DistantMyth <thetarun3@gmail.com>
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@@ -32,6 +32,7 @@
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#include "graphics/host_gpu/vma.h"
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#include "graphics/host_gpu/vulkanCommon.h"
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#include "graphics/presentation/renderDoc.h"
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#include "graphics/presentation/window/hostInput.h"
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#include "graphics/presentation/window/windowInternal.h"
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#include "kytyGitVersion.h"
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#include "libs/controller.h"
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@@ -59,8 +60,6 @@
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namespace Libs::Graphics {
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constexpr int KEYBOARD_CONTROLLER_ID = -1000;
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struct EventKeyboard {
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bool down;
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bool up;
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@@ -73,26 +72,6 @@ struct EventKeyboard {
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double timestamp_seconds;
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};
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static uint32_t KeyboardKeyToPadButton(int key_code) {
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switch (key_code) {
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case SDLK_w: return Controller::PAD_BUTTON_UP;
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case SDLK_a: return Controller::PAD_BUTTON_LEFT;
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case SDLK_s: return Controller::PAD_BUTTON_DOWN;
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case SDLK_d: return Controller::PAD_BUTTON_RIGHT;
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case SDLK_j: return Controller::PAD_BUTTON_CROSS;
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case SDLK_i: return Controller::PAD_BUTTON_TRIANGLE;
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case SDLK_k: return Controller::PAD_BUTTON_SQUARE;
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case SDLK_l: return Controller::PAD_BUTTON_CIRCLE;
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case SDLK_q: return Controller::PAD_BUTTON_L1;
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case SDLK_e: return Controller::PAD_BUTTON_R1;
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case SDLK_RETURN:
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case SDLK_RETURN2: return Controller::PAD_BUTTON_OPTIONS;
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case SDLK_BACKSPACE:
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case SDLK_TAB: return Controller::PAD_BUTTON_TOUCH_PAD;
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default: return 0;
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}
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}
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static uint32_t ControllerButtonToPadButton(int button) {
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switch (button) {
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case SDL_CONTROLLER_BUTTON_A: return Controller::PAD_BUTTON_CROSS;
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@@ -261,16 +240,11 @@ static void GameEventKeyboard(WindowLoopState& game, const EventKeyboard& key) {
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}
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}
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const auto button = KeyboardKeyToPadButton(key.key_code);
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if (button != 0 && (key.down || key.up) && !key.repeat) {
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static bool keyboard_connected = false;
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if (!keyboard_connected) {
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Controller::ControllerConnect(KEYBOARD_CONTROLLER_ID);
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keyboard_connected = true;
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}
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Controller::ControllerButton(KEYBOARD_CONTROLLER_ID, button, key.down);
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}
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#endif
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if ((key.down || key.up) && !key.repeat) {
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HostInputKey(key.key_code, key.down);
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}
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}
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static void GameEventMouse([[maybe_unused]] const EventMouse& mb) {
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@@ -292,6 +266,23 @@ static void GameEventMouse([[maybe_unused]] const EventMouse& mb) {
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mb.x, mb.y);
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}
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#endif
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if (mb.down || mb.up) {
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uint8_t mouse_button = 0;
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if (mb.left) {
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mouse_button = SDL_BUTTON_LEFT;
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} else if (mb.middle) {
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mouse_button = SDL_BUTTON_MIDDLE;
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} else if (mb.right) {
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mouse_button = SDL_BUTTON_RIGHT;
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} else if (mb.x1) {
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mouse_button = SDL_BUTTON_X1;
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} else if (mb.x2) {
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mouse_button = SDL_BUTTON_X2;
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}
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HostInputMouseButton(mouse_button, mb.down);
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}
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}
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static void GameEventFinger([[maybe_unused]] const EventFinger& f) {
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@@ -795,6 +786,7 @@ static void WindowCreate(WindowContext& context) {
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if (SDL_InitSubSystem(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) < 0) {
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EXIT("%s\n", SDL_GetError());
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}
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HostInputInit();
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LOGF("WindowCreate(): width = %d, height = %d\n", width, height);
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