1
0
Fork 0
mirror of https://github.com/dolphin-emu/dolphin.git synced 2025-03-06 21:00:21 +01:00
dolphin/Source/Core/InputCommon/Src/ControllerInterface/ControllerInterface.cpp
Jasper St. Pierre 877106b027 InputCommon: Split Device stuff out
The ExpressionParser needs this to be out of here to prevent issues
with cyclic references.
2013-06-25 00:58:30 -04:00

408 lines
8.6 KiB
C++

#include "ControllerInterface.h"
#ifdef CIFACE_USE_XINPUT
#include "XInput/XInput.h"
#endif
#ifdef CIFACE_USE_DINPUT
#include "DInput/DInput.h"
#endif
#ifdef CIFACE_USE_XLIB
#include "Xlib/Xlib.h"
#endif
#ifdef CIFACE_USE_OSX
#include "OSX/OSX.h"
#endif
#ifdef CIFACE_USE_SDL
#include "SDL/SDL.h"
#endif
#ifdef CIFACE_USE_ANDROID
#include "Android/Android.h"
#endif
#include "Thread.h"
namespace
{
const float INPUT_DETECT_THRESHOLD = 0.55f;
}
ControllerInterface g_controller_interface;
//
// Init
//
// detect devices and inputs outputs / will make refresh function later
//
void ControllerInterface::Initialize()
{
if (m_is_init)
return;
#ifdef CIFACE_USE_DINPUT
ciface::DInput::Init(m_devices, (HWND)m_hwnd);
#endif
#ifdef CIFACE_USE_XINPUT
ciface::XInput::Init(m_devices);
#endif
#ifdef CIFACE_USE_XLIB
ciface::Xlib::Init(m_devices, m_hwnd);
#endif
#ifdef CIFACE_USE_OSX
ciface::OSX::Init(m_devices, m_hwnd);
#endif
#ifdef CIFACE_USE_SDL
ciface::SDL::Init(m_devices);
#endif
#ifdef CIFACE_USE_ANDROID
ciface::Android::Init(m_devices);
#endif
m_is_init = true;
}
//
// DeInit
//
// remove all devices/ call library cleanup functions
//
void ControllerInterface::Shutdown()
{
if (false == m_is_init)
return;
std::vector<Device*>::const_iterator
d = m_devices.begin(),
de = m_devices.end();
for ( ;d != de; ++d )
{
std::vector<Device::Output*>::const_iterator
o = (*d)->Outputs().begin(),
oe = (*d)->Outputs().end();
// set outputs to ZERO before destroying device
for ( ;o!=oe; ++o)
(*o)->SetState(0);
// update output
(*d)->UpdateOutput();
//delete device
delete *d;
}
m_devices.clear();
#ifdef CIFACE_USE_XINPUT
// nothing needed
#endif
#ifdef CIFACE_USE_DINPUT
// nothing needed
#endif
#ifdef CIFACE_USE_XLIB
// nothing needed
#endif
#ifdef CIFACE_USE_OSX
ciface::OSX::DeInit();
#endif
#ifdef CIFACE_USE_SDL
// TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
SDL_Quit();
#endif
#ifdef CIFACE_USE_ANDROID
// nothing needed
#endif
m_is_init = false;
}
//
// SetHwnd
//
// sets the hwnd used for some crap when initializing, use before calling Init
//
void ControllerInterface::SetHwnd( void* const hwnd )
{
m_hwnd = hwnd;
}
//
// UpdateInput
//
// update input for all devices, return true if all devices returned successful
//
bool ControllerInterface::UpdateInput(const bool force)
{
std::unique_lock<std::recursive_mutex> lk(update_lock, std::defer_lock);
if (force)
lk.lock();
else if (!lk.try_lock())
return false;
size_t ok_count = 0;
std::vector<Device*>::const_iterator
d = m_devices.begin(),
e = m_devices.end();
for ( ;d != e; ++d )
{
if ((*d)->UpdateInput())
++ok_count;
//else
// disabled. it might be causing problems
//(*d)->ClearInputState();
}
return (m_devices.size() == ok_count);
}
//
// UpdateOutput
//
// update output for all devices, return true if all devices returned successful
//
bool ControllerInterface::UpdateOutput(const bool force)
{
std::unique_lock<std::recursive_mutex> lk(update_lock, std::defer_lock);
if (force)
lk.lock();
else if (!lk.try_lock())
return false;
size_t ok_count = 0;
std::vector<Device*>::const_iterator
d = m_devices.begin(),
e = m_devices.end();
for (;d != e; ++d)
(*d)->UpdateOutput();
return (m_devices.size() == ok_count);
}
//
// InputReference :: State
//
// get the state of an input reference
// override function for ControlReference::State ...
//
ControlState ControllerInterface::InputReference::State( const ControlState ignore )
{
//if (NULL == device)
//return 0;
ControlState state = 0;
std::vector<DeviceControl>::const_iterator
ci = m_controls.begin(),
ce = m_controls.end();
// bit of hax for "NOT" to work at start of expression
if (ci != ce)
{
if (ci->mode == 2)
state = 1;
}
for (; ci!=ce; ++ci)
{
const ControlState istate = ci->control->ToInput()->GetState();
switch (ci->mode)
{
// OR
case 0 :
state = std::max(state, istate);
break;
// AND
case 1 :
state = std::min(state, istate);
break;
// NOT
case 2 :
state = std::max(std::min(state, 1.0f - istate), 0.0f);
break;
// ADD
case 3 :
state += istate;
break;
}
}
return std::min(1.0f, state * range);
}
//
// OutputReference :: State
//
// set the state of all binded outputs
// overrides ControlReference::State .. combined them so i could make the gui simple / inputs == same as outputs one list
// i was lazy and it works so watever
//
ControlState ControllerInterface::OutputReference::State(const ControlState state)
{
const ControlState tmp_state = std::min(1.0f, state * range);
// output ref just ignores the modes ( |&!... )
std::vector<DeviceControl>::iterator
ci = m_controls.begin(),
ce = m_controls.end();
for (; ci != ce; ++ci)
ci->control->ToOutput()->SetState(tmp_state);
return state; // just return the output, watever
}
//
// UpdateReference
//
// updates a controlreference's binded devices/controls
// need to call this to re-parse a control reference's expression after changing it
//
void ControllerInterface::UpdateReference(ControllerInterface::ControlReference* ref
, const DeviceQualifier& default_device) const
{
ref->m_controls.clear();
// adding | to parse the last item, silly
std::istringstream ss(ref->expression + '|');
const std::string mode_chars("|&!^");
ControlReference::DeviceControl devc;
std::string dev_str;
std::string ctrl_str;
char c = 0;
while (ss.read(&c, 1))
{
const size_t f = mode_chars.find(c);
if (mode_chars.npos != f)
{
// add ctrl
if (ctrl_str.size())
{
DeviceQualifier devq;
// using default device or alterate device inside `backticks`
if (dev_str.empty())
devq = default_device;
else
devq.FromString(dev_str);
// find device
Device* const def_device = FindDevice(devq);
if (def_device)
{
if (ref->is_input)
devc.control = FindInput(ctrl_str, def_device);
else
devc.control = FindOutput(ctrl_str, def_device);
if (devc.control)
ref->m_controls.push_back(devc);
}
}
// reset stuff for next ctrl
devc.mode = (int)f;
ctrl_str.clear();
}
else if ('`' == c)
{
// different device
if (std::getline(ss, dev_str, '`').eof())
break; // no terminating '`' character
}
else
{
ctrl_str += c;
}
}
}
//
// InputReference :: Detect
//
// wait for input on all binded devices
// supports not detecting inputs that were held down at the time of Detect start,
// which is useful for those crazy flightsticks that have certain buttons that are always held down
// or some crazy axes or something
// upon input, return pointer to detected Control
// else return NULL
//
Device::Control* ControllerInterface::InputReference::Detect(const unsigned int ms, Device* const device)
{
unsigned int time = 0;
std::vector<bool> states(device->Inputs().size());
if (device->Inputs().size() == 0)
return NULL;
// get starting state of all inputs,
// so we can ignore those that were activated at time of Detect start
std::vector<Device::Input*>::const_iterator
i = device->Inputs().begin(),
e = device->Inputs().end();
for (std::vector<bool>::iterator state = states.begin(); i != e; ++i)
*state++ = ((*i)->GetState() > (1 - INPUT_DETECT_THRESHOLD));
while (time < ms)
{
device->UpdateInput();
i = device->Inputs().begin();
for (std::vector<bool>::iterator state = states.begin(); i != e; ++i,++state)
{
// detected an input
if ((*i)->IsDetectable() && (*i)->GetState() > INPUT_DETECT_THRESHOLD)
{
// input was released at some point during Detect call
// return the detected input
if (false == *state)
return *i;
}
else if ((*i)->GetState() < (1 - INPUT_DETECT_THRESHOLD))
{
*state = false;
}
}
Common::SleepCurrentThread(10); time += 10;
}
// no input was detected
return NULL;
}
//
// OutputReference :: Detect
//
// Totally different from the inputReference detect / I have them combined so it was simpler to make the GUI.
// The GUI doesn't know the difference between an input and an output / it's odd but I was lazy and it was easy
//
// set all binded outputs to <range> power for x milliseconds return false
//
Device::Control* ControllerInterface::OutputReference::Detect(const unsigned int ms, Device* const device)
{
// ignore device
// don't hang if we don't even have any controls mapped
if (m_controls.size())
{
State(1);
unsigned int slept = 0;
// this loop is to make stuff like flashing keyboard LEDs work
while (ms > (slept += 10))
{
// TODO: improve this to update more than just the default device's output
device->UpdateOutput();
Common::SleepCurrentThread(10);
}
State(0);
device->UpdateOutput();
}
return NULL;
}