dolphin/Source/Core/InputCommon/ControlReference/ControlReference.h

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// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include "InputCommon/ControlReference/ExpressionParser.h"
#include "InputCommon/ControllerInterface/Device.h"
// ControlReference
//
// These are what you create to actually use the inputs, InputReference or OutputReference.
//
// After being bound to devices and controls with UpdateReference,
// each one can link to multiple devices and controls
// when you change a ControlReference's expression,
// you must use UpdateReference on it to rebind controls
//
class ControlReference
{
public:
// Note: this is per thread.
static void SetInputGate(bool enable);
static bool GetInputGate();
virtual ~ControlReference();
virtual ControlState State(const ControlState state = 0) = 0;
virtual bool IsInput() const = 0;
int BoundCount() const;
ciface::ExpressionParser::ParseStatus GetParseStatus() const;
void UpdateReference(ciface::ExpressionParser::ControlEnvironment& env);
std::string GetExpression() const;
void SetExpression(std::string expr);
ControlState range;
protected:
ControlReference();
std::string m_expression;
std::unique_ptr<ciface::ExpressionParser::Expression> m_parsed_expression;
ciface::ExpressionParser::ParseStatus m_parse_status;
};
//
// InputReference
//
// Control reference for inputs
//
class InputReference : public ControlReference
{
public:
InputReference();
bool IsInput() const override;
ControlState State(const ControlState state) override;
};
//
// OutputReference
//
// Control reference for outputs
//
class OutputReference : public ControlReference
{
public:
OutputReference();
bool IsInput() const override;
ControlState State(const ControlState state) override;
};