[Scummvm-cvs-logs] SF.net SVN: scummvm:[53042] scummvm/trunk/backends/platform/psp

Bluddy at users.sourceforge.net Bluddy at users.sourceforge.net
Wed Oct 6 23:26:45 CEST 2010


Revision: 53042
          http://scummvm.svn.sourceforge.net/scummvm/?rev=53042&view=rev
Author:   Bluddy
Date:     2010-10-06 21:26:45 +0000 (Wed, 06 Oct 2010)

Log Message:
-----------
PSP: rewrote input code and added an input mode

The old input code was getting too messy. A redesign made it easier to modify and add several modes and combos, including one for 1st person games which benefit from a different control scheme. A combo switches between the modes. I also added directional support while the virtual keyboard is visible, using the nub. This allows moving around in the text in some games, and moving the character while typing for others (e.g. AGI)

Modified Paths:
--------------
    scummvm/trunk/backends/platform/psp/README.PSP
    scummvm/trunk/backends/platform/psp/README.PSP.in
    scummvm/trunk/backends/platform/psp/cursor.h
    scummvm/trunk/backends/platform/psp/display_client.h
    scummvm/trunk/backends/platform/psp/input.cpp
    scummvm/trunk/backends/platform/psp/input.h
    scummvm/trunk/backends/platform/psp/pspkeyboard.cpp
    scummvm/trunk/backends/platform/psp/pspkeyboard.h

Modified: scummvm/trunk/backends/platform/psp/README.PSP
===================================================================
--- scummvm/trunk/backends/platform/psp/README.PSP	2010-10-06 11:48:25 UTC (rev 53041)
+++ scummvm/trunk/backends/platform/psp/README.PSP	2010-10-06 21:26:45 UTC (rev 53042)
@@ -3,79 +3,95 @@
 
 Installation
 ============
- - Copy the relevant game datafiles to your memory stick (location
-   doesn't matter).
- - Install ScummVM like any other homebrew
- - Run ScummVM and use the launcher to add games and run them
+ - Copy the relevant game datafiles to your memory stick (location doesn't matter).
+ - Install ScummVM like any other homebrew.
+ - Run ScummVM and use the launcher to add games and run them.
 
-
 Controls
 ========
-
-Left trigger			- ESC
 Right trigger			- Modifier key (see below for uses)
+Left trigger			- ESC (Usually skips cutscenes. Depends on game)
 Analog					- Mouse movement
-Right trigger + Analog	- Fine control mouse
-Directions				- Arrow keys
-Directions + Right Trigger - Diagonal arrow keys
-Triangle				- Enter
-Cross					- Mouse button 1
-Circle					- Mouse button 2
-Square					- '.' (skip dialogue in some games)
-Start					- F5 (Main Menu)
-Right trigger + Start	- Return-To-Launcher menu
+Right trigger + Analog	- Fine mouse movement
+D-Pad					- Arrow keys (useful mostly in SCI and AGI games)
+D-Pad + Right Trigger 	- Diagonal arrow keys (it's hard to input diagonals on some PSPs)
+Triangle				- Enter (useful for some dialogs)
+Cross					- Left Mouse Button (usually the main button)
+Circle					- Right Mouse Button (secondary button in some games)
+Square					- '.' (skip dialogue in some games e.g. Scumm)
+Right trigger + Square	- Spacebar (useful in Gobli*ns and SCI games)
+Start					- Global Menu. Allows you to 'Return To Launcher' to play another game
+Right trigger + Start	- F5 (Main Menu in some games)
+Select					- Show/Hide Virtual Keyboard. Hold down to move keyboard onscreen (with D-Pad).
 
-Virtual Keyboard
-================
+Virtual Keyboard Mode
+=====================
+Start					- Enter key. Also exits virtual keyboard mode
+Select					- Exit the virtual keyboard mode
+Right trigger			- Input letters: lowercase/uppercase (press to toggle)
+Left trigger			- Input numbers/symbols (press to toggle)
+D-Pad					- Select square of characters (up, down, left or right)
+Buttons/Triggers		- Choose a specific character in the square. The four center characters are chosen
+						  by the button in the corresponding position. The 2 top characters are chosen by the 
+						  triggers.
+Analog					- Moves in a direction (left/right/up/down) (Useful to keep moving 
+						  while typing in AGI games among other things)
 
-Select					- Show/Hide Virtual Keyboard. Hold down to move keyboard onscreen.
-Start					- Enter
-Right trigger			- Switch to/between letter modes
-Left trigger			- Switch to/between numbers and symbols
-D-Pad					- Select square of characters
-Buttons/Triggers		- Choose a specific character
+1st Person Game Mode (Can be ignored by most users)
+====================
+This is a special mode built for 1st person games like Lands of Lore. If you don't have these games you can
+safely ignore this mode. To enter or leave this mode, use the combo:
 
+Right Trigger + Left Trigger + Square
+
+Some buttons have been switched around to make these games more playable:
+Square					- Is the modifier key instead of Right Trigger.
+Left/Right Trigger		- Strafe left/right
+D-Pad Left/Right		- Turn left/right
+Square + D-Pad			- F1/F2/F3/F4
+Square + Start			- Esc (shows game menu)		  
+
+						  
 Notes
 =====
+- Notice that you can switch between games! This is much faster than quitting
+  and having to start ScummVM all over again. Go to the global menu and choose 'Return To Launcher'.
+  (Some games may not have the Return To Launcher option available yet.)
 
-- Plugin files are NOT interchangeable between versions! You must copy ALL the
-  plugin files that come with every version of scummvm. They sit in the /plugin
+- The PSP version of ScummVM uses the Media Engine to accelerate decoding of MP3 files. This means
+  that if you have the choice of compressing using Ogg files or MP3 files, choose MP3 -- the game
+  will generally run faster.
+  
+- Plugin files are NOT interchangeable between ScummVM versions! You must copy ALL the
+  plugin files that come with every version of ScummVM. They sit in the /plugin
   subdirectory. If you get a crash upon startup, try deleting all the existing
   plugin files in the plugin directory and copying the new ones over again.
 
-- While it's possible to compress certain game resources to reduce their size,
-  this can (and usually will) cause games (especially animation) to be choppy
-  sometimes, as it ofcourse needs extra CPU power to decode these files.
-  As such, it is recommended to play games in their original, uncompressed,
-  form whenever possible.
-
 - This README may be outdated, for more up-to-date instructions and notes see
   the PSP Port Wiki: http://wiki.scummvm.org/index.php/PlayStation_Portable
 
 Frequently Asked Questions
 ==========================
 
-Q:  Pressing select doesn't make the virtual keyboard show up on screen!
-A:  You need to make sure that the kbd.zip file is in the same directory as the scummvm executable.
-
 Q:  Scummvm crashes upon starting up!
 A:  See the first note above.
 
+Q:  Pressing select doesn't make the virtual keyboard show up on screen!
+A:  You need to make sure that the kbd.zip file is in the same directory as the ScummVM executable.
+
 Q:  What do I need to run the games?
-A:  A 1.00 or 1.50 firmware PSP (or an EBOOT loader on firmware 2.00 or
-    higher), and the necessary datafiles for the game you want to play and
-    obviously this ScummVM port.
+A:  A PSP that can run homebrew and the necessary datafiles for the game you want to play.
 
 Q:  Can I run game X with this?
 A:  You can find the list of supported games on the compatibility page
-    on http://www.scummvm.org.
-    Note that ScummVM is NOT a 'DOS (game) emulator', but written
-    specifically for certain games/engines.
+    at http://www.scummvm.org
+    Note that ScummVM is NOT an emulator. The supported games engines have been painstakingly rewritten. 
+	It's not easy to add support for a game you want that currently isn't supported.
 
 Q:  My Monkey Island 1 doesn't have any music, what gives?
 A:  If your version of Monkey Island came on a CD then it has the music
-    as CD Audio tracks. You need to rip those to MP3/Ogg and copy them
-    to the same directory as the game datafiles for music to work.
+    as CD Audio tracks. You need to rip those to MP3/Ogg (MP3 is preferred), naming them track1.mp3 track2.mp3
+	etc. and copy them to the same directory as the game datafiles for music to work.
 
 Q:  Game X crashes, or feature Y doesn't work. Can you fix this?
 A:  Possibly.
@@ -83,21 +99,23 @@
     played them all start-to-finish on the PSP, so it's possible there
     are bugs or issues that we're not aware of.
     When you encounter such a bug, please use the "Bug Tracker" you find linked
-    on the ScummVM website, and mention all relevant info (i.e. that you're
+    on the ScummVM website, and mention all relevant info i.e. that you're
     using the PSP version, which ScummVM version it is, if the problem exists
-    in a recent PC SVN version, a detailed description of the problem,
-    and if at all possible a nearby savegame), this will make it much easier
+    in a recent PC version, a detailed description of the problem,
+    and if at all possible a nearby savegame. This will make it much easier
     for us to reproduce (and hopefully fix) the problem.
 
 Building the source code
 ========================
 To build ScummVM for PSP you need:
 
+- ScummVM source code (svn co https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk)
+
 - PSP toolchain	(svn co svn://svn.pspdev.org/psp/trunk/psptoolchain)
 
 - PSPSDK	(svn co svn://svn.pspdev.org/psp/trunk/pspsdk)
-		Note: This usually gets installed by the PSP toolchain,
-		so you don't have to do it manually.
+			Note: This usually gets installed by the PSP toolchain,
+			so you don't have to do it manually.
 
 - zlib		(svn co svn://svn.pspdev.org/psp/trunk/zlib)
 
@@ -107,21 +125,15 @@
 
 - libTremor(*)	(svn co svn://svn.pspdev.org/psp/trunk/libTremor)
 
-
-
 (*) = optional
 
-When you've installed these libraries (read their README.PSP for instructions),
-type "make" in the backends/platform/psp directory to build a 1.00 firmware
-EBOOT.PBP, or "make kxploit" to build the 1.50/kxploit EBOOT.PBPs
+Once you've installed these libraries (read their README.PSP for instructions),
+create a subdirectory in your ScummVM folder called 'builds/psp'. Then, in this folder, type 
+'../../configure --host=psp --enable-plugins --default-dynamic'. If everything is installed
+correctly, ScummVM will inform you as it finds the right components. Finally type 'make' to build.
 
-You can control most of the build process (engines and libraries used) from
-the Makefile.
-
-
 Port Authors
 ============
-
 Joost Peters   (joostp at scummvm.org)
 Paolo Costabel (paoloc at pacbell.net)
 Thomas Mayer   (tommybear at internode.on.net)

Modified: scummvm/trunk/backends/platform/psp/README.PSP.in
===================================================================
--- scummvm/trunk/backends/platform/psp/README.PSP.in	2010-10-06 11:48:25 UTC (rev 53041)
+++ scummvm/trunk/backends/platform/psp/README.PSP.in	2010-10-06 21:26:45 UTC (rev 53042)
@@ -3,79 +3,95 @@
 
 Installation
 ============
- - Copy the relevant game datafiles to your memory stick (location
-   doesn't matter).
- - Install ScummVM like any other homebrew
- - Run ScummVM and use the launcher to add games and run them
+ - Copy the relevant game datafiles to your memory stick (location doesn't matter).
+ - Install ScummVM like any other homebrew.
+ - Run ScummVM and use the launcher to add games and run them.
 
-
 Controls
 ========
-
-Left trigger			- ESC
 Right trigger			- Modifier key (see below for uses)
+Left trigger			- ESC (Usually skips cutscenes. Depends on game)
 Analog					- Mouse movement
-Right trigger + Analog	- Fine control mouse
-Directions				- Arrow keys
-Directions + Right Trigger - Diagonal arrow keys
-Triangle				- Enter
-Cross					- Mouse button 1
-Circle					- Mouse button 2
-Square					- '.' (skip dialogue in some games)
-Start					- F5 (Main Menu)
-Right trigger + Start	- Return-To-Launcher menu
+Right trigger + Analog	- Fine mouse movement
+D-Pad					- Arrow keys (useful mostly in SCI and AGI games)
+D-Pad + Right Trigger 	- Diagonal arrow keys (it's hard to input diagonals on some PSPs)
+Triangle				- Enter (useful for some dialogs)
+Cross					- Left Mouse Button (usually the main button)
+Circle					- Right Mouse Button (secondary button in some games)
+Square					- '.' (skip dialogue in some games e.g. Scumm)
+Right trigger + Square	- Spacebar (useful in Gobli*ns and SCI games)
+Start					- Global Menu. Allows you to 'Return To Launcher' to play another game
+Right trigger + Start	- F5 (Main Menu in some games)
+Select					- Show/Hide Virtual Keyboard. Hold down to move keyboard onscreen (with D-Pad).
 
-Virtual Keyboard
-================
+Virtual Keyboard Mode
+=====================
+Start					- Enter key. Also exits virtual keyboard mode
+Select					- Exit the virtual keyboard mode
+Right trigger			- Input letters: lowercase/uppercase (press to toggle)
+Left trigger			- Input numbers/symbols (press to toggle)
+D-Pad					- Select square of characters (up, down, left or right)
+Buttons/Triggers		- Choose a specific character in the square. The four center characters are chosen
+						  by the button in the corresponding position. The 2 top characters are chosen by the 
+						  triggers.
+Analog					- Moves in a direction (left/right/up/down) (Useful to keep moving 
+						  while typing in AGI games among other things)
 
-Select					- Show/Hide Virtual Keyboard. Hold down to move keyboard onscreen.
-Start					- Enter
-Right trigger			- Switch to/between letter modes
-Left trigger			- Switch to/between numbers and symbols
-D-Pad					- Select square of characters
-Buttons/Triggers		- Choose a specific character
+1st Person Game Mode (Can be ignored by most users)
+====================
+This is a special mode built for 1st person games like Lands of Lore. If you don't have these games you can
+safely ignore this mode. To enter or leave this mode, use the combo:
 
+Right Trigger + Left Trigger + Square
+
+Some buttons have been switched around to make these games more playable:
+Square					- Is the modifier key instead of Right Trigger.
+Left/Right Trigger		- Strafe left/right
+D-Pad Left/Right		- Turn left/right
+Square + D-Pad			- F1/F2/F3/F4
+Square + Start			- Esc (shows game menu)		  
+
+						  
 Notes
 =====
+- Notice that you can switch between games! This is much faster than quitting
+  and having to start ScummVM all over again. Go to the global menu and choose 'Return To Launcher'.
+  (Some games may not have the Return To Launcher option available yet.)
 
-- Plugin files are NOT interchangeable between versions! You must copy ALL the
-  plugin files that come with every version of scummvm. They sit in the /plugin
+- The PSP version of ScummVM uses the Media Engine to accelerate decoding of MP3 files. This means
+  that if you have the choice of compressing using Ogg files or MP3 files, choose MP3 -- the game
+  will generally run faster.
+  
+- Plugin files are NOT interchangeable between ScummVM versions! You must copy ALL the
+  plugin files that come with every version of ScummVM. They sit in the /plugin
   subdirectory. If you get a crash upon startup, try deleting all the existing
   plugin files in the plugin directory and copying the new ones over again.
 
-- While it's possible to compress certain game resources to reduce their size,
-  this can (and usually will) cause games (especially animation) to be choppy
-  sometimes, as it ofcourse needs extra CPU power to decode these files.
-  As such, it is recommended to play games in their original, uncompressed,
-  form whenever possible.
-
 - This README may be outdated, for more up-to-date instructions and notes see
   the PSP Port Wiki: http://wiki.scummvm.org/index.php/PlayStation_Portable
 
 Frequently Asked Questions
 ==========================
 
-Q:  Pressing select doesn't make the virtual keyboard show up on screen!
-A:  You need to make sure that the kbd.zip file is in the same directory as the scummvm executable.
-
 Q:  Scummvm crashes upon starting up!
 A:  See the first note above.
 
+Q:  Pressing select doesn't make the virtual keyboard show up on screen!
+A:  You need to make sure that the kbd.zip file is in the same directory as the ScummVM executable.
+
 Q:  What do I need to run the games?
-A:  A 1.00 or 1.50 firmware PSP (or an EBOOT loader on firmware 2.00 or
-    higher), and the necessary datafiles for the game you want to play and
-    obviously this ScummVM port.
+A:  A PSP that can run homebrew and the necessary datafiles for the game you want to play.
 
 Q:  Can I run game X with this?
 A:  You can find the list of supported games on the compatibility page
-    on http://www.scummvm.org.
-    Note that ScummVM is NOT a 'DOS (game) emulator', but written
-    specifically for certain games/engines.
+    at http://www.scummvm.org
+    Note that ScummVM is NOT an emulator. The supported games engines have been painstakingly rewritten. 
+	It's not easy to add support for a game you want that currently isn't supported.
 
 Q:  My Monkey Island 1 doesn't have any music, what gives?
 A:  If your version of Monkey Island came on a CD then it has the music
-    as CD Audio tracks. You need to rip those to MP3/Ogg and copy them
-    to the same directory as the game datafiles for music to work.
+    as CD Audio tracks. You need to rip those to MP3/Ogg (MP3 is preferred), naming them track1.mp3 track2.mp3
+	etc. and copy them to the same directory as the game datafiles for music to work.
 
 Q:  Game X crashes, or feature Y doesn't work. Can you fix this?
 A:  Possibly.
@@ -83,21 +99,23 @@
     played them all start-to-finish on the PSP, so it's possible there
     are bugs or issues that we're not aware of.
     When you encounter such a bug, please use the "Bug Tracker" you find linked
-    on the ScummVM website, and mention all relevant info (i.e. that you're
+    on the ScummVM website, and mention all relevant info i.e. that you're
     using the PSP version, which ScummVM version it is, if the problem exists
-    in a recent PC SVN version, a detailed description of the problem,
-    and if at all possible a nearby savegame), this will make it much easier
+    in a recent PC version, a detailed description of the problem,
+    and if at all possible a nearby savegame. This will make it much easier
     for us to reproduce (and hopefully fix) the problem.
 
 Building the source code
 ========================
 To build ScummVM for PSP you need:
 
+- ScummVM source code (svn co https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk)
+
 - PSP toolchain	(svn co svn://svn.pspdev.org/psp/trunk/psptoolchain)
 
 - PSPSDK	(svn co svn://svn.pspdev.org/psp/trunk/pspsdk)
-		Note: This usually gets installed by the PSP toolchain,
-		so you don't have to do it manually.
+			Note: This usually gets installed by the PSP toolchain,
+			so you don't have to do it manually.
 
 - zlib		(svn co svn://svn.pspdev.org/psp/trunk/zlib)
 
@@ -107,21 +125,15 @@
 
 - libTremor(*)	(svn co svn://svn.pspdev.org/psp/trunk/libTremor)
 
-
-
 (*) = optional
 
-When you've installed these libraries (read their README.PSP for instructions),
-type "make" in the backends/platform/psp directory to build a 1.00 firmware
-EBOOT.PBP, or "make kxploit" to build the 1.50/kxploit EBOOT.PBPs
+Once you've installed these libraries (read their README.PSP for instructions),
+create a subdirectory in your ScummVM folder called 'builds/psp'. Then, in this folder, type 
+'../../configure --host=psp --enable-plugins --default-dynamic'. If everything is installed
+correctly, ScummVM will inform you as it finds the right components. Finally type 'make' to build.
 
-You can control most of the build process (engines and libraries used) from
-the Makefile.
-
-
 Port Authors
 ============
-
 Joost Peters   (joostp at scummvm.org)
 Paolo Costabel (paoloc at pacbell.net)
 Thomas Mayer   (tommybear at internode.on.net)

Modified: scummvm/trunk/backends/platform/psp/cursor.h
===================================================================
--- scummvm/trunk/backends/platform/psp/cursor.h	2010-10-06 11:48:25 UTC (rev 53041)
+++ scummvm/trunk/backends/platform/psp/cursor.h	2010-10-06 21:26:45 UTC (rev 53042)
@@ -26,6 +26,8 @@
 #ifndef MOUSE_H
 #define MOUSE_H
 
+#include "backends/platform/psp/default_display_client.h"
+
 class Cursor : public DefaultDisplayClient {
 private:
 	int	_hotspotX, _hotspotY;

Modified: scummvm/trunk/backends/platform/psp/display_client.h
===================================================================
--- scummvm/trunk/backends/platform/psp/display_client.h	2010-10-06 11:48:25 UTC (rev 53041)
+++ scummvm/trunk/backends/platform/psp/display_client.h	2010-10-06 21:26:45 UTC (rev 53042)
@@ -30,6 +30,7 @@
 #include "graphics/surface.h"
 #include "common/system.h"
 #include "backends/platform/psp/memory.h"
+#include "backends/platform/psp/psppixelformat.h"
 
 #define MAX_TEXTURE_SIZE 512
 

Modified: scummvm/trunk/backends/platform/psp/input.cpp
===================================================================
--- scummvm/trunk/backends/platform/psp/input.cpp	2010-10-06 11:48:25 UTC (rev 53041)
+++ scummvm/trunk/backends/platform/psp/input.cpp	2010-10-06 21:26:45 UTC (rev 53042)
@@ -23,238 +23,272 @@
  *
  */
 
-// Todo: handle events that should fire because of shift going off
-// Solution: handle shift on a button-by-button basis, only allowing it when the button is up. Also a inputmap-wide button. At buttonup, shiftstate is inspected per button.
+#include <pspctrl.h>
+#include "gui/message.h"
+#include "backends/platform/psp/input.h"
 
 //#define __PSP_DEBUG_FUNCS__	/* Uncomment for debugging the stack */
 //#define __PSP_DEBUG_PRINT__ /* Uncomment for debug prints */
-
 #include "backends/platform/psp/trace.h"
 
-#include "backends/platform/psp/psppixelformat.h"
-#include "backends/platform/psp/input.h"
-
 // Defines for working with PSP buttons
-#define CHANGED(x)	 (_buttonsChanged & (x))
-#define PRESSED(x)   ((_buttonsChanged & (x)) && (pad.Buttons & (x)))
-#define UNPRESSED(x) ((_buttonsChanged & (x)) && !(pad.Buttons & (x)))
-#define DOWN(x)		 (pad.Buttons & (x))
+#define DOWN(x)		 ((pad.Buttons & (x)) == (x))
 #define UP(x)		 (!(pad.Buttons & (x)))
 #define PSP_DPAD	 (PSP_CTRL_DOWN|PSP_CTRL_UP|PSP_CTRL_LEFT|PSP_CTRL_RIGHT)
 #define PSP_4BUTTONS (PSP_CTRL_CROSS | PSP_CTRL_CIRCLE | PSP_CTRL_TRIANGLE | PSP_CTRL_SQUARE)
 #define PSP_TRIGGERS (PSP_CTRL_LTRIGGER | PSP_CTRL_RTRIGGER)
+#define PSP_ALL_BUTTONS (PSP_DPAD | PSP_4BUTTONS | PSP_TRIGGERS | PSP_CTRL_START | PSP_CTRL_SELECT)
 
 #define PAD_CHECK_TIME	53
 
-void InputHandler::init() {
-	sceCtrlSetSamplingCycle(0);	// set sampling to vsync. n = n usecs
-	sceCtrlSetSamplingMode(1);  // analog
+Button::Button() {
+	clear();
 }
 
-bool InputHandler::getAllInputs(Common::Event &event) {
-	DEBUG_ENTER_FUNC();
+inline void Button::clear() {
+	_key = Common::KEYCODE_INVALID;
+	_ascii = 0;
+	_flag = 0;
+	_pspEventDown.clear();
+	_pspEventUp.clear();	
+}
 
-	uint32 time = g_system->getMillis();	// may not be necessary with read
-	if (time - _lastPadCheckTime < PAD_CHECK_TIME) {
-		return false;
+inline bool Button::getEvent(Common::Event &event, PspEvent &pspEvent, bool down) {	
+	if (down) {
+		if (!_pspEventDown.isEmpty())
+			pspEvent = _pspEventDown;
+	} else { // up
+		if (!_pspEventUp.isEmpty())
+			pspEvent = _pspEventUp;
+	}	
+	if (_key != Common::KEYCODE_INVALID) {
+		event.type = down ? Common::EVENT_KEYDOWN : Common::EVENT_KEYUP;
+		event.kbd.keycode = _key;
+		event.kbd.ascii = _ascii;
+		event.kbd.flags |= _flag;
+		return true;
+	} else if (_flag) {	// handle flag only events
+		event.type = down ? Common::EVENT_KEYDOWN : Common::EVENT_KEYUP;
+		event.kbd.flags |= down ? _flag : 0;
+		return true;
 	}
+	return false;
+}
 
-	_lastPadCheckTime = time;
-	SceCtrlData pad;
+void Button::setPspEvent(PspEventType typeDown, uint32 dataDown, PspEventType typeUp, uint32 dataUp) {
+	_pspEventDown.type = typeDown;
+	_pspEventDown.data = dataDown;
+	_pspEventUp.type = typeUp;
+	_pspEventUp.data = dataUp;	
+}		
 
-	sceCtrlPeekBufferPositive(&pad, 1);	// Peek ignores sleep. Read sleeps thread
+// Translates bitfields to our constants
+// We put combined bitfields first to make sure we pick up diagonals
+const uint32 ButtonPad::_buttonMap[] = {
+	PSP_CTRL_UP | PSP_CTRL_LEFT, 
+	PSP_CTRL_UP | PSP_CTRL_RIGHT, 
+	PSP_CTRL_DOWN | PSP_CTRL_RIGHT,
+	PSP_CTRL_DOWN | PSP_CTRL_LEFT,
+	PSP_CTRL_RIGHT, PSP_CTRL_DOWN, PSP_CTRL_LEFT, PSP_CTRL_UP,
+	PSP_CTRL_CROSS, PSP_CTRL_CIRCLE, PSP_CTRL_TRIANGLE, PSP_CTRL_SQUARE, 
+	PSP_CTRL_LTRIGGER, PSP_CTRL_RTRIGGER, PSP_CTRL_START, PSP_CTRL_SELECT 
+};
 
-	bool haveEvent;
+ButtonPad::ButtonPad() : _prevButtonState(0), _shifted(UNSHIFTED), _padMode(PAD_MODE_NORMAL),
+						_comboMode(false) {
+	for (int i = UNSHIFTED; i < SHIFTED_MODE_LAST; i++)
+		_buttonsChanged[i] = 0;
+	clearButtons();
+}
 
-	memset(&event, 0, sizeof(event));
+void ButtonPad::clearButtons() {
+	for (int i = BTN_UP_LEFT; i < BTN_LAST; i++) {
+		_button[i][UNSHIFTED].clear();
+		_button[i][SHIFTED].clear();
+	}
+}
 
-	if (_keyboard->isVisible())
-		haveEvent = _keyboard->processInput(event, pad);
-	else
-		haveEvent = getEvent(event, pad);
-
-	if (haveEvent) {
-		PSP_DEBUG_PRINT("Have event[%s]\n", haveEvent ? "true" : "false");
-		PSP_DEBUG_PRINT("event.type[%d]\n", event.type);
+void ButtonPad::initButtons() {
+	switch (_padMode) {
+	case PAD_MODE_NORMAL:
+		initButtonsNormalMode();
+		break;
+	case PAD_MODE_LOL:
+		initButtonsLolMode();
+		break;
+	default:
+		break;
 	}
-
-	return haveEvent;
 }
 
-bool InputHandler::getEvent(Common::Event &event, SceCtrlData &pad) {
+void ButtonPad::initButtonsNormalMode() {
 	DEBUG_ENTER_FUNC();
+	PSP_DEBUG_PRINT("initializing buttons for normal mode\n");
+	clearButtons();
+	
+	// Dpad
+	_button[BTN_UP_LEFT][UNSHIFTED].setKey(Common::KEYCODE_KP7, '7');
+	_button[BTN_LEFT][SHIFTED].setKey(Common::KEYCODE_KP7, '7');		// same as up_left
+	_button[BTN_UP][UNSHIFTED].setKey(Common::KEYCODE_KP8, '8');
+	_button[BTN_UP_RIGHT][UNSHIFTED].setKey(Common::KEYCODE_KP9, '9');
+	_button[BTN_UP][SHIFTED].setKey(Common::KEYCODE_KP9, '9');			// same as up_right
+	_button[BTN_LEFT][UNSHIFTED].setKey(Common::KEYCODE_KP4, '4');
+	_button[BTN_RIGHT][UNSHIFTED].setKey(Common::KEYCODE_KP6, '6');
+	_button[BTN_DOWN_LEFT][UNSHIFTED].setKey(Common::KEYCODE_KP1, '1');
+	_button[BTN_DOWN][SHIFTED].setKey(Common::KEYCODE_KP1, '1');		// same as down_left
+	_button[BTN_DOWN][UNSHIFTED].setKey(Common::KEYCODE_KP2, '2');
+	_button[BTN_DOWN_RIGHT][UNSHIFTED].setKey(Common::KEYCODE_KP3, '3');
+	_button[BTN_RIGHT][SHIFTED].setKey(Common::KEYCODE_KP3, '3');		// same as down_right
+	
+	// Other buttons
+	_button[BTN_CROSS][UNSHIFTED].setPspEvent(PSP_EVENT_LBUTTON, true, PSP_EVENT_LBUTTON, false);
+	_button[BTN_CIRCLE][UNSHIFTED].setPspEvent(PSP_EVENT_RBUTTON, true, PSP_EVENT_RBUTTON, false);
+	_button[BTN_TRIANGLE][UNSHIFTED].setKey(Common::KEYCODE_RETURN, '\r');
+	_button[BTN_SQUARE][UNSHIFTED].setKey(Common::KEYCODE_PERIOD, '.');
+	_button[BTN_SQUARE][SHIFTED].setKey(Common::KEYCODE_SPACE, ' ');
+	_button[BTN_LTRIGGER][UNSHIFTED].setKey(Common::KEYCODE_ESCAPE, 27);
+	_button[BTN_RTRIGGER][SHIFTED].setPspEvent(PSP_EVENT_SHIFT, true, PSP_EVENT_SHIFT, false);
+	_button[BTN_RTRIGGER][UNSHIFTED].setPspEvent(PSP_EVENT_SHIFT, true, PSP_EVENT_SHIFT, false);
+	_button[BTN_RTRIGGER][SHIFTED].setKey(Common::KEYCODE_INVALID, 0, Common::KBD_SHIFT);
+	_button[BTN_RTRIGGER][UNSHIFTED].setKey(Common::KEYCODE_INVALID, 0, Common::KBD_SHIFT);
+	_button[BTN_START][SHIFTED].setKey(Common::KEYCODE_F5, Common::ASCII_F5);
+	_button[BTN_START][UNSHIFTED].setKey(Common::KEYCODE_F5, Common::ASCII_F5, Common::KBD_CTRL);
+	_button[BTN_SELECT][UNSHIFTED].setPspEvent(PSP_EVENT_SHOW_VIRTUAL_KB, true, PSP_EVENT_NONE, 0);			
+}  
 
-	_buttonsChanged = pad.Buttons ^ _prevButtons;
-	bool haveEvent = false;
-
-	// Collect events from different sources
-	haveEvent = getDpadEvent(event, pad);
-
-	if (!haveEvent)
-		haveEvent = getButtonEvent(event, pad);
-
-	if (!haveEvent)
-		haveEvent = getNubEvent(event, pad);
-
-	_prevButtons = pad.Buttons;
-
-	return haveEvent;
-}
-
-bool InputHandler::getDpadEvent(Common::Event &event, SceCtrlData &pad) {
+void ButtonPad::initButtonsLolMode() {
 	DEBUG_ENTER_FUNC();
+	initButtonsNormalMode();	// set normal button configuration
+	PSP_DEBUG_PRINT("initializing buttons for LOL mode\n");
 
-	int newDpadX = 0, newDpadY = 0;
-	bool haveEvent = false;
+	// Square is our new shift button
+	_button[BTN_SQUARE][UNSHIFTED].clear();
+	_button[BTN_SQUARE][UNSHIFTED].setPspEvent(PSP_EVENT_SHIFT, true, PSP_EVENT_SHIFT, false);
+	_button[BTN_SQUARE][SHIFTED].clear();
+	_button[BTN_SQUARE][SHIFTED].setPspEvent(PSP_EVENT_SHIFT, true, PSP_EVENT_SHIFT, false);
+	
+	// Dpad
+	_button[BTN_LEFT][UNSHIFTED].clear();
+	_button[BTN_LEFT][UNSHIFTED].setKey(Common::KEYCODE_KP7, '7');
+	_button[BTN_LEFT][SHIFTED].clear();
+	_button[BTN_LEFT][SHIFTED].setKey(Common::KEYCODE_F1, Common::ASCII_F1);	
+	_button[BTN_UP][SHIFTED].clear();
+	_button[BTN_UP][SHIFTED].setKey(Common::KEYCODE_F2, Common::ASCII_F2);
+	_button[BTN_RIGHT][UNSHIFTED].clear();
+	_button[BTN_RIGHT][UNSHIFTED].setKey(Common::KEYCODE_KP9, '9');
+	_button[BTN_RIGHT][SHIFTED].clear();
+	_button[BTN_RIGHT][SHIFTED].setKey(Common::KEYCODE_F3, Common::ASCII_F3);
+	_button[BTN_DOWN][SHIFTED].clear();
+	_button[BTN_DOWN][SHIFTED].setKey(Common::KEYCODE_F4, Common::ASCII_F4);
 
-	if (DOWN(PSP_CTRL_UP)) {
-		newDpadY++;
-		if (DOWN(PSP_CTRL_RTRIGGER))	// Shifting causes diagonals
-			newDpadX++;
-	}
-	if (DOWN(PSP_CTRL_RIGHT)) {
-		newDpadX++;
-		if (DOWN(PSP_CTRL_RTRIGGER))
-			newDpadY--;
-	}
-	if (DOWN(PSP_CTRL_DOWN)) {
-		newDpadY--;
-		if (DOWN(PSP_CTRL_RTRIGGER))
-			newDpadX--;
-	}
-	if (DOWN(PSP_CTRL_LEFT)) {
-		newDpadX--;
-		if (DOWN(PSP_CTRL_RTRIGGER))
-			newDpadY++;
-	}
-
-	if (newDpadX != _dpadX || newDpadY != _dpadY) {
-		if (_dpadX == 0 && _dpadY == 0)	{		// We were in the middle so we pressed dpad
-			event.type = Common::EVENT_KEYDOWN;
-			event.kbd.keycode = translateDpad(newDpadX, newDpadY);
-			event.kbd.ascii = event.kbd.keycode - Common::KEYCODE_KP0 + '0';	// Get ascii
-			_dpadX = newDpadX;
-			_dpadY = newDpadY;
-		} else if (newDpadX == 0 && newDpadY == 0) {// We're now centered so we unpressed dpad
-			event.type = Common::EVENT_KEYUP;
-			event.kbd.keycode = translateDpad(_dpadX, _dpadY);
-			event.kbd.ascii = event.kbd.keycode - Common::KEYCODE_KP0 + '0';
-			_dpadX = newDpadX;
-			_dpadY = newDpadY;
-		} else { 	// we moved from one pressed dpad direction to another one
-			event.type = Common::EVENT_KEYUP;	// first release the last dpad direction
-			event.kbd.keycode = translateDpad(_dpadX, _dpadY);
-			event.kbd.ascii = event.kbd.keycode - Common::KEYCODE_KP0 + '0';
-			_dpadX = 0; // so that we'll pick up a new dpad movement the next round
-			_dpadY = 0;
-		}
-
-		PSP_DEBUG_PRINT("Keypad event. DpadX[%d], DpadY[%d]\n", _dpadX, _dpadY);
-		haveEvent = true;
-	}
-
-	return haveEvent;
+	// Buttons
+	_button[BTN_LTRIGGER][UNSHIFTED].clear();
+	_button[BTN_LTRIGGER][SHIFTED].clear();
+	_button[BTN_LTRIGGER][UNSHIFTED].setKey(Common::KEYCODE_KP4, '4');		// Triggers turn
+	_button[BTN_RTRIGGER][UNSHIFTED].clear();
+	_button[BTN_RTRIGGER][SHIFTED].clear();
+	_button[BTN_RTRIGGER][UNSHIFTED].setKey(Common::KEYCODE_KP6, '6');
+	_button[BTN_START][SHIFTED].clear();
+	_button[BTN_START][SHIFTED].setKey(Common::KEYCODE_ESCAPE, 27);
 }
 
-inline Common::KeyCode InputHandler::translateDpad(int x, int y) {
+bool ButtonPad::getEvent(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad) {
 	DEBUG_ENTER_FUNC();
-	Common::KeyCode key;
+	
+	//PSP_DEBUG_PRINT("buttons[%x]\n", pad.Buttons);
 
-	if (x == -1) {
-		if (y == -1)
-			key = Common::KEYCODE_KP1;
-		else if (y == 0)
-			key = Common::KEYCODE_KP4;
-		else /* y == 1 */
-			key = Common::KEYCODE_KP7;
-	} else if (x == 0) {
-		if (y == -1)
-			key = Common::KEYCODE_KP2;
-		else /* y == 1 */
-			key = Common::KEYCODE_KP8;
-	} else {/* x == 1 */
-		if (y == -1)
-			key = Common::KEYCODE_KP3;
-		else if (y == 0)
-			key = Common::KEYCODE_KP6;
-		else /* y == 1 */
-			key = Common::KEYCODE_KP9;
-	}
-
-	return key;
+	uint32 curButtonState = PSP_ALL_BUTTONS & pad.Buttons;	// we only care about these
+	
+	modifyButtonsForCombos(pad);						// change buttons for combos	
+	
+	return getEventFromButtonState(event, pspEvent, curButtonState);
 }
 
-
-bool InputHandler::getButtonEvent(Common::Event &event, SceCtrlData &pad) {
+bool ButtonPad::getEventFromButtonState(Common::Event &event, PspEvent &pspEvent, uint32 buttonState) {
 	DEBUG_ENTER_FUNC();
-	bool haveEvent = false;
-
-	if (PRESSED(PSP_CTRL_SELECT))
-		_keyboard->setVisible(true);
-
-	else if (CHANGED(PSP_4BUTTONS | PSP_TRIGGERS | PSP_CTRL_START)) {
-		if (CHANGED(PSP_CTRL_CROSS)) {
-			event.type = DOWN(PSP_CTRL_CROSS) ? Common::EVENT_LBUTTONDOWN : Common::EVENT_LBUTTONUP;
-			event.mouse.x = _cursor->getX();	// Could this have to do with SCI enter problem?
-			event.mouse.y = _cursor->getY();
-			PSP_DEBUG_PRINT("%s\n", event.type == Common::EVENT_LBUTTONDOWN ? "LButtonDown" : "LButtonUp");
-		} else if (CHANGED(PSP_CTRL_CIRCLE)) {
-			event.type = DOWN(PSP_CTRL_CIRCLE) ? Common::EVENT_RBUTTONDOWN : Common::EVENT_RBUTTONUP;
-			event.mouse.x = _cursor->getX();
-			event.mouse.y = _cursor->getY();
-			PSP_DEBUG_PRINT("%s\n", event.type == Common::EVENT_LBUTTONDOWN ? "RButtonDown" : "RButtonUp");
-		} else {
-			//any of the other buttons.
-			event.type = _buttonsChanged & pad.Buttons ? Common::EVENT_KEYDOWN : Common::EVENT_KEYUP;
-			event.kbd.ascii = 0;
-			event.kbd.flags = 0;
-
-			if (CHANGED(PSP_CTRL_LTRIGGER)) {
-				event.kbd.keycode = Common::KEYCODE_ESCAPE;
-				event.kbd.ascii = 27;
-			} else if (CHANGED(PSP_CTRL_START)) {
-				event.kbd.keycode = Common::KEYCODE_F5;
-				event.kbd.ascii = Common::ASCII_F5;
-				if (DOWN(PSP_CTRL_RTRIGGER)) {
-					event.kbd.flags |= Common::KBD_CTRL;	// Main menu to allow RTL
+	_buttonsChanged[_shifted] |= buttonState ^ _prevButtonState;	// add any buttons that changed
+	_prevButtonState = buttonState;
+	
+	for (int shiftState = UNSHIFTED; shiftState < SHIFTED_MODE_LAST; shiftState++) {
+		if (_buttonsChanged[shiftState]) {	// any button to address?
+			PSP_DEBUG_PRINT("found changed buttons\n");
+			ButtonType buttonType = BTN_LAST; 
+			bool buttonDown = false;		// normally we release a button (as in when we're in a different shiftmode)
+		
+			for (int i = BTN_UP_LEFT; i < BTN_LAST; i++) {
+				uint32 buttonCode = _buttonMap[i];
+				if ((_buttonsChanged[shiftState] & buttonCode) == buttonCode) { // check for this changed button
+					buttonType = (ButtonType)i;						// we know which button changed
+					_buttonsChanged[shiftState] &= ~buttonCode;	// save the fact that we treated this button
+					if (shiftState == _shifted)
+						buttonDown = buttonState & buttonCode ? true : false; // pressed or released?
+					
+					PSP_DEBUG_PRINT("button[%i] pressed\n", i);	
+					break;
 				}
-			} else if (CHANGED(PSP_CTRL_SQUARE)) {
-				event.kbd.keycode = Common::KEYCODE_PERIOD;
-				event.kbd.ascii = '.';
-			} else if (CHANGED(PSP_CTRL_TRIANGLE)) {
-				event.kbd.keycode = Common::KEYCODE_RETURN;
-				event.kbd.ascii = '\r';
-			} else if (DOWN(PSP_CTRL_RTRIGGER)) {			// An event
-				event.kbd.flags |= Common::KBD_SHIFT;
 			}
-			PSP_DEBUG_PRINT("Ascii[%d]. Key %s.\n", event.kbd.ascii, event.type == Common::EVENT_KEYDOWN ? "down" : "up");
+			
+			assert (buttonType < BTN_LAST);
+			bool haveEvent = _button[buttonType][shiftState].getEvent(event, pspEvent, buttonDown);
+			if (haveEvent)
+				PSP_DEBUG_PRINT("have event. key[%d] flag[%x] %s\n", event.kbd.ascii, event.kbd.flags, buttonDown ? "down" : "up");
+			return haveEvent;
 		}
-
-		haveEvent = true;
-	}
-
-	return haveEvent;
+	}	
+	
+	return false;
 }
-
-bool InputHandler::getNubEvent(Common::Event &event, SceCtrlData &pad) {
+	
+void ButtonPad::modifyButtonsForCombos(SceCtrlData &pad) {
+	if (DOWN(PSP_CTRL_RTRIGGER | PSP_CTRL_LTRIGGER)) {
+		if (!_comboMode) {  // we're entering combo mode
+			PSP_DEBUG_PRINT("entering combo mode\n");
+			_button[BTN_SQUARE][UNSHIFTED].clear();
+			_button[BTN_SQUARE][SHIFTED].clear();
+			_button[BTN_DOWN][SHIFTED].clear();
+			_button[BTN_DOWN][UNSHIFTED].clear();
+			_button[BTN_UP][SHIFTED].clear();
+			_button[BTN_UP][UNSHIFTED].clear();
+			_button[BTN_SQUARE][UNSHIFTED].setPspEvent(PSP_EVENT_MODE_SWITCH, true, PSP_EVENT_NONE, true);
+			_button[BTN_SQUARE][SHIFTED].setPspEvent(PSP_EVENT_MODE_SWITCH, true, PSP_EVENT_NONE, true);
+			_button[BTN_DOWN][UNSHIFTED].setPspEvent(PSP_EVENT_CHANGE_SPEED, false, PSP_EVENT_NONE, true);
+			_button[BTN_DOWN][SHIFTED].setPspEvent(PSP_EVENT_CHANGE_SPEED, false, PSP_EVENT_NONE, true);
+			_button[BTN_UP][UNSHIFTED].setPspEvent(PSP_EVENT_CHANGE_SPEED, true, PSP_EVENT_NONE, true);
+			_button[BTN_UP][SHIFTED].setPspEvent(PSP_EVENT_CHANGE_SPEED, true, PSP_EVENT_NONE, true);
+			_comboMode = true;
+		}
+	} else {					// no combo buttons are pressed	now
+		if (_comboMode) {		// we have been running in combo mode
+			initButtons();		// reset the button configuration
+			_comboMode = false;
+		}
+	}	
+}
+	
+bool Nub::getEvent(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad) {
 	DEBUG_ENTER_FUNC();
-
-	bool haveEvent = false;
+	
+	if (_dpadMode) {	// Convert the nub to a D-Pad
+		uint32 buttonState;
+		translateToDpadState(pad.Lx, pad.Ly, buttonState);
+		return _buttonPad.getEventFromButtonState(event, pspEvent, buttonState);
+	}
+	
 	int32 analogStepX = pad.Lx;		// Goes up to 255.
 	int32 analogStepY = pad.Ly;
 
+	analogStepX = modifyNubAxisMotion(analogStepX);
+	analogStepY = modifyNubAxisMotion(analogStepY);
+	
 	int32 oldX = _cursor->getX();
 	int32 oldY = _cursor->getY();
 
-	analogStepX = modifyNubAxisMotion(analogStepX);
-	analogStepY = modifyNubAxisMotion(analogStepY);
-
 	if (analogStepX != 0 || analogStepY != 0) {
 
 		PSP_DEBUG_PRINT("raw x[%d], y[%d]\n", analogStepX, analogStepY);
 
 		// If no movement then this has no effect
-		if (DOWN(PSP_CTRL_RTRIGGER)) {
+		if (_shifted) {
 			// Fine control mode for analog
 			if (analogStepX != 0) {
 				if (analogStepX > 0)
@@ -281,15 +315,29 @@
 			event.type = Common::EVENT_MOUSEMOVE;
 			event.mouse.x = newX;
 			event.mouse.y = newY;
-			haveEvent = true;
-
 			PSP_DEBUG_PRINT("Nub event. X[%d], Y[%d]\n", newX, newY);
+			return true;			
 		}
 	}
-	return haveEvent;
+	return false;
 }
 
-inline int32 InputHandler::modifyNubAxisMotion(int32 input) {
+void Nub::translateToDpadState(int dpadX, int dpadY, uint32 &buttonState) {
+	#define MIN_NUB_POSITION 70
+	buttonState = 0;
+	
+	if (dpadX > 127 + MIN_NUB_POSITION)
+		buttonState |= PSP_CTRL_RIGHT;
+	else if (dpadX < 127 - MIN_NUB_POSITION)
+		buttonState |= PSP_CTRL_LEFT;
+	
+	if (dpadY > 127 + MIN_NUB_POSITION)
+		buttonState |= PSP_CTRL_DOWN;
+	else if (dpadY < 127 - MIN_NUB_POSITION)
+		buttonState |= PSP_CTRL_UP;
+}
+
+inline int32 Nub::modifyNubAxisMotion(int32 input) {
 	DEBUG_ENTER_FUNC();
 	const int MIN_NUB_MOTION = 30;
 
@@ -304,3 +352,160 @@
 
 	return input;
 }
+
+inline bool Nub::isButtonDown() { 
+	if (_dpadMode) 		// only relevant in dpad mode
+		return _buttonPad.isButtonDown();
+	return false;
+}	
+
+const char *InputHandler::_padModeText[] = {
+	"Normal Button Mode",
+	"1st Person RPG Button Mode"
+};
+
+void InputHandler::init() {
+	sceCtrlSetSamplingCycle(0);	// set sampling to vsync. n = n usecs
+	sceCtrlSetSamplingMode(1);  // analog
+	
+	_buttonPad.initButtons();
+}
+
+bool InputHandler::getAllInputs(Common::Event &event) {
+	DEBUG_ENTER_FUNC();
+
+	uint32 time = g_system->getMillis();	// may not be necessary with read
+	if (time - _lastPadCheckTime < PAD_CHECK_TIME) {
+		return false;
+	}
+
+	_lastPadCheckTime = time;
+	SceCtrlData pad;
+
+	sceCtrlPeekBufferPositive(&pad, 1);	// Peek doesn't sleep. Read sleeps the thread
+
+	bool haveEvent;
+	//memset(&event, 0, sizeof(event));
+	
+	haveEvent = getEvent(event, pad);
+
+	if (haveEvent) {
+		PSP_DEBUG_PRINT("Have event[%s]. Type[%d]\n", haveEvent ? "true" : "false", event.type);
+	}
+
+	return haveEvent;
+}
+
+bool InputHandler::getEvent(Common::Event &event, SceCtrlData &pad) {
+	DEBUG_ENTER_FUNC();
+
+	PspEvent pspEvent;
+	bool haveEvent = false;
+
+	if (_keyboard->isVisible()) {
+		haveEvent = _keyboard->processInput(event, pspEvent, pad);
+	} else {	// only process buttonpad if keyboard invisible
+		haveEvent = _buttonPad.getEvent(event, pspEvent, pad);
+	}
+	
+	if (!haveEvent && pspEvent.isEmpty())
+		haveEvent = _nub.getEvent(event, pspEvent, pad);
+
+	// handle any pending PSP events
+	if (!haveEvent && pspEvent.isEmpty()) {
+		if (!_pendingPspEvent.isEmpty()) {
+			pspEvent = _pendingPspEvent;
+			_pendingPspEvent.clear();
+		}
+	}	
+	
+	// handle any PSP events we might have
+	if (!pspEvent.isEmpty())
+		haveEvent |= handlePspEvent(event, pspEvent);	// overrides any event we might have
+		
+	return haveEvent;
+}
+
+bool InputHandler::handlePspEvent(Common::Event &event, PspEvent &pspEvent) {
+	bool haveEvent = false;
+	
+	PSP_DEBUG_PRINT("have pspEvent[%d] data[%d]\n", pspEvent.type, pspEvent.data);
+	
+	switch (pspEvent.type) {
+	case PSP_EVENT_SHIFT:
+		handleShiftEvent((ShiftMode)pspEvent.data);
+		break;
+	case PSP_EVENT_SHOW_VIRTUAL_KB:
+		_keyboard->setVisible((bool)pspEvent.data);
+		if ((pspEvent.data && _keyboard->isVisible()) || !pspEvent.data) 	// don't change mode if keyboard didn't load
+			_nub.setDpadMode((bool)pspEvent.data);							// set nub to keypad/regular mode
+		break;
+	case PSP_EVENT_LBUTTON:
+		haveEvent = true;
+		if (pspEvent.data) // down
+			handleMouseEvent(event, Common::EVENT_LBUTTONDOWN, "LButtonDown");
+		else
+			handleMouseEvent(event, Common::EVENT_LBUTTONUP, "LButtonUp");
+		break;
+	case PSP_EVENT_RBUTTON:
+		haveEvent = true;
+		if (pspEvent.data) // down	
+			handleMouseEvent(event, Common::EVENT_RBUTTONDOWN, "RButtonDown");
+		else
+			handleMouseEvent(event, Common::EVENT_RBUTTONUP, "RButtonUp");
+		break;	
+	case PSP_EVENT_MODE_SWITCH:
+		handleModeSwitchEvent();
+		break;
+	/*case PSP_EVENT_CHANGE_SPEED:
+		handleSpeedChange(pspEvent.data);
+		break;*/
+	default:
+		PSP_ERROR("Unhandled PSP Event[%d]\n", pspEvent.type);
+		break;
+	}
+	
+	return haveEvent;
+}
+
+void InputHandler::handleMouseEvent(Common::Event &event, Common::EventType type, const char *string) {
+	event.type = type;
+	event.mouse.x = _cursor->getX();
+	event.mouse.y = _cursor->getY();
+	PSP_DEBUG_PRINT("%s event, x[%d], y[%d]\n", string, event.mouse.x, event.mouse.y);
+}
+
+void InputHandler::handleShiftEvent(ShiftMode shifted) {
+	_buttonPad.setShifted(shifted);
+	_nub.setShifted(shifted);
+}
+
+void InputHandler::handleModeSwitchEvent() {
+	// check if we can't switch modes right now
+	if (_buttonPad.isButtonDown() || _nub.isButtonDown()) {	// can't switch yet
+		PSP_DEBUG_PRINT("postponing mode switch event\n");
+		_pendingPspEvent.type = PSP_EVENT_MODE_SWITCH;		// queue it to be done later
+	} else {	// we can switch
+		PSP_DEBUG_PRINT("mode switch event\n");
+		_padMode = (PspPadMode)(_padMode + 1);
+		if (_padMode >= PAD_MODE_LAST)
+			_padMode = PAD_MODE_NORMAL;
+		
+		GUI::TimedMessageDialog dialog(_padModeText[_padMode], 1500);
+		dialog.runModal();
+		
+		_buttonPad.setPadMode(_padMode);
+		_buttonPad.initButtons();
+	}
+}
+
+/*
+void InputHandler::handleSpeedChange(bool up) {
+	char *dialogMsg;
+	
+	if (up) {
+		dialogMsg = "
+	
+	GUI::TimedMessageDialog dialog(_padModeText[_padMode], 1500);
+	dialog.runModal();
+}*/

Modified: scummvm/trunk/backends/platform/psp/input.h
===================================================================
--- scummvm/trunk/backends/platform/psp/input.h	2010-10-06 11:48:25 UTC (rev 53041)
+++ scummvm/trunk/backends/platform/psp/input.h	2010-10-06 21:26:45 UTC (rev 53042)
@@ -28,36 +28,154 @@
 
 #include "common/scummsys.h"
 #include "common/events.h"
-#include "backends/platform/psp/display_client.h"
-#include "backends/platform/psp/default_display_client.h"
 #include "backends/platform/psp/pspkeyboard.h"
 #include "backends/platform/psp/cursor.h"
 #include <pspctrl.h>
 
-class InputHandler {
+enum PspEventType {
+	PSP_EVENT_NONE = 0,
+	PSP_EVENT_SHIFT,
+	PSP_EVENT_SHOW_VIRTUAL_KB,
+	PSP_EVENT_LBUTTON,
+	PSP_EVENT_RBUTTON,
+	PSP_EVENT_MODE_SWITCH,
+	PSP_EVENT_CHANGE_SPEED,
+	PSP_EVENT_LAST
+};
+
+
+struct PspEvent {
+	PspEventType type;
+	uint32 data;
+	PspEvent() { clear(); }
+	void clear() { 
+		type = PSP_EVENT_NONE;
+		data = 0;
+	}
+	bool isEmpty() { return type == PSP_EVENT_NONE; }	
+};
+
+enum PspPadMode {
+	PAD_MODE_NORMAL,
+	PAD_MODE_LOL,
+	PAD_MODE_LAST
+};
+
+enum ShiftMode {
+	UNSHIFTED = 0,
+	SHIFTED = 1,
+	SHIFTED_MODE_LAST
+};
+
+
+class Button {
+private:
+	Common::KeyCode _key;
+	uint32 _ascii;
+	uint32 _flag;
+	PspEvent _pspEventDown;	// event when we press
+	PspEvent _pspEventUp;	// event when we release
+public:	
+	Button();
+	void clear();
+	bool getEvent(Common::Event &event, PspEvent &pspEvent, bool buttonDown);
+	void setKey(Common::KeyCode key, uint32 ascii = 0, uint32 flag = 0) { _key = key; _ascii = ascii; _flag = flag; }
+	void setPspEvent(PspEventType typeDown, uint32 dataDown, PspEventType typeUp, uint32 dataUp);
+};
+
+class ButtonPad {
 public:
-	InputHandler() : _cursor(0), _keyboard(0), _prevButtons(0), _lastPadCheckTime(0), _buttonsChanged(0), _dpadX(0), _dpadY(0) {}
+	enum ButtonType {	// must match the buttonMap
+		BTN_UP_LEFT,
+		BTN_UP_RIGHT,
+		BTN_DOWN_RIGHT,
+		BTN_DOWN_LEFT,
+		BTN_RIGHT,
+		BTN_DOWN,
+		BTN_LEFT,
+		BTN_UP,
+		BTN_CROSS,
+		BTN_CIRCLE,
+		BTN_TRIANGLE,
+		BTN_SQUARE,
+		BTN_LTRIGGER,
+		BTN_RTRIGGER,
+		BTN_START,
+		BTN_SELECT,
+		BTN_LAST
+	};
 
-	void init();
-	bool getAllInputs(Common::Event &event);
-	void setKeyboard(PSPKeyboard *keyboard) { _keyboard = keyboard; }
-	void setCursor(Cursor *cursor) { _cursor = cursor; }
+private:	
+	Button _button[BTN_LAST][SHIFTED_MODE_LAST];
+	uint32 _buttonsChanged[SHIFTED_MODE_LAST];		// normal and shifted
+	uint32 _prevButtonState;
+	ShiftMode _shifted;
+	PspPadMode _padMode;
+	bool _comboMode;								// are we in the middle of combos
+	static const uint32 _buttonMap[];						// maps the buttons to their values
 
+	void initButtonsNormalMode();
+	void initButtonsLolMode();
+	void modifyButtonsForCombos(SceCtrlData &pad);
+	void clearButtons();
+
+public:
+	ButtonPad();
+	bool getEvent(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad);
+	bool getEventFromButtonState(Common::Event &event, PspEvent &pspEvent, uint32 buttonState);
+	void setShifted(ShiftMode shifted) { _shifted = shifted; }
+	void setPadMode(PspPadMode mode) { _padMode = mode; }
+	bool isButtonDown() { return _prevButtonState; }
+	void initButtons();
+};
+	
+class Nub {
 private:
+	Cursor *_cursor;		// to enable changing/getting cursor position
+
+	ButtonPad _buttonPad;	// private buttonpad for dpad mode
+	ShiftMode _shifted;
+	bool _dpadMode;
+
+public:	
+	Nub() : _shifted(UNSHIFTED), _dpadMode(false) { _buttonPad.initButtons(); }
+
+	void setCursor(Cursor *cursor) { _cursor = cursor; }	
+	void setDpadMode(bool active) { _dpadMode = active; }
+	void setShifted(ShiftMode shifted) { _shifted = shifted; }
+	bool isButtonDown();
+	
+	bool getEvent(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad);
+	int32 modifyNubAxisMotion(int32 input);
+	void translateToDpadState(int dpadX, int dpadY, uint32 &buttonState);	// convert nub data to dpad data
+};	
+
+class InputHandler {
+public:
+	InputHandler() : _keyboard(0), _cursor(0), _padMode(PAD_MODE_NORMAL), _lastPadCheckTime(0) {}
+	void setKeyboard(PSPKeyboard *keyboard) { _keyboard = keyboard; }
+	void setCursor(Cursor *cursor) { _cursor = cursor; _nub.setCursor(cursor); }
+	
+	void init();	
+	bool getAllInputs(Common::Event &event);
+	
+private:
+	PSPKeyboard *_keyboard;
 	Cursor *_cursor;
-	PSPKeyboard *_keyboard;
-	uint32	_prevButtons;
+	
+	Nub _nub;	
+	ButtonPad _buttonPad;
+	
+	PspPadMode _padMode;				// whice mode we're in
+	PspEvent _pendingPspEvent;			// an event that can't be handled yet
 	uint32	_lastPadCheckTime;
-	uint32 _buttonsChanged;
-	int32 _dpadX, _dpadY;
-	int32 _accelX, _accelY;
+	static const char *_padModeText[];
 
 	bool getEvent(Common::Event &event, SceCtrlData &pad);
-	bool getDpadEvent(Common::Event &event, SceCtrlData &pad);
-	bool getButtonEvent(Common::Event &event, SceCtrlData &pad);
-	bool getNubEvent(Common::Event &event, SceCtrlData &pad);
-	int32 modifyNubAxisMotion(int32 input);
-	Common::KeyCode translateDpad(int x, int y);
+	bool handlePspEvent(Common::Event &event, PspEvent &pspEvent);
+	void handleMouseEvent(Common::Event &event, Common::EventType type, const char *string);
+	void handleShiftEvent(ShiftMode shifted);
+	void handleModeSwitchEvent();
 };
 
 #endif /* PSP_INPUT_H */

Modified: scummvm/trunk/backends/platform/psp/pspkeyboard.cpp
===================================================================
--- scummvm/trunk/backends/platform/psp/pspkeyboard.cpp	2010-10-06 11:48:25 UTC (rev 53041)
+++ scummvm/trunk/backends/platform/psp/pspkeyboard.cpp	2010-10-06 21:26:45 UTC (rev 53042)
@@ -26,7 +26,7 @@
 //#define PSP_KB_SHELL	/* Need a hack to properly load the keyboard from the PSP shell */
 
 #ifdef PSP_KB_SHELL
-#define PSP_KB_SHELL_PATH 	"ms0:/psp/game4xx/scummvm-solid/"	/* path to kbd.zip */
+#define PSP_KB_SHELL_PATH 	"ms0:/psp/game5xx/scummvm-solid/"	/* path to kbd.zip */
 #endif
 
 
@@ -36,6 +36,7 @@
 
 #include "backends/platform/psp/psppixelformat.h"
 #include "backends/platform/psp/pspkeyboard.h"
+#include "backends/platform/psp/input.h"
 #include "common/keyboard.h"
 #include "common/fs.h"
 #include "common/unzip.h"
@@ -508,10 +509,11 @@
  *  Uses the state machine.
  *  returns whether we have an event
  */
-bool PSPKeyboard::processInput(Common::Event &event, SceCtrlData &pad) {
+bool PSPKeyboard::processInput(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad) {
 	DEBUG_ENTER_FUNC();
 
 	bool haveEvent = false;		// Whether we have an event for the event manager to process
+	bool havePspEvent = false;
 	event.kbd.flags = 0;
 
 	_buttonsChanged = _prevButtons ^ pad.Buttons;
@@ -529,12 +531,12 @@
 		event.type = DOWN(PSP_CTRL_START) ? Common::EVENT_KEYDOWN : Common::EVENT_KEYUP;
 		haveEvent = true;
 		_dirty = true;
-		if (UP(PSP_CTRL_START))
-			_state = kInvisible;			// Make us invisible if unpressed
+		if (UP(PSP_CTRL_START)) 
+			havePspEvent = true;
 	}
 	// Check for being in state of moving the keyboard onscreen or pressing select
 	else if (_state == kMove)
-		handleMoveState(pad);
+		havePspEvent = handleMoveState(pad);
 	else if (_state == kDefault)
 		haveEvent = handleDefaultState(event, pad);
 	else if (_state == kCornersSelected)
@@ -544,12 +546,16 @@
 	else if (_state == kLTriggerDown)
 		handleLTriggerDownState(pad);	// Deal with trigger states
 
+	if (havePspEvent) {	
+		pspEvent.type = PSP_EVENT_SHOW_VIRTUAL_KB;	// tell the input handler we're off
+		pspEvent.data = false;
+	}		
 	_prevButtons = pad.Buttons;
 
 	return haveEvent;
 }
 
-void PSPKeyboard::handleMoveState(SceCtrlData &pad) {
+bool PSPKeyboard::handleMoveState(SceCtrlData &pad) {
 	DEBUG_ENTER_FUNC();
 	if (UP(PSP_CTRL_SELECT)) {
 		// Toggle between visible and invisible
@@ -560,6 +566,9 @@
 			_state = kDefault;
 			_moved = false;				// reset moved flag
 		}
+		if (_state == kInvisible) {
+			return true;				// we become invisible
+		}
 	} else if (DOWN(PSP_DPAD)) {		// How we move the KB onscreen
 		_moved = true;
 		_dirty = true;
@@ -573,6 +582,7 @@
 		else  /* DOWN(PSP_CTRL_RIGHT) */
 			increaseKeyboardLocationX(5);
 	}
+	return false;
 }
 
 bool PSPKeyboard::handleDefaultState(Common::Event &event, SceCtrlData &pad) {

Modified: scummvm/trunk/backends/platform/psp/pspkeyboard.h
===================================================================
--- scummvm/trunk/backends/platform/psp/pspkeyboard.h	2010-10-06 11:48:25 UTC (rev 53041)
+++ scummvm/trunk/backends/platform/psp/pspkeyboard.h	2010-10-06 21:26:45 UTC (rev 53042)
@@ -29,12 +29,15 @@
 #include "common/events.h"
 #include "common/stream.h"
 #include "backends/platform/psp/display_client.h"
+//#include "backends/platform/psp/input.h"
 #include <pspctrl.h>
 
 //number of modes
 #define MODE_COUNT 4
 #define guiStringsSize 8 /* size of guistrings array */
 
+class PspEvent;
+
 class PSPKeyboard : public DisplayClient {
 
 private:
@@ -58,10 +61,9 @@
 	void setClean() { _dirty = false; }
 	bool isVisible() const { return _state != kInvisible; }			// Check if visible
 	void setVisible(bool val);
-	bool processInput(Common::Event &event, SceCtrlData &pad);	// Process input
+	bool processInput(Common::Event &event, PspEvent &pspEvent, SceCtrlData &pad);	// Process input
 	void moveTo(const int newX, const int newY);				// Move keyboard
 	void render();												// Draw the keyboard onscreen
-
 private:
 	enum CursorDirections {
 		kUp = 0,
@@ -82,7 +84,7 @@
 	void increaseKeyboardLocationY(int amount);
 	void convertCursorToXY(CursorDirections cur, int &x, int &y);
 
-	void handleMoveState(SceCtrlData &pad);
+	bool handleMoveState(SceCtrlData &pad);
 	bool handleDefaultState(Common::Event &event, SceCtrlData &pad);
 	bool handleCornersSelectedState(Common::Event &event, SceCtrlData &pad);
 	bool getInputChoice(Common::Event &event, SceCtrlData &pad);


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