palladium/source/controls/hid.cpp
tobid7 b4a4b6a426 # Rewrite Stage 1.5
- Added Overlays (Performance / Keyboaed)
- Keyboard has Gamepad Movement WIP (kinda)
- Work on UI7 Started
- Added Input Manager
- Added Message Boxes (Animated)
- Added Signle Header Tween func for animated stuff (Keyboard Messages, etc)
- Add FastHash (Maybe useful later)
- Using const & for vec in lithium
- Add ability to copy a command by a Ref
- Make Lists in Commands OpenAccess for Modification (StaticObject)
- Add Static Object (System to PreRender Suff that never changes) but can still be recolored or moved
- Add Layer and Font change functions
- Make Renderer Tools (RotateCorner, CreateRect, CreateLine, InBox, OptiCommandList) static (OpenAccess)
- Add ReIndexing to PushCommand
- Add Ability to Init vec3 and vec4 with vec2 and add .xy and .zw to vec4
- Fully Animated Keyboard that currently has problem of Top Down GamePad movement
- Add Func to Get GamePad Icon Codepoints for TextRenderer
- Made deltatime a float
- Using filesystem::path().wstring for convertation (works)
- Add a New InBox to Renderer that only checks if a point is inside a boundingbox
- Disable Font loading on Renderer Init due to 3ds Freezes when using SystemFont
- Make SystemFont lineheight 10% larger than it is to be nearly the same size as the ttf fonts
- Fix Some SpaceOffsets between TTF and SystemFont Rendering
- Cleanup the Update Rendermode Func
- Use LayerRenderSystem by default now as it now runs faster even with ttf fonts
2025-01-19 20:16:43 +01:00

78 lines
1.9 KiB
C++

#include <3ds.h>
#include <pd/controls/hid.hpp>
/// Reform of the RenderD7 095 Hid Api
/// Using Custom Keybindings for future
/// Porting of the library
namespace PD {
Hid::Hid() {
binds[KEY_A] = A;
binds[KEY_B] = B;
binds[KEY_X] = X;
binds[KEY_Y] = Y;
binds[KEY_START] = Start;
binds[KEY_SELECT] = Select;
binds[KEY_L] = L;
binds[KEY_R] = R;
binds[KEY_DUP] = DUp;
binds[KEY_DDOWN] = DDown;
binds[KEY_DLEFT] = DLeft;
binds[KEY_DRIGHT] = DRight;
binds[KEY_CPAD_UP] = CPUp;
binds[KEY_CPAD_DOWN] = CPDown;
binds[KEY_CPAD_LEFT] = CPLeft;
binds[KEY_CPAD_RIGHT] = CPRight;
binds[KEY_CSTICK_UP] = CSUp;
binds[KEY_CSTICK_DOWN] = CSDown;
binds[KEY_CSTICK_LEFT] = CSLeft;
binds[KEY_CSTICK_RIGHT] = CSRight;
binds[KEY_ZL] = ZL;
binds[KEY_ZR] = ZR;
binds[KEY_TOUCH] = Touch;
}
void Hid::Update() {
hidScanInput();
for (int i = 0; i < 2; i++) {
key_events[i][Event_Down] = 0;
key_events[i][Event_Held] = 0;
key_events[i][Event_Up] = 0;
}
u32 kd = hidKeysDown();
u32 kh = hidKeysHeld();
u32 ku = hidKeysUp();
for (auto &b : binds) {
if (b.first & kd) {
key_events[0][Event_Down] |= b.second;
}
if (b.first & kh) {
key_events[0][Event_Held] |= b.second;
}
if (b.first & ku) {
key_events[0][Event_Up] |= b.second;
}
}
if (locked) {
SwappyTable();
}
touchPosition t;
hidTouchRead(&t);
touch[1] = touch[0]; // Cycle touch pos
touch[0] = vec2(t.px, t.py);
}
bool Hid::IsEvent(Event e, Key keys) { return key_events[0][e] & keys; }
void Hid::SwappyTable() {
auto tkd = key_events[1][Event_Down];
auto tkh = key_events[1][Event_Held];
auto tku = key_events[1][Event_Up];
key_events[1][Event_Down] = key_events[0][Event_Down];
key_events[1][Event_Held] = key_events[0][Event_Held];
key_events[1][Event_Up] = key_events[0][Event_Up];
key_events[0][Event_Down] = tkd;
key_events[0][Event_Held] = tkh;
key_events[0][Event_Up] = tku;
}
} // namespace PD