dolphin/Source/Core/InputCommon/ControlReference/ControlReference.cpp

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// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "InputCommon/ControlReference/ControlReference.h"
// For InputGateOn()
// This is a bad layering violation, but it's the cleanest
// place I could find to put it.
#include "Core/ConfigManager.h"
#include "Core/Host.h"
using namespace ciface::ExpressionParser;
bool ControlReference::InputGateOn()
{
return (SConfig::GetInstance().m_BackgroundInput || Host_RendererHasFocus() ||
Host_UINeedsControllerState()) &&
!Host_UIBlocksControllerState();
}
//
// UpdateReference
//
// Updates a controlreference's binded devices/controls
// need to call this to re-bind a control reference after changing its expression
//
void ControlReference::UpdateReference(ciface::ExpressionParser::ControlEnvironment& env)
{
if (m_parsed_expression)
{
m_parsed_expression->UpdateReferences(env);
}
}
int ControlReference::BoundCount() const
{
if (m_parsed_expression)
return m_parsed_expression->CountNumControls();
else
return 0;
}
ParseStatus ControlReference::GetParseStatus() const
{
return m_parse_status;
}
std::string ControlReference::GetExpression() const
{
return m_expression;
}
void ControlReference::SetExpression(std::string expr)
{
m_expression = std::move(expr);
std::tie(m_parse_status, m_parsed_expression) = ParseExpression(m_expression);
}
ControlReference::ControlReference() : range(1), m_parsed_expression(nullptr)
{
}
ControlReference::~ControlReference() = default;
InputReference::InputReference() : ControlReference()
{
}
OutputReference::OutputReference() : ControlReference()
{
}
bool InputReference::IsInput() const
{
return true;
}
bool OutputReference::IsInput() const
{
return false;
}
//
// InputReference :: State
//
// Gets the state of an input reference
// override function for ControlReference::State ...
//
ControlState InputReference::State(const ControlState ignore)
{
if (m_parsed_expression && InputGateOn())
return m_parsed_expression->GetValue() * range;
return 0.0;
}
//
// 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 OutputReference::State(const ControlState state)
{
if (m_parsed_expression)
m_parsed_expression->SetValue(state * range);
return 0.0;
}