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authorMerryMage <MerryMage@users.noreply.github.com>2016-12-23 14:37:40 +0100
committerMerryMage <MerryMage@users.noreply.github.com>2016-12-23 14:42:39 +0100
commit64f98f4d0f33b5c626d86a05ab9dd8060e160cc5 (patch)
tree8874f16f9f840add798f58981d5c2fcdf4da3c84 /src/core/frontend
parentMerge pull request #2364 from mailwl/nwm-services (diff)
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Diffstat (limited to 'src/core/frontend')
-rw-r--r--src/core/frontend/emu_window.cpp107
-rw-r--r--src/core/frontend/emu_window.h290
-rw-r--r--src/core/frontend/key_map.cpp152
-rw-r--r--src/core/frontend/key_map.h93
4 files changed, 642 insertions, 0 deletions
diff --git a/src/core/frontend/emu_window.cpp b/src/core/frontend/emu_window.cpp
new file mode 100644
index 000000000..f6f90f9e1
--- /dev/null
+++ b/src/core/frontend/emu_window.cpp
@@ -0,0 +1,107 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include <algorithm>
+#include <cmath>
+#include "common/assert.h"
+#include "core/frontend/emu_window.h"
+#include "core/frontend/key_map.h"
+#include "video_core/video_core.h"
+
+void EmuWindow::ButtonPressed(Service::HID::PadState pad) {
+ pad_state.hex |= pad.hex;
+}
+
+void EmuWindow::ButtonReleased(Service::HID::PadState pad) {
+ pad_state.hex &= ~pad.hex;
+}
+
+void EmuWindow::CirclePadUpdated(float x, float y) {
+ constexpr int MAX_CIRCLEPAD_POS = 0x9C; // Max value for a circle pad position
+
+ // Make sure the coordinates are in the unit circle,
+ // otherwise normalize it.
+ float r = x * x + y * y;
+ if (r > 1) {
+ r = std::sqrt(r);
+ x /= r;
+ y /= r;
+ }
+
+ circle_pad_x = static_cast<s16>(x * MAX_CIRCLEPAD_POS);
+ circle_pad_y = static_cast<s16>(y * MAX_CIRCLEPAD_POS);
+}
+
+/**
+ * Check if the given x/y coordinates are within the touchpad specified by the framebuffer layout
+ * @param layout FramebufferLayout object describing the framebuffer size and screen positions
+ * @param framebuffer_x Framebuffer x-coordinate to check
+ * @param framebuffer_y Framebuffer y-coordinate to check
+ * @return True if the coordinates are within the touchpad, otherwise false
+ */
+static bool IsWithinTouchscreen(const Layout::FramebufferLayout& layout, unsigned framebuffer_x,
+ unsigned framebuffer_y) {
+ return (
+ framebuffer_y >= layout.bottom_screen.top && framebuffer_y < layout.bottom_screen.bottom &&
+ framebuffer_x >= layout.bottom_screen.left && framebuffer_x < layout.bottom_screen.right);
+}
+
+std::tuple<unsigned, unsigned> EmuWindow::ClipToTouchScreen(unsigned new_x, unsigned new_y) {
+ new_x = std::max(new_x, framebuffer_layout.bottom_screen.left);
+ new_x = std::min(new_x, framebuffer_layout.bottom_screen.right - 1);
+
+ new_y = std::max(new_y, framebuffer_layout.bottom_screen.top);
+ new_y = std::min(new_y, framebuffer_layout.bottom_screen.bottom - 1);
+
+ return std::make_tuple(new_x, new_y);
+}
+
+void EmuWindow::TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y) {
+ if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
+ return;
+
+ touch_x = VideoCore::kScreenBottomWidth *
+ (framebuffer_x - framebuffer_layout.bottom_screen.left) /
+ (framebuffer_layout.bottom_screen.right - framebuffer_layout.bottom_screen.left);
+ touch_y = VideoCore::kScreenBottomHeight *
+ (framebuffer_y - framebuffer_layout.bottom_screen.top) /
+ (framebuffer_layout.bottom_screen.bottom - framebuffer_layout.bottom_screen.top);
+
+ touch_pressed = true;
+ pad_state.touch.Assign(1);
+}
+
+void EmuWindow::TouchReleased() {
+ touch_pressed = false;
+ touch_x = 0;
+ touch_y = 0;
+ pad_state.touch.Assign(0);
+}
+
+void EmuWindow::TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y) {
+ if (!touch_pressed)
+ return;
+
+ if (!IsWithinTouchscreen(framebuffer_layout, framebuffer_x, framebuffer_y))
+ std::tie(framebuffer_x, framebuffer_y) = ClipToTouchScreen(framebuffer_x, framebuffer_y);
+
+ TouchPressed(framebuffer_x, framebuffer_y);
+}
+
+void EmuWindow::UpdateCurrentFramebufferLayout(unsigned width, unsigned height) {
+ Layout::FramebufferLayout layout;
+ switch (Settings::values.layout_option) {
+ case Settings::LayoutOption::SingleScreen:
+ layout = Layout::SingleFrameLayout(width, height, Settings::values.swap_screen);
+ break;
+ case Settings::LayoutOption::LargeScreen:
+ layout = Layout::LargeFrameLayout(width, height, Settings::values.swap_screen);
+ break;
+ case Settings::LayoutOption::Default:
+ default:
+ layout = Layout::DefaultFrameLayout(width, height, Settings::values.swap_screen);
+ break;
+ }
+ NotifyFramebufferLayoutChanged(layout);
+}
diff --git a/src/core/frontend/emu_window.h b/src/core/frontend/emu_window.h
new file mode 100644
index 000000000..835c4d500
--- /dev/null
+++ b/src/core/frontend/emu_window.h
@@ -0,0 +1,290 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <tuple>
+#include <utility>
+#include "common/common_types.h"
+#include "common/framebuffer_layout.h"
+#include "common/math_util.h"
+#include "core/hle/service/hid/hid.h"
+
+/**
+ * Abstraction class used to provide an interface between emulation code and the frontend
+ * (e.g. SDL, QGLWidget, GLFW, etc...).
+ *
+ * Design notes on the interaction between EmuWindow and the emulation core:
+ * - Generally, decisions on anything visible to the user should be left up to the GUI.
+ * For example, the emulation core should not try to dictate some window title or size.
+ * This stuff is not the core's business and only causes problems with regards to thread-safety
+ * anyway.
+ * - Under certain circumstances, it may be desirable for the core to politely request the GUI
+ * to set e.g. a minimum window size. However, the GUI should always be free to ignore any
+ * such hints.
+ * - EmuWindow may expose some of its state as read-only to the emulation core, however care
+ * should be taken to make sure the provided information is self-consistent. This requires
+ * some sort of synchronization (most of this is still a TODO).
+ * - DO NOT TREAT THIS CLASS AS A GUI TOOLKIT ABSTRACTION LAYER. That's not what it is. Please
+ * re-read the upper points again and think about it if you don't see this.
+ */
+class EmuWindow {
+public:
+ /// Data structure to store emuwindow configuration
+ struct WindowConfig {
+ bool fullscreen;
+ int res_width;
+ int res_height;
+ std::pair<unsigned, unsigned> min_client_area_size;
+ };
+
+ /// Swap buffers to display the next frame
+ virtual void SwapBuffers() = 0;
+
+ /// Polls window events
+ virtual void PollEvents() = 0;
+
+ /// Makes the graphics context current for the caller thread
+ virtual void MakeCurrent() = 0;
+
+ /// Releases (dunno if this is the "right" word) the GLFW context from the caller thread
+ virtual void DoneCurrent() = 0;
+
+ virtual void ReloadSetKeymaps() = 0;
+
+ /**
+ * Signals a button press action to the HID module.
+ * @param pad_state indicates which button to press
+ * @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
+ */
+ void ButtonPressed(Service::HID::PadState pad_state);
+
+ /**
+ * Signals a button release action to the HID module.
+ * @param pad_state indicates which button to press
+ * @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
+ */
+ void ButtonReleased(Service::HID::PadState pad_state);
+
+ /**
+ * Signals a circle pad change action to the HID module.
+ * @param x new x-coordinate of the circle pad, in the range [-1.0, 1.0]
+ * @param y new y-coordinate of the circle pad, in the range [-1.0, 1.0]
+ * @note the coordinates will be normalized if the radius is larger than 1
+ */
+ void CirclePadUpdated(float x, float y);
+
+ /**
+ * Signal that a touch pressed event has occurred (e.g. mouse click pressed)
+ * @param framebuffer_x Framebuffer x-coordinate that was pressed
+ * @param framebuffer_y Framebuffer y-coordinate that was pressed
+ */
+ void TouchPressed(unsigned framebuffer_x, unsigned framebuffer_y);
+
+ /// Signal that a touch released event has occurred (e.g. mouse click released)
+ void TouchReleased();
+
+ /**
+ * Signal that a touch movement event has occurred (e.g. mouse was moved over the emu window)
+ * @param framebuffer_x Framebuffer x-coordinate
+ * @param framebuffer_y Framebuffer y-coordinate
+ */
+ void TouchMoved(unsigned framebuffer_x, unsigned framebuffer_y);
+
+ /**
+ * Gets the current pad state (which buttons are pressed).
+ * @note This should be called by the core emu thread to get a state set by the window thread.
+ * @note This doesn't include analog input like circle pad direction
+ * @todo Fix this function to be thread-safe.
+ * @return PadState object indicating the current pad state
+ */
+ Service::HID::PadState GetPadState() const {
+ return pad_state;
+ }
+
+ /**
+ * Gets the current circle pad state.
+ * @note This should be called by the core emu thread to get a state set by the window thread.
+ * @todo Fix this function to be thread-safe.
+ * @return std::tuple of (x, y), where `x` and `y` are the circle pad coordinates
+ */
+ std::tuple<s16, s16> GetCirclePadState() const {
+ return std::make_tuple(circle_pad_x, circle_pad_y);
+ }
+
+ /**
+ * Gets the current touch screen state (touch X/Y coordinates and whether or not it is pressed).
+ * @note This should be called by the core emu thread to get a state set by the window thread.
+ * @todo Fix this function to be thread-safe.
+ * @return std::tuple of (x, y, pressed) where `x` and `y` are the touch coordinates and
+ * `pressed` is true if the touch screen is currently being pressed
+ */
+ std::tuple<u16, u16, bool> GetTouchState() const {
+ return std::make_tuple(touch_x, touch_y, touch_pressed);
+ }
+
+ /**
+ * Gets the current accelerometer state (acceleration along each three axis).
+ * Axis explained:
+ * +x is the same direction as LEFT on D-pad.
+ * +y is normal to the touch screen, pointing outward.
+ * +z is the same direction as UP on D-pad.
+ * Units:
+ * 1 unit of return value = 1/512 g (measured by hw test),
+ * where g is the gravitational acceleration (9.8 m/sec2).
+ * @note This should be called by the core emu thread to get a state set by the window thread.
+ * @todo Implement accelerometer input in front-end.
+ * @return std::tuple of (x, y, z)
+ */
+ std::tuple<s16, s16, s16> GetAccelerometerState() const {
+ // stubbed
+ return std::make_tuple(0, -512, 0);
+ }
+
+ /**
+ * Gets the current gyroscope state (angular rates about each three axis).
+ * Axis explained:
+ * +x is the same direction as LEFT on D-pad.
+ * +y is normal to the touch screen, pointing outward.
+ * +z is the same direction as UP on D-pad.
+ * Orientation is determined by right-hand rule.
+ * Units:
+ * 1 unit of return value = (1/coef) deg/sec,
+ * where coef is the return value of GetGyroscopeRawToDpsCoefficient().
+ * @note This should be called by the core emu thread to get a state set by the window thread.
+ * @todo Implement gyroscope input in front-end.
+ * @return std::tuple of (x, y, z)
+ */
+ std::tuple<s16, s16, s16> GetGyroscopeState() const {
+ // stubbed
+ return std::make_tuple(0, 0, 0);
+ }
+
+ /**
+ * Gets the coefficient for units conversion of gyroscope state.
+ * The conversion formula is r = coefficient * v,
+ * where v is angular rate in deg/sec,
+ * and r is the gyroscope state.
+ * @return float-type coefficient
+ */
+ f32 GetGyroscopeRawToDpsCoefficient() const {
+ return 14.375f; // taken from hw test, and gyroscope's document
+ }
+
+ /**
+ * Returns currently active configuration.
+ * @note Accesses to the returned object need not be consistent because it may be modified in
+ * another thread
+ */
+ const WindowConfig& GetActiveConfig() const {
+ return active_config;
+ }
+
+ /**
+ * Requests the internal configuration to be replaced by the specified argument at some point in
+ * the future.
+ * @note This method is thread-safe, because it delays configuration changes to the GUI event
+ * loop. Hence there is no guarantee on when the requested configuration will be active.
+ */
+ void SetConfig(const WindowConfig& val) {
+ config = val;
+ }
+
+ /**
+ * Gets the framebuffer layout (width, height, and screen regions)
+ * @note This method is thread-safe
+ */
+ const Layout::FramebufferLayout& GetFramebufferLayout() const {
+ return framebuffer_layout;
+ }
+
+ /**
+ * Convenience method to update the current frame layout
+ * Read from the current settings to determine which layout to use.
+ */
+ void UpdateCurrentFramebufferLayout(unsigned width, unsigned height);
+
+protected:
+ EmuWindow() {
+ // TODO: Find a better place to set this.
+ config.min_client_area_size = std::make_pair(400u, 480u);
+ active_config = config;
+ pad_state.hex = 0;
+ touch_x = 0;
+ touch_y = 0;
+ circle_pad_x = 0;
+ circle_pad_y = 0;
+ touch_pressed = false;
+ }
+ virtual ~EmuWindow() {}
+
+ /**
+ * Processes any pending configuration changes from the last SetConfig call.
+ * This method invokes OnMinimalClientAreaChangeRequest if the corresponding configuration
+ * field changed.
+ * @note Implementations will usually want to call this from the GUI thread.
+ * @todo Actually call this in existing implementations.
+ */
+ void ProcessConfigurationChanges() {
+ // TODO: For proper thread safety, we should eventually implement a proper
+ // multiple-writer/single-reader queue...
+
+ if (config.min_client_area_size != active_config.min_client_area_size) {
+ OnMinimalClientAreaChangeRequest(config.min_client_area_size);
+ config.min_client_area_size = active_config.min_client_area_size;
+ }
+ }
+
+ /**
+ * Update framebuffer layout with the given parameter.
+ * @note EmuWindow implementations will usually use this in window resize event handlers.
+ */
+ void NotifyFramebufferLayoutChanged(const Layout::FramebufferLayout& layout) {
+ framebuffer_layout = layout;
+ }
+
+ /**
+ * Update internal client area size with the given parameter.
+ * @note EmuWindow implementations will usually use this in window resize event handlers.
+ */
+ void NotifyClientAreaSizeChanged(const std::pair<unsigned, unsigned>& size) {
+ client_area_width = size.first;
+ client_area_height = size.second;
+ }
+
+private:
+ /**
+ * Handler called when the minimal client area was requested to be changed via SetConfig.
+ * For the request to be honored, EmuWindow implementations will usually reimplement this
+ * function.
+ */
+ virtual void OnMinimalClientAreaChangeRequest(
+ const std::pair<unsigned, unsigned>& minimal_size) {
+ // By default, ignore this request and do nothing.
+ }
+
+ Layout::FramebufferLayout framebuffer_layout; ///< Current framebuffer layout
+
+ unsigned client_area_width; ///< Current client width, should be set by window impl.
+ unsigned client_area_height; ///< Current client height, should be set by window impl.
+
+ WindowConfig config; ///< Internal configuration (changes pending for being applied in
+ /// ProcessConfigurationChanges)
+ WindowConfig active_config; ///< Internal active configuration
+
+ bool touch_pressed; ///< True if touchpad area is currently pressed, otherwise false
+
+ u16 touch_x; ///< Touchpad X-position in native 3DS pixel coordinates (0-320)
+ u16 touch_y; ///< Touchpad Y-position in native 3DS pixel coordinates (0-240)
+
+ s16 circle_pad_x; ///< Circle pad X-position in native 3DS pixel coordinates (-156 - 156)
+ s16 circle_pad_y; ///< Circle pad Y-position in native 3DS pixel coordinates (-156 - 156)
+
+ /**
+ * Clip the provided coordinates to be inside the touchscreen area.
+ */
+ std::tuple<unsigned, unsigned> ClipToTouchScreen(unsigned new_x, unsigned new_y);
+
+ Service::HID::PadState pad_state;
+};
diff --git a/src/core/frontend/key_map.cpp b/src/core/frontend/key_map.cpp
new file mode 100644
index 000000000..15f0e079c
--- /dev/null
+++ b/src/core/frontend/key_map.cpp
@@ -0,0 +1,152 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#include <map>
+#include "core/frontend/emu_window.h"
+#include "core/frontend/key_map.h"
+
+namespace KeyMap {
+
+// TODO (wwylele): currently we treat c-stick as four direction buttons
+// and map it directly to EmuWindow::ButtonPressed.
+// It should go the analog input way like circle pad does.
+const std::array<KeyTarget, Settings::NativeInput::NUM_INPUTS> mapping_targets = {{
+ Service::HID::PAD_A,
+ Service::HID::PAD_B,
+ Service::HID::PAD_X,
+ Service::HID::PAD_Y,
+ Service::HID::PAD_L,
+ Service::HID::PAD_R,
+ Service::HID::PAD_ZL,
+ Service::HID::PAD_ZR,
+ Service::HID::PAD_START,
+ Service::HID::PAD_SELECT,
+ Service::HID::PAD_NONE,
+ Service::HID::PAD_UP,
+ Service::HID::PAD_DOWN,
+ Service::HID::PAD_LEFT,
+ Service::HID::PAD_RIGHT,
+ Service::HID::PAD_C_UP,
+ Service::HID::PAD_C_DOWN,
+ Service::HID::PAD_C_LEFT,
+ Service::HID::PAD_C_RIGHT,
+
+ IndirectTarget::CirclePadUp,
+ IndirectTarget::CirclePadDown,
+ IndirectTarget::CirclePadLeft,
+ IndirectTarget::CirclePadRight,
+ IndirectTarget::CirclePadModifier,
+}};
+
+static std::map<HostDeviceKey, KeyTarget> key_map;
+static int next_device_id = 0;
+
+static bool circle_pad_up = false;
+static bool circle_pad_down = false;
+static bool circle_pad_left = false;
+static bool circle_pad_right = false;
+static bool circle_pad_modifier = false;
+
+static void UpdateCirclePad(EmuWindow& emu_window) {
+ constexpr float SQRT_HALF = 0.707106781f;
+ int x = 0, y = 0;
+
+ if (circle_pad_right)
+ ++x;
+ if (circle_pad_left)
+ --x;
+ if (circle_pad_up)
+ ++y;
+ if (circle_pad_down)
+ --y;
+
+ float modifier = circle_pad_modifier ? Settings::values.pad_circle_modifier_scale : 1.0f;
+ emu_window.CirclePadUpdated(x * modifier * (y == 0 ? 1.0f : SQRT_HALF),
+ y * modifier * (x == 0 ? 1.0f : SQRT_HALF));
+}
+
+int NewDeviceId() {
+ return next_device_id++;
+}
+
+void SetKeyMapping(HostDeviceKey key, KeyTarget target) {
+ key_map[key] = target;
+}
+
+void ClearKeyMapping(int device_id) {
+ auto iter = key_map.begin();
+ while (iter != key_map.end()) {
+ if (iter->first.device_id == device_id)
+ key_map.erase(iter++);
+ else
+ ++iter;
+ }
+}
+
+void PressKey(EmuWindow& emu_window, HostDeviceKey key) {
+ auto target = key_map.find(key);
+ if (target == key_map.end())
+ return;
+
+ if (target->second.direct) {
+ emu_window.ButtonPressed({{target->second.target.direct_target_hex}});
+ } else {
+ switch (target->second.target.indirect_target) {
+ case IndirectTarget::CirclePadUp:
+ circle_pad_up = true;
+ UpdateCirclePad(emu_window);
+ break;
+ case IndirectTarget::CirclePadDown:
+ circle_pad_down = true;
+ UpdateCirclePad(emu_window);
+ break;
+ case IndirectTarget::CirclePadLeft:
+ circle_pad_left = true;
+ UpdateCirclePad(emu_window);
+ break;
+ case IndirectTarget::CirclePadRight:
+ circle_pad_right = true;
+ UpdateCirclePad(emu_window);
+ break;
+ case IndirectTarget::CirclePadModifier:
+ circle_pad_modifier = true;
+ UpdateCirclePad(emu_window);
+ break;
+ }
+ }
+}
+
+void ReleaseKey(EmuWindow& emu_window, HostDeviceKey key) {
+ auto target = key_map.find(key);
+ if (target == key_map.end())
+ return;
+
+ if (target->second.direct) {
+ emu_window.ButtonReleased({{target->second.target.direct_target_hex}});
+ } else {
+ switch (target->second.target.indirect_target) {
+ case IndirectTarget::CirclePadUp:
+ circle_pad_up = false;
+ UpdateCirclePad(emu_window);
+ break;
+ case IndirectTarget::CirclePadDown:
+ circle_pad_down = false;
+ UpdateCirclePad(emu_window);
+ break;
+ case IndirectTarget::CirclePadLeft:
+ circle_pad_left = false;
+ UpdateCirclePad(emu_window);
+ break;
+ case IndirectTarget::CirclePadRight:
+ circle_pad_right = false;
+ UpdateCirclePad(emu_window);
+ break;
+ case IndirectTarget::CirclePadModifier:
+ circle_pad_modifier = false;
+ UpdateCirclePad(emu_window);
+ break;
+ }
+ }
+}
+}
diff --git a/src/core/frontend/key_map.h b/src/core/frontend/key_map.h
new file mode 100644
index 000000000..040794578
--- /dev/null
+++ b/src/core/frontend/key_map.h
@@ -0,0 +1,93 @@
+// Copyright 2014 Citra Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#pragma once
+
+#include <array>
+#include <tuple>
+#include "core/hle/service/hid/hid.h"
+
+class EmuWindow;
+
+namespace KeyMap {
+
+/**
+ * Represents key mapping targets that are not real 3DS buttons.
+ * They will be handled by KeyMap and translated to 3DS input.
+ */
+enum class IndirectTarget {
+ CirclePadUp,
+ CirclePadDown,
+ CirclePadLeft,
+ CirclePadRight,
+ CirclePadModifier,
+};
+
+/**
+ * Represents a key mapping target. It can be a PadState that represents real 3DS buttons,
+ * or an IndirectTarget.
+ */
+struct KeyTarget {
+ bool direct;
+ union {
+ u32 direct_target_hex;
+ IndirectTarget indirect_target;
+ } target;
+
+ KeyTarget() : direct(true) {
+ target.direct_target_hex = 0;
+ }
+
+ KeyTarget(Service::HID::PadState pad) : direct(true) {
+ target.direct_target_hex = pad.hex;
+ }
+
+ KeyTarget(IndirectTarget i) : direct(false) {
+ target.indirect_target = i;
+ }
+};
+
+/**
+ * Represents a key for a specific host device.
+ */
+struct HostDeviceKey {
+ int key_code;
+ int device_id; ///< Uniquely identifies a host device
+
+ bool operator<(const HostDeviceKey& other) const {
+ return std::tie(key_code, device_id) < std::tie(other.key_code, other.device_id);
+ }
+
+ bool operator==(const HostDeviceKey& other) const {
+ return std::tie(key_code, device_id) == std::tie(other.key_code, other.device_id);
+ }
+};
+
+extern const std::array<KeyTarget, Settings::NativeInput::NUM_INPUTS> mapping_targets;
+
+/**
+ * Generates a new device id, which uniquely identifies a host device within KeyMap.
+ */
+int NewDeviceId();
+
+/**
+ * Maps a device-specific key to a target (a PadState or an IndirectTarget).
+ */
+void SetKeyMapping(HostDeviceKey key, KeyTarget target);
+
+/**
+ * Clears all key mappings belonging to one device.
+ */
+void ClearKeyMapping(int device_id);
+
+/**
+ * Maps a key press action and call the corresponding function in EmuWindow
+ */
+void PressKey(EmuWindow& emu_window, HostDeviceKey key);
+
+/**
+ * Maps a key release action and call the corresponding function in EmuWindow
+ */
+void ReleaseKey(EmuWindow& emu_window, HostDeviceKey key);
+}