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

200 lines
3.7 KiB
C++
Raw Normal View History

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <sstream>
#include <string>
// For InputGateOn()
// This is a really bad layering violation, but it's the cleanest
// place I could find to put it.
#include "Core/ConfigManager.h"
#include "Core/Host.h"
#include "InputCommon/ControllerInterface/Device.h"
namespace ciface
{
namespace Core
{
//
// Device :: ~Device
//
// Destructor, delete all inputs/outputs on device destruction
//
Device::~Device()
{
// delete inputs
for (Device::Input* input : m_inputs)
delete input;
// delete outputs
for (Device::Output* output: m_outputs)
delete output;
}
void Device::AddInput(Device::Input* const i)
{
m_inputs.push_back(i);
}
void Device::AddOutput(Device::Output* const o)
{
m_outputs.push_back(o);
}
Device::Input* Device::FindInput(const std::string &name) const
{
for (Input* input : m_inputs)
{
if (input->GetName() == name)
return input;
}
return nullptr;
}
Device::Output* Device::FindOutput(const std::string &name) const
{
for (Output* output : m_outputs)
{
if (output->GetName() == name)
return output;
}
return nullptr;
}
//
// Device :: ClearInputState
//
// Device classes should override this function
// ControllerInterface will call this when the device returns failure during UpdateInput
// used to try to set all buttons and axes to their default state when user unplugs a gamepad during play
// buttons/axes that were held down at the time of unplugging should be seen as not pressed after unplugging
//
void Device::ClearInputState()
{
// this is going to be called for every UpdateInput call that fails
// kinda slow but, w/e, should only happen when user unplugs a device while playing
}
bool Device::Control::InputGateOn()
{
if (SConfig::GetInstance().m_BackgroundInput)
return true;
else if (Host_RendererHasFocus())
return true;
else
return false;
}
//
// DeviceQualifier :: ToString
//
// Get string from a device qualifier / serialize
//
std::string DeviceQualifier::ToString() const
{
if (source.empty() && (cid < 0) && name.empty())
return "";
std::ostringstream ss;
ss << source << '/';
if (cid > -1)
ss << cid;
ss << '/' << name;
return ss.str();
}
//
// DeviceQualifier :: FromString
//
// Set a device qualifier from a string / unserialize
//
void DeviceQualifier::FromString(const std::string& str)
{
std::istringstream ss(str);
std::getline(ss, source = "", '/');
// silly
std::getline(ss, name, '/');
std::istringstream(name) >> (cid = -1);
std::getline(ss, name = "");
}
//
// DeviceQualifier :: FromDevice
//
// Set a device qualifier from a device
//
void DeviceQualifier::FromDevice(const Device* const dev)
{
name = dev->GetName();
cid = dev->GetId();
source= dev->GetSource();
}
bool DeviceQualifier::operator==(const Device* const dev) const
{
if (dev->GetId() == cid)
if (dev->GetName() == name)
if (dev->GetSource() == source)
return true;
return false;
}
bool DeviceQualifier::operator==(const DeviceQualifier& devq) const
{
if (cid == devq.cid)
if (name == devq.name)
if (source == devq.source)
return true;
return false;
}
Device* DeviceContainer::FindDevice(const DeviceQualifier& devq) const
{
for (Device* d : m_devices)
{
if (devq == d)
return d;
}
return nullptr;
}
Device::Input* DeviceContainer::FindInput(const std::string& name, const Device* def_dev) const
{
if (def_dev)
{
Device::Input* const inp = def_dev->FindInput(name);
if (inp)
return inp;
}
for (Device* d : m_devices)
{
Device::Input* const i = d->FindInput(name);
if (i)
return i;
}
return nullptr;
}
Device::Output* DeviceContainer::FindOutput(const std::string& name, const Device* def_dev) const
{
return def_dev->FindOutput(name);
}
}
}