dolphin/Source/Core/InputCommon/ControllerInterface/ControllerInterface.cpp

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// Copyright 2010 Dolphin Emulator Project
2015-05-17 23:08:10 +00:00
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#include <algorithm>
#include "Common/Logging/Log.h"
#include "Core/HW/WiimoteReal/WiimoteReal.h"
#ifdef CIFACE_USE_WIN32
#include "InputCommon/ControllerInterface/Win32/Win32.h"
#endif
#ifdef CIFACE_USE_XLIB
#include "InputCommon/ControllerInterface/Xlib/XInput2.h"
#endif
#ifdef CIFACE_USE_OSX
#include "InputCommon/ControllerInterface/OSX/OSX.h"
#include "InputCommon/ControllerInterface/Quartz/Quartz.h"
#endif
#ifdef CIFACE_USE_SDL
#include "InputCommon/ControllerInterface/SDL/SDL.h"
#endif
#ifdef CIFACE_USE_ANDROID
#include "InputCommon/ControllerInterface/Android/Android.h"
#endif
#ifdef CIFACE_USE_EVDEV
#include "InputCommon/ControllerInterface/evdev/evdev.h"
#endif
#ifdef CIFACE_USE_PIPES
#include "InputCommon/ControllerInterface/Pipes/Pipes.h"
#endif
#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
#include "InputCommon/ControllerInterface/DualShockUDPClient/DualShockUDPClient.h"
#endif
ControllerInterface g_controller_interface;
void ControllerInterface::Initialize(const WindowSystemInfo& wsi)
{
if (m_is_init)
return;
m_wsi = wsi;
// Allow backends to add devices as soon as they are initialized.
m_is_init = true;
m_is_populating_devices = true;
#ifdef CIFACE_USE_WIN32
ciface::Win32::Init(wsi.render_window);
#endif
#ifdef CIFACE_USE_XLIB
// nothing needed
#endif
#ifdef CIFACE_USE_OSX
if (m_wsi.type == WindowSystemType::MacOS)
ciface::OSX::Init(wsi.render_window);
// nothing needed for Quartz
#endif
#ifdef CIFACE_USE_SDL
ciface::SDL::Init();
#endif
#ifdef CIFACE_USE_ANDROID
// nothing needed
#endif
#ifdef CIFACE_USE_EVDEV
ciface::evdev::Init();
#endif
#ifdef CIFACE_USE_PIPES
// nothing needed
#endif
#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
ciface::DualShockUDPClient::Init();
#endif
RefreshDevices();
}
void ControllerInterface::ChangeWindow(void* hwnd)
{
if (!m_is_init)
return;
// This shouldn't use render_surface so no need to update it.
m_wsi.render_window = hwnd;
RefreshDevices();
}
void ControllerInterface::RefreshDevices()
{
if (!m_is_init)
return;
{
std::lock_guard lk(m_devices_mutex);
m_devices.clear();
}
m_is_populating_devices = true;
// Make sure shared_ptr<Device> objects are released before repopulating.
InvokeDevicesChangedCallbacks();
#ifdef CIFACE_USE_WIN32
2020-05-06 00:30:49 +00:00
// Should this be changed for other platforms? I don't have the means to test...
ciface::Win32::PopulateDevices(m_wsi.render_window);
#endif
#ifdef CIFACE_USE_XLIB
if (m_wsi.type == WindowSystemType::X11)
ciface::XInput2::PopulateDevices(m_wsi.render_surface);
#endif
#ifdef CIFACE_USE_OSX
if (m_wsi.type == WindowSystemType::MacOS)
{
ciface::OSX::PopulateDevices(m_wsi.render_surface);
ciface::Quartz::PopulateDevices(m_wsi.render_surface);
}
#endif
#ifdef CIFACE_USE_SDL
ciface::SDL::PopulateDevices();
#endif
#ifdef CIFACE_USE_ANDROID
ciface::Android::PopulateDevices();
#endif
#ifdef CIFACE_USE_EVDEV
ciface::evdev::PopulateDevices();
#endif
#ifdef CIFACE_USE_PIPES
ciface::Pipes::PopulateDevices();
#endif
#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
ciface::DualShockUDPClient::PopulateDevices();
#endif
WiimoteReal::ProcessWiimotePool();
m_is_populating_devices = false;
InvokeDevicesChangedCallbacks();
}
// Remove all devices and call library cleanup functions
void ControllerInterface::Shutdown()
{
if (!m_is_init)
return;
// Prevent additional devices from being added during shutdown.
m_is_init = false;
{
std::lock_guard lk(m_devices_mutex);
for (const auto& d : m_devices)
{
// Set outputs to ZERO before destroying device
for (ciface::Core::Device::Output* o : d->Outputs())
o->SetState(0);
}
m_devices.clear();
}
// This will update control references so shared_ptr<Device>s are freed up
// BEFORE we shutdown the backends.
InvokeDevicesChangedCallbacks();
#ifdef CIFACE_USE_WIN32
ciface::Win32::DeInit();
#endif
#ifdef CIFACE_USE_XLIB
// nothing needed
#endif
#ifdef CIFACE_USE_OSX
ciface::OSX::DeInit();
ciface::Quartz::DeInit();
#endif
#ifdef CIFACE_USE_SDL
ciface::SDL::DeInit();
#endif
#ifdef CIFACE_USE_ANDROID
// nothing needed
#endif
#ifdef CIFACE_USE_EVDEV
ciface::evdev::Shutdown();
#endif
#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
ciface::DualShockUDPClient::DeInit();
#endif
}
void ControllerInterface::AddDevice(std::shared_ptr<ciface::Core::Device> device)
{
// If we are shutdown (or in process of shutting down) ignore this request:
if (!m_is_init)
return;
{
std::lock_guard lk(m_devices_mutex);
const auto is_id_in_use = [&device, this](int id) {
return std::any_of(m_devices.begin(), m_devices.end(), [&device, &id](const auto& d) {
return d->GetSource() == device->GetSource() && d->GetName() == device->GetName() &&
d->GetId() == id;
});
};
const auto preferred_id = device->GetPreferredId();
if (preferred_id.has_value() && !is_id_in_use(*preferred_id))
{
// Use the device's preferred ID if available.
device->SetId(*preferred_id);
}
else
{
// Find the first available ID to use.
int id = 0;
while (is_id_in_use(id))
++id;
device->SetId(id);
}
NOTICE_LOG(SERIALINTERFACE, "Added device: %s", device->GetQualifiedName().c_str());
m_devices.emplace_back(std::move(device));
}
if (!m_is_populating_devices)
InvokeDevicesChangedCallbacks();
}
void ControllerInterface::RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback)
{
{
std::lock_guard lk(m_devices_mutex);
auto it = std::remove_if(m_devices.begin(), m_devices.end(), [&callback](const auto& dev) {
if (callback(dev.get()))
{
NOTICE_LOG(SERIALINTERFACE, "Removed device: %s", dev->GetQualifiedName().c_str());
return true;
}
return false;
});
m_devices.erase(it, m_devices.end());
}
if (!m_is_populating_devices)
InvokeDevicesChangedCallbacks();
}
// Update input for all devices if lock can be acquired without waiting.
void ControllerInterface::UpdateInput()
{
// Don't block the UI or CPU thread (to avoid a short but noticeable frame drop)
if (m_devices_mutex.try_lock())
{
std::lock_guard lk(m_devices_mutex, std::adopt_lock);
for (const auto& d : m_devices)
d->UpdateInput();
}
}
void ControllerInterface::SetAspectRatioAdjustment(float value)
{
m_aspect_ratio_adjustment = value;
}
Common::Vec2 ControllerInterface::GetWindowInputScale() const
{
const auto ar = m_aspect_ratio_adjustment.load();
if (ar > 1)
return {1.f, ar};
else
return {1 / ar, 1.f};
}
// Register a callback to be called when a device is added or removed (as from the input backends'
// hotplug thread), or when devices are refreshed
// Returns a handle for later removing the callback.
ControllerInterface::HotplugCallbackHandle
ControllerInterface::RegisterDevicesChangedCallback(std::function<void()> callback)
{
std::lock_guard<std::mutex> lk(m_callbacks_mutex);
m_devices_changed_callbacks.emplace_back(std::move(callback));
return std::prev(m_devices_changed_callbacks.end());
}
// Unregister a device callback.
void ControllerInterface::UnregisterDevicesChangedCallback(const HotplugCallbackHandle& handle)
{
std::lock_guard<std::mutex> lk(m_callbacks_mutex);
m_devices_changed_callbacks.erase(handle);
}
// Invoke all callbacks that were registered
void ControllerInterface::InvokeDevicesChangedCallbacks() const
{
std::lock_guard<std::mutex> lk(m_callbacks_mutex);
for (const auto& callback : m_devices_changed_callbacks)
callback();
}