// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #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{}, .port = 0, .pad = 0, }; constexpr PadIdentifier keyboard_key_identifier = { .guid = Common::UUID{}, .port = 1, .pad = 0, }; constexpr PadIdentifier keyboard_modifier_identifier = { .guid = Common::UUID{}, .port = 1, .pad = 1, }; Keyboard::Keyboard(std::string input_engine_) : InputEngine(std::move(input_engine_)) { // Keyboard is broken into 3 different 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 Keyboard::GetInputDevices() const { std::vector devices; devices.emplace_back(Common::ParamPackage{ {"engine", GetEngineName()}, {"display", "Keyboard Only"}, }); return devices; } } // namespace InputCommon