A few changes to the GCPadNew needed to compile in linux, and put GCPadNew back into the linux build. Also changed file properties to eol-style native.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5268 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Glenn Rice 2010-04-02 02:48:24 +00:00
parent 9e1d956e98
commit 2742be1c2e
30 changed files with 5551 additions and 5546 deletions

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@ -77,16 +77,12 @@ dirs = [
'Source/Plugins/Plugin_DSP_HLE/Src', 'Source/Plugins/Plugin_DSP_HLE/Src',
'Source/Plugins/Plugin_DSP_LLE/Src', 'Source/Plugins/Plugin_DSP_LLE/Src',
'Source/Plugins/Plugin_GCPad/Src', 'Source/Plugins/Plugin_GCPad/Src',
'Source/Plugins/Plugin_GCPadNew/Src',
'Source/Plugins/Plugin_Wiimote/Src', 'Source/Plugins/Plugin_Wiimote/Src',
'Source/Core/DolphinWX/Src', 'Source/Core/DolphinWX/Src',
'Source/Core/DebuggerWX/Src', 'Source/Core/DebuggerWX/Src',
] ]
if sys.platform == 'darwin':
dirs += [
'Source/Plugins/Plugin_GCPadNew/Src'
]
builders = {} builders = {}
if sys.platform == 'darwin': if sys.platform == 'darwin':
from plistlib import writePlist from plistlib import writePlist

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@ -1,54 +1,54 @@
#include "Config.h" #include "Config.h"
Plugin::Plugin() Plugin::Plugin()
{ {
// GCPads // GCPads
for ( unsigned int i = 0; i<4; ++i ) for ( unsigned int i = 0; i<4; ++i )
controllers.push_back( new GCPad( i ) ); controllers.push_back( new GCPad( i ) );
// Wiimotes / disabled, cause it only the GUI half is done // Wiimotes / disabled, cause it only the GUI half is done
//for ( unsigned int i = 0; i<4; ++i ) //for ( unsigned int i = 0; i<4; ++i )
// controllers.push_back( new Wiimote( i ) ); // controllers.push_back( new Wiimote( i ) );
}; };
Plugin::~Plugin() Plugin::~Plugin()
{ {
// delete pads // delete pads
std::vector<ControllerEmu*>::const_iterator i = controllers.begin(), std::vector<ControllerEmu*>::const_iterator i = controllers.begin(),
e = controllers.end(); e = controllers.end();
for ( ; i != e; ++i ) for ( ; i != e; ++i )
delete *i; delete *i;
} }
void Plugin::LoadConfig() void Plugin::LoadConfig()
{ {
IniFile inifile; IniFile inifile;
std::ifstream file; std::ifstream file;
file.open( (std::string(File::GetUserPath(D_CONFIG_IDX)) + CONFIG_FILE_NAME ).c_str() ); file.open( (std::string(File::GetUserPath(D_CONFIG_IDX)) + CONFIG_FILE_NAME ).c_str() );
inifile.Load( file ); inifile.Load( file );
file.close(); file.close();
std::vector< ControllerEmu* >::const_iterator i = controllers.begin(), std::vector< ControllerEmu* >::const_iterator i = controllers.begin(),
e = controllers.end(); e = controllers.end();
for ( ; i!=e; ++i ) for ( ; i!=e; ++i )
(*i)->LoadConfig( inifile[ (*i)->GetName() ] ); (*i)->LoadConfig( inifile[ (*i)->GetName() ] );
} }
void Plugin::SaveConfig() void Plugin::SaveConfig()
{ {
IniFile inifile; IniFile inifile;
std::vector< ControllerEmu* >::const_iterator i = controllers.begin(), std::vector< ControllerEmu* >::const_iterator i = controllers.begin(),
e = controllers.end(); e = controllers.end();
for ( ; i!=e; ++i ) for ( ; i!=e; ++i )
(*i)->SaveConfig( inifile[ (*i)->GetName() ] ); (*i)->SaveConfig( inifile[ (*i)->GetName() ] );
// dont need to save empty values // dont need to save empty values
inifile.Clean(); inifile.Clean();
std::ofstream file; std::ofstream file;
file.open( (std::string(File::GetUserPath(D_CONFIG_IDX)) + CONFIG_FILE_NAME ).c_str() ); file.open( (std::string(File::GetUserPath(D_CONFIG_IDX)) + CONFIG_FILE_NAME ).c_str() );
inifile.Save( file ); inifile.Save( file );
file.close(); file.close();
} }

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@ -1,36 +1,36 @@
#ifndef _CONFIG_H_ #ifndef _CONFIG_H_
#define _CONFIG_H_ #define _CONFIG_H_
#define CONFIG_FILE_NAME "GCPadNew.ini" #define CONFIG_FILE_NAME "GCPadNew.ini"
#include "ControllerInterface/ControllerInterface.h" #include "ControllerInterface/ControllerInterface.h"
#include "Thread.h" #include "Thread.h"
#include "FileUtil.h" #include "FileUtil.h"
#include "IniFile.h" #include "IniFile.h"
#include "ControllerEmu.h" #include "ControllerEmu.h"
#include "ControllerEmu/GCPad/GCPad.h" #include "ControllerEmu/GCPad/GCPad.h"
#include "ControllerEmu/Wiimote/Wiimote.h" #include "ControllerEmu/Wiimote/Wiimote.h"
#include <string> #include <string>
#include <vector> #include <vector>
#include <map> #include <map>
#include <sstream> #include <sstream>
class Plugin class Plugin
{ {
public: public:
Plugin(); Plugin();
~Plugin(); ~Plugin();
void LoadConfig(); void LoadConfig();
void SaveConfig(); void SaveConfig();
std::vector< ControllerEmu* > controllers; std::vector< ControllerEmu* > controllers;
Common::CriticalSection controls_crit, interface_crit; // lock controls first Common::CriticalSection controls_crit, interface_crit; // lock controls first
ControllerInterface controller_interface; ControllerInterface controller_interface;
}; };
#endif #endif

File diff suppressed because it is too large Load Diff

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@ -1,166 +1,166 @@
#ifndef _CONFIGBOX_H_ #ifndef _CONFIGBOX_H_
#define _CONFIGBOX_H_ #define _CONFIGBOX_H_
#define SLIDER_TICK_COUNT 100 #define SLIDER_TICK_COUNT 100
#define DETECT_WAIT_TIME 1500 #define DETECT_WAIT_TIME 1500
#define PREVIEW_UPDATE_TIME 25 #define PREVIEW_UPDATE_TIME 25
// might have to change this setup for wiimote // might have to change this setup for wiimote
#define PROFILES_PATH "Profiles/GCPad/" #define PROFILES_PATH "Profiles/GCPad/"
#include <wx/wx.h> #include <wx/wx.h>
#include <wx/listbox.h> #include <wx/listbox.h>
#include <wx/textctrl.h> #include <wx/textctrl.h>
#include <wx/button.h> #include <wx/button.h>
#include <wx/stattext.h> #include <wx/stattext.h>
#include <wx/combobox.h> #include <wx/combobox.h>
#include <wx/checkbox.h> #include <wx/checkbox.h>
#include <wx/notebook.h> #include <wx/notebook.h>
#include <wx/panel.h> #include <wx/panel.h>
#include <sstream> #include <sstream>
#include <vector> #include <vector>
#include "ControllerInterface/ControllerInterface.h" #include "ControllerInterface/ControllerInterface.h"
#include "Config.h" #include "Config.h"
#include "FileSearch.h" #include "FileSearch.h"
class SettingCBox : public wxChoice class SettingCBox : public wxChoice
{ {
public: public:
SettingCBox( wxWindow* const parent, ControlState& _value, int min, int max ); SettingCBox( wxWindow* const parent, ControlState& _value, int min, int max );
ControlState& value; ControlState& value;
}; };
class ControlChooser : public wxStaticBoxSizer class ControlChooser : public wxStaticBoxSizer
{ {
public: public:
ControlChooser( wxWindow* const parent, ControllerInterface::ControlReference* const ref, wxWindow* const eventsink ); ControlChooser( wxWindow* const parent, ControllerInterface::ControlReference* const ref, wxWindow* const eventsink );
void UpdateGUI(); void UpdateGUI();
ControllerInterface::ControlReference* control_reference; ControllerInterface::ControlReference* control_reference;
wxTextCtrl* textctrl; wxTextCtrl* textctrl;
wxListBox* control_lbox; wxListBox* control_lbox;
wxChoice* mode_cbox; wxChoice* mode_cbox;
wxSlider* range_slider; wxSlider* range_slider;
private: private:
wxStaticText* m_bound_label; wxStaticText* m_bound_label;
}; };
class ControlList : public wxDialog class ControlList : public wxDialog
{ {
public: public:
ControlList( wxWindow* const parent, ControllerInterface::ControlReference* const ref, ControlChooser* const chooser ); ControlList( wxWindow* const parent, ControllerInterface::ControlReference* const ref, ControlChooser* const chooser );
private: private:
ControlChooser* const m_control_chooser; ControlChooser* const m_control_chooser;
}; };
class ControlDialog : public wxDialog class ControlDialog : public wxDialog
{ {
public: public:
ControlDialog( wxWindow* const parent, ControllerInterface::ControlReference* const ref, const std::vector<ControllerInterface::Device*>& devs ); ControlDialog( wxWindow* const parent, ControllerInterface::ControlReference* const ref, const std::vector<ControllerInterface::Device*>& devs );
void SelectControl( wxCommandEvent& event ); void SelectControl( wxCommandEvent& event );
ControllerInterface::ControlReference* const control_reference; ControllerInterface::ControlReference* const control_reference;
wxComboBox* device_cbox; wxComboBox* device_cbox;
ControlChooser* control_chooser; ControlChooser* control_chooser;
}; };
class ControlButton : public wxButton class ControlButton : public wxButton
{ {
public: public:
ControlButton( wxWindow* const parent, ControllerInterface::ControlReference* const _ref, const unsigned int width, const std::string& label = "" ); ControlButton( wxWindow* const parent, ControllerInterface::ControlReference* const _ref, const unsigned int width, const std::string& label = "" );
ControllerInterface::ControlReference* const control_reference; ControllerInterface::ControlReference* const control_reference;
}; };
class ControlGroupBox : public wxStaticBoxSizer class ControlGroupBox : public wxStaticBoxSizer
{ {
public: public:
ControlGroupBox( ControllerEmu::ControlGroup* const group, wxWindow* const parent ); ControlGroupBox( ControllerEmu::ControlGroup* const group, wxWindow* const parent );
ControllerEmu::ControlGroup* control_group; ControllerEmu::ControlGroup* control_group;
wxStaticBitmap* static_bitmap; wxStaticBitmap* static_bitmap;
std::vector< SettingCBox* > options; std::vector< SettingCBox* > options;
std::vector< wxButton* > controls; std::vector< wxButton* > controls;
std::vector<ControlButton*> control_buttons; std::vector<ControlButton*> control_buttons;
}; };
class ConfigDialog; class ConfigDialog;
class GamepadPage : public wxNotebookPage class GamepadPage : public wxNotebookPage
{ {
friend class ConfigDialog; friend class ConfigDialog;
public: public:
GamepadPage( wxWindow* parent, Plugin& plugin, const unsigned int pad_num, ConfigDialog* const config_dialog ); GamepadPage( wxWindow* parent, Plugin& plugin, const unsigned int pad_num, ConfigDialog* const config_dialog );
void UpdateGUI(); void UpdateGUI();
void RefreshDevices( wxCommandEvent& event ); void RefreshDevices( wxCommandEvent& event );
void LoadProfile( wxCommandEvent& event ); void LoadProfile( wxCommandEvent& event );
void SaveProfile( wxCommandEvent& event ); void SaveProfile( wxCommandEvent& event );
void DeleteProfile( wxCommandEvent& event ); void DeleteProfile( wxCommandEvent& event );
void ConfigControl( wxCommandEvent& event ); void ConfigControl( wxCommandEvent& event );
void ConfigDetectControl( wxCommandEvent& event ); void ConfigDetectControl( wxCommandEvent& event );
void DetectControl( wxCommandEvent& event ); void DetectControl( wxCommandEvent& event );
void ClearControl( wxCommandEvent& event ); void ClearControl( wxCommandEvent& event );
void SetDevice( wxCommandEvent& event ); void SetDevice( wxCommandEvent& event );
void SetControl( wxCommandEvent& event ); void SetControl( wxCommandEvent& event );
void ClearAll( wxCommandEvent& event ); void ClearAll( wxCommandEvent& event );
void AdjustControlOption( wxCommandEvent& event ); void AdjustControlOption( wxCommandEvent& event );
void AdjustSetting( wxCommandEvent& event ); void AdjustSetting( wxCommandEvent& event );
wxComboBox* profile_cbox; wxComboBox* profile_cbox;
wxComboBox* device_cbox; wxComboBox* device_cbox;
std::vector<ControlGroupBox*> control_groups; std::vector<ControlGroupBox*> control_groups;
protected: protected:
ControllerEmu* const controller; ControllerEmu* const controller;
private: private:
ControlDialog* m_control_dialog; ControlDialog* m_control_dialog;
Plugin& m_plugin; Plugin& m_plugin;
ConfigDialog* const m_config_dialog; ConfigDialog* const m_config_dialog;
}; };
class ConfigDialog : public wxDialog class ConfigDialog : public wxDialog
{ {
public: public:
ConfigDialog( wxWindow* const parent, Plugin& plugin, const std::string& name, const bool _is_game_running ); ConfigDialog( wxWindow* const parent, Plugin& plugin, const std::string& name, const bool _is_game_running );
~ConfigDialog(); ~ConfigDialog();
void ClickSave( wxCommandEvent& event ); void ClickSave( wxCommandEvent& event );
void UpdateDeviceComboBox(); void UpdateDeviceComboBox();
void UpdateProfileComboBox(); void UpdateProfileComboBox();
void UpdateControlReferences(); void UpdateControlReferences();
void UpdateBitmaps(wxTimerEvent&); void UpdateBitmaps(wxTimerEvent&);
const bool is_game_running; const bool is_game_running;
private: private:
wxNotebook* m_pad_notebook; wxNotebook* m_pad_notebook;
std::vector<GamepadPage*> m_padpages; std::vector<GamepadPage*> m_padpages;
Plugin& m_plugin; Plugin& m_plugin;
wxTimer* m_update_timer; wxTimer* m_update_timer;
}; };
#endif #endif

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@ -1,186 +1,186 @@
#include "ConfigDiag.h" #include "ConfigDiag.h"
void ConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event)) void ConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
{ {
GamepadPage* const current_page = (GamepadPage*)m_pad_notebook->GetPage( m_pad_notebook->GetSelection() ); GamepadPage* const current_page = (GamepadPage*)m_pad_notebook->GetPage( m_pad_notebook->GetSelection() );
std::vector< ControlGroupBox* >::iterator g = current_page->control_groups.begin(), std::vector< ControlGroupBox* >::iterator g = current_page->control_groups.begin(),
ge = current_page->control_groups.end(); ge = current_page->control_groups.end();
for ( ; g != ge; ++g ) for ( ; g != ge; ++g )
{ {
if ( (*g)->static_bitmap ) if ( (*g)->static_bitmap )
{ {
// don't want game thread updating input when we are using it here // don't want game thread updating input when we are using it here
if ( false == m_plugin.interface_crit.TryEnter() ) if ( false == m_plugin.interface_crit.TryEnter() )
return; return;
if ( false == is_game_running ) if ( false == is_game_running )
m_plugin.controller_interface.UpdateInput(); m_plugin.controller_interface.UpdateInput();
switch ( (*g)->control_group->type ) switch ( (*g)->control_group->type )
{ {
case GROUP_TYPE_STICK : case GROUP_TYPE_STICK :
{ {
float x, y; float x, y;
float xx, yy; float xx, yy;
((ControllerEmu::AnalogStick*)(*g)->control_group)->GetState( &x, &y, 32.0, 32-1.5 ); ((ControllerEmu::AnalogStick*)(*g)->control_group)->GetState( &x, &y, 32.0, 32-1.5 );
xx = ((ControllerEmu::AnalogStick*)(*g)->control_group)->controls[3]->control_ref->State(); xx = ((ControllerEmu::AnalogStick*)(*g)->control_group)->controls[3]->control_ref->State();
xx -= ((ControllerEmu::AnalogStick*)(*g)->control_group)->controls[2]->control_ref->State(); xx -= ((ControllerEmu::AnalogStick*)(*g)->control_group)->controls[2]->control_ref->State();
yy = ((ControllerEmu::AnalogStick*)(*g)->control_group)->controls[1]->control_ref->State(); yy = ((ControllerEmu::AnalogStick*)(*g)->control_group)->controls[1]->control_ref->State();
yy -= ((ControllerEmu::AnalogStick*)(*g)->control_group)->controls[0]->control_ref->State(); yy -= ((ControllerEmu::AnalogStick*)(*g)->control_group)->controls[0]->control_ref->State();
xx *= 32 - 1; xx += 32; xx *= 32 - 1; xx += 32;
yy *= 32 - 1; yy += 32; yy *= 32 - 1; yy += 32;
// setup // setup
wxBitmap bitmap(64, 64); wxBitmap bitmap(64, 64);
wxMemoryDC dc; wxMemoryDC dc;
dc.SelectObject(bitmap); dc.SelectObject(bitmap);
dc.Clear(); dc.Clear();
// draw the shit // draw the shit
// circle for visual aid for diagonal adjustment // circle for visual aid for diagonal adjustment
dc.SetPen(*wxLIGHT_GREY_PEN); dc.SetPen(*wxLIGHT_GREY_PEN);
dc.SetBrush(*wxTRANSPARENT_BRUSH); dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawCircle( 32, 32, 32); dc.DrawCircle( 32, 32, 32);
// deadzone circle // deadzone circle
dc.SetBrush(*wxLIGHT_GREY_BRUSH); dc.SetBrush(*wxLIGHT_GREY_BRUSH);
dc.DrawCircle( 32, 32, ((ControllerEmu::AnalogStick*)(*g)->control_group)->settings[0]->value * 32 ); dc.DrawCircle( 32, 32, ((ControllerEmu::AnalogStick*)(*g)->control_group)->settings[0]->value * 32 );
// raw dot // raw dot
dc.SetPen(*wxGREY_PEN); dc.SetPen(*wxGREY_PEN);
dc.SetBrush(*wxGREY_BRUSH); dc.SetBrush(*wxGREY_BRUSH);
// i like the dot better than the cross i think // i like the dot better than the cross i think
dc.DrawRectangle( xx - 2, yy - 2, 4, 4 ); dc.DrawRectangle( xx - 2, yy - 2, 4, 4 );
//dc.DrawRectangle( xx-1, 64-yy-4, 2, 8 ); //dc.DrawRectangle( xx-1, 64-yy-4, 2, 8 );
//dc.DrawRectangle( xx-4, 64-yy-1, 8, 2 ); //dc.DrawRectangle( xx-4, 64-yy-1, 8, 2 );
// adjusted dot // adjusted dot
if ( x!=32 || y!=32 ) if ( x!=32 || y!=32 )
{ {
dc.SetPen(*wxRED_PEN); dc.SetPen(*wxRED_PEN);
dc.SetBrush(*wxRED_BRUSH); dc.SetBrush(*wxRED_BRUSH);
dc.DrawRectangle( x-2, 64-y-2, 4, 4 ); dc.DrawRectangle( x-2, 64-y-2, 4, 4 );
// i like the dot better than the cross i think // i like the dot better than the cross i think
//dc.DrawRectangle( x-1, 64-y-4, 2, 8 ); //dc.DrawRectangle( x-1, 64-y-4, 2, 8 );
//dc.DrawRectangle( x-4, 64-y-1, 8, 2 ); //dc.DrawRectangle( x-4, 64-y-1, 8, 2 );
} }
// box outline // box outline
// Windows XP color // Windows XP color
dc.SetPen(wxPen(_T("#7f9db9"))); dc.SetPen(wxPen(_T("#7f9db9")));
dc.SetBrush(*wxTRANSPARENT_BRUSH); dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawRectangle(0, 0, 64, 64); dc.DrawRectangle(0, 0, 64, 64);
// done drawing // done drawing
dc.SelectObject(wxNullBitmap); dc.SelectObject(wxNullBitmap);
// set the shit // set the shit
(*g)->static_bitmap->SetBitmap( bitmap ); (*g)->static_bitmap->SetBitmap( bitmap );
} }
break; break;
case GROUP_TYPE_BUTTONS : case GROUP_TYPE_BUTTONS :
{ {
const unsigned int button_count = ((unsigned int)(*g)->control_group->controls.size()); const unsigned int button_count = ((unsigned int)(*g)->control_group->controls.size());
// setup // setup
wxBitmap bitmap(12*button_count+1, 12); wxBitmap bitmap(12*button_count+1, 12);
wxMemoryDC dc; wxMemoryDC dc;
dc.SelectObject(bitmap); dc.SelectObject(bitmap);
dc.Clear(); dc.Clear();
// draw the shit // draw the shit
dc.SetPen(*wxGREY_PEN); dc.SetPen(*wxGREY_PEN);
unsigned int * const bitmasks = new unsigned int[ button_count ]; unsigned int * const bitmasks = new unsigned int[ button_count ];
for ( unsigned int n = 0; n<button_count; ++n ) for ( unsigned int n = 0; n<button_count; ++n )
bitmasks[n] = ( 1 << n ); bitmasks[n] = ( 1 << n );
unsigned int buttons = 0; unsigned int buttons = 0;
((ControllerEmu::Buttons*)(*g)->control_group)->GetState( &buttons, bitmasks ); ((ControllerEmu::Buttons*)(*g)->control_group)->GetState( &buttons, bitmasks );
for ( unsigned int n = 0; n<button_count; ++n ) for ( unsigned int n = 0; n<button_count; ++n )
{ {
// TODO: threshold stuff, actually redo this crap with the GetState func // TODO: threshold stuff, actually redo this crap with the GetState func
if ( buttons & bitmasks[n] ) if ( buttons & bitmasks[n] )
dc.SetBrush( *wxRED_BRUSH ); dc.SetBrush( *wxRED_BRUSH );
else else
{ {
unsigned char amt = 255 - (*g)->control_group->controls[n]->control_ref->State() * 128; unsigned char amt = 255 - (*g)->control_group->controls[n]->control_ref->State() * 128;
dc.SetBrush( wxBrush( wxColor( amt, amt, amt ) ) ); dc.SetBrush( wxBrush( wxColor( amt, amt, amt ) ) );
} }
dc.DrawRectangle(n*12, 0, 14, 12); dc.DrawRectangle(n*12, 0, 14, 12);
} }
delete bitmasks; delete bitmasks;
// box outline // box outline
// Windows XP color // Windows XP color
dc.SetPen(wxPen(_T("#7f9db9"))); dc.SetPen(wxPen(_T("#7f9db9")));
dc.SetBrush(*wxTRANSPARENT_BRUSH); dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawRectangle(0, 0, bitmap.GetWidth(), bitmap.GetHeight()); dc.DrawRectangle(0, 0, bitmap.GetWidth(), bitmap.GetHeight());
// done drawing // done drawing
dc.SelectObject(wxNullBitmap); dc.SelectObject(wxNullBitmap);
// set the shit // set the shit
(*g)->static_bitmap->SetBitmap( bitmap ); (*g)->static_bitmap->SetBitmap( bitmap );
} }
break; break;
case GROUP_TYPE_MIXED_TRIGGERS : case GROUP_TYPE_MIXED_TRIGGERS :
{ {
const unsigned int trigger_count = ((unsigned int)((*g)->control_group->controls.size() / 2)); const unsigned int trigger_count = ((unsigned int)((*g)->control_group->controls.size() / 2));
// setup // setup
wxBitmap bitmap( 64+12+1, 12*trigger_count+1); wxBitmap bitmap( 64+12+1, 12*trigger_count+1);
wxMemoryDC dc; wxMemoryDC dc;
dc.SelectObject(bitmap); dc.SelectObject(bitmap);
dc.Clear(); dc.Clear();
// draw the shit // draw the shit
dc.SetPen(*wxGREY_PEN); dc.SetPen(*wxGREY_PEN);
ControlState thresh = (*g)->control_group->settings[0]->value; ControlState thresh = (*g)->control_group->settings[0]->value;
for ( unsigned int n = 0; n < trigger_count; ++n ) for ( unsigned int n = 0; n < trigger_count; ++n )
{ {
dc.SetBrush(*wxRED_BRUSH); dc.SetBrush(*wxRED_BRUSH);
ControlState trig_d = (*g)->control_group->controls[n]->control_ref->State(); ControlState trig_d = (*g)->control_group->controls[n]->control_ref->State();
ControlState trig_a = trig_d > thresh ? 1 ControlState trig_a = trig_d > thresh ? 1
: (*g)->control_group->controls[n+trigger_count]->control_ref->State(); : (*g)->control_group->controls[n+trigger_count]->control_ref->State();
dc.DrawRectangle(0, n*12, 64+20, 14); dc.DrawRectangle(0, n*12, 64+20, 14);
if ( trig_d <= thresh ) if ( trig_d <= thresh )
dc.SetBrush(*wxWHITE_BRUSH); dc.SetBrush(*wxWHITE_BRUSH);
dc.DrawRectangle(trig_a*64, n*12, 64+20, 14); dc.DrawRectangle(trig_a*64, n*12, 64+20, 14);
dc.DrawRectangle(64, n*12, 32, 14); dc.DrawRectangle(64, n*12, 32, 14);
} }
dc.SetBrush(*wxTRANSPARENT_BRUSH); dc.SetBrush(*wxTRANSPARENT_BRUSH);
dc.DrawRectangle(thresh*64, 0, 128, trigger_count*14); dc.DrawRectangle(thresh*64, 0, 128, trigger_count*14);
// box outline // box outline
// Windows XP color // Windows XP color
dc.SetPen(wxPen(_T("#7f9db9"))); dc.SetPen(wxPen(_T("#7f9db9")));
dc.DrawRectangle(0, 0, bitmap.GetWidth(), bitmap.GetHeight()); dc.DrawRectangle(0, 0, bitmap.GetWidth(), bitmap.GetHeight());
// done drawing // done drawing
dc.SelectObject(wxNullBitmap); dc.SelectObject(wxNullBitmap);
// set the shit // set the shit
(*g)->static_bitmap->SetBitmap( bitmap ); (*g)->static_bitmap->SetBitmap( bitmap );
} }
break; break;
default : default :
break; break;
} }
m_plugin.interface_crit.Leave(); m_plugin.interface_crit.Leave();
} }
} }
} }

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@ -1,138 +1,138 @@
#include "ControllerEmu.h" #include "ControllerEmu.h"
#include "ControllerEmu/GCPad/GCPad.h" #include "ControllerEmu/GCPad/GCPad.h"
const char modifier[] = "Modifier"; const char modifier[] = "Modifier";
// TODO: make this use iterators // TODO: make this use iterators
ControllerEmu::~ControllerEmu() ControllerEmu::~ControllerEmu()
{ {
for ( unsigned int g = 0; g<groups.size(); ++g ) for ( unsigned int g = 0; g<groups.size(); ++g )
delete groups[g]; delete groups[g];
} }
// TODO: make this use iterators // TODO: make this use iterators
ControllerEmu::ControlGroup::~ControlGroup() ControllerEmu::ControlGroup::~ControlGroup()
{ {
for ( unsigned int i = 0; i < controls.size(); ++i ) for ( unsigned int i = 0; i < controls.size(); ++i )
delete controls[i]; delete controls[i];
for ( unsigned int i = 0; i < settings.size(); ++i ) for ( unsigned int i = 0; i < settings.size(); ++i )
delete settings[i]; delete settings[i];
} }
// TODO: make this use iterators // TODO: make this use iterators
void ControllerEmu::UpdateReferences( ControllerInterface& devi ) void ControllerEmu::UpdateReferences( ControllerInterface& devi )
{ {
for ( unsigned int g = 0; g<groups.size(); ++g ) for ( unsigned int g = 0; g<groups.size(); ++g )
for ( unsigned int i = 0; i < groups[g]->controls.size(); ++i ) for ( unsigned int i = 0; i < groups[g]->controls.size(); ++i )
devi.UpdateReference( groups[g]->controls[i]->control_ref ); devi.UpdateReference( groups[g]->controls[i]->control_ref );
} }
void ControllerEmu::UpdateDefaultDevice() void ControllerEmu::UpdateDefaultDevice()
{ {
std::vector<ControlGroup*>::const_iterator i = groups.begin(), std::vector<ControlGroup*>::const_iterator i = groups.begin(),
e = groups.end(); e = groups.end();
for ( ; i!=e; ++i ) for ( ; i!=e; ++i )
{ {
std::vector<ControlGroup::Control*>::const_iterator ci = (*i)->controls.begin(), std::vector<ControlGroup::Control*>::const_iterator ci = (*i)->controls.begin(),
ce = (*i)->controls.end(); ce = (*i)->controls.end();
for ( ; ci!=ce; ++ci ) for ( ; ci!=ce; ++ci )
(*ci)->control_ref->device_qualifier = default_device; (*ci)->control_ref->device_qualifier = default_device;
} }
} }
void ControllerEmu::LoadConfig( IniFile::Section& sec ) void ControllerEmu::LoadConfig( IniFile::Section& sec )
{ {
const std::string default_dev = sec[ "Device" ]; const std::string default_dev = sec[ "Device" ];
default_device.FromString( default_dev ); default_device.FromString( default_dev );
std::vector<ControlGroup*>::const_iterator i = groups.begin(), std::vector<ControlGroup*>::const_iterator i = groups.begin(),
e = groups.end(); e = groups.end();
for ( ; i!=e; ++i ) for ( ; i!=e; ++i )
{ {
std::string group( (*i)->name ); group += "/"; std::string group( (*i)->name ); group += "/";
// settings // settings
std::vector<ControlGroup::Setting*>::const_iterator si = (*i)->settings.begin(), std::vector<ControlGroup::Setting*>::const_iterator si = (*i)->settings.begin(),
se = (*i)->settings.end(); se = (*i)->settings.end();
for ( ; si!=se; ++si ) for ( ; si!=se; ++si )
(*si)->value = sec.Get(group+(*si)->name, (*si)->default_value*100) / 100; (*si)->value = sec.Get(group+(*si)->name, (*si)->default_value*100) / 100;
// controls // controls
std::vector<ControlGroup::Control*>::const_iterator ci = (*i)->controls.begin(), std::vector<ControlGroup::Control*>::const_iterator ci = (*i)->controls.begin(),
ce = (*i)->controls.end(); ce = (*i)->controls.end();
for ( ; ci!=ce; ++ci ) for ( ; ci!=ce; ++ci )
{ {
// control and dev qualifier // control and dev qualifier
(*ci)->control_ref->control_qualifier.name = sec[group + (*ci)->name]; (*ci)->control_ref->control_qualifier.name = sec[group + (*ci)->name];
(*ci)->control_ref->device_qualifier.FromString( sec.Get( group+(*ci)->name+"/Device", default_dev ) ); (*ci)->control_ref->device_qualifier.FromString( sec.Get( group+(*ci)->name+"/Device", default_dev ) );
// range // range
(*ci)->control_ref->range = sec.Get( group+(*ci)->name+"/Range", 100.0f ) / 100; (*ci)->control_ref->range = sec.Get( group+(*ci)->name+"/Range", 100.0f ) / 100;
// input mode // input mode
if ( (*ci)->control_ref->is_input ) if ( (*ci)->control_ref->is_input )
((ControllerInterface::InputReference*)((*ci)->control_ref))->mode ((ControllerInterface::InputReference*)((*ci)->control_ref))->mode
= sec.Get( group+(*ci)->name+"/Mode", 0 ); = sec.Get( group+(*ci)->name+"/Mode", 0 );
} }
} }
} }
void ControllerEmu::SaveConfig( IniFile::Section& sec ) void ControllerEmu::SaveConfig( IniFile::Section& sec )
{ {
const std::string default_dev = default_device.ToString(); const std::string default_dev = default_device.ToString();
sec[ " Device" ] = default_dev; sec[ " Device" ] = default_dev;
std::vector<ControlGroup*>::const_iterator i = groups.begin(), std::vector<ControlGroup*>::const_iterator i = groups.begin(),
e = groups.end(); e = groups.end();
for ( ; i!=e; ++i ) for ( ; i!=e; ++i )
{ {
std::string group( (*i)->name ); group += "/"; std::string group( (*i)->name ); group += "/";
// settings // settings
std::vector<ControlGroup::Setting*>::const_iterator si = (*i)->settings.begin(), std::vector<ControlGroup::Setting*>::const_iterator si = (*i)->settings.begin(),
se = (*i)->settings.end(); se = (*i)->settings.end();
for ( ; si!=se; ++si ) for ( ; si!=se; ++si )
sec.Set( group+(*si)->name, (*si)->value*100, (*si)->default_value*100 ); sec.Set( group+(*si)->name, (*si)->value*100, (*si)->default_value*100 );
// controls // controls
std::vector<ControlGroup::Control*>::const_iterator ci = (*i)->controls.begin(), std::vector<ControlGroup::Control*>::const_iterator ci = (*i)->controls.begin(),
ce = (*i)->controls.end(); ce = (*i)->controls.end();
for ( ; ci!=ce; ++ci ) for ( ; ci!=ce; ++ci )
{ {
// control and dev qualifier // control and dev qualifier
sec[group + (*ci)->name] = (*ci)->control_ref->control_qualifier.name; sec[group + (*ci)->name] = (*ci)->control_ref->control_qualifier.name;
sec.Set( group+(*ci)->name+"/Device", (*ci)->control_ref->device_qualifier.ToString(), default_dev ); sec.Set( group+(*ci)->name+"/Device", (*ci)->control_ref->device_qualifier.ToString(), default_dev );
// range // range
sec.Set( group+(*ci)->name+"/Range", (*ci)->control_ref->range*100, 100 ); sec.Set( group+(*ci)->name+"/Range", (*ci)->control_ref->range*100, 100 );
// input mode // input mode
if ( (*ci)->control_ref->is_input ) if ( (*ci)->control_ref->is_input )
sec.Set( group+(*ci)->name+"/Mode", sec.Set( group+(*ci)->name+"/Mode",
((ControllerInterface::InputReference*)((*ci)->control_ref))->mode, (unsigned int)0 ); ((ControllerInterface::InputReference*)((*ci)->control_ref))->mode, (unsigned int)0 );
} }
} }
} }
ControllerEmu::AnalogStick::AnalogStick( const char* const _name ) : ControlGroup( _name, GROUP_TYPE_STICK ) ControllerEmu::AnalogStick::AnalogStick( const char* const _name ) : ControlGroup( _name, GROUP_TYPE_STICK )
{ {
for ( unsigned int i = 0; i < 4; ++i ) for ( unsigned int i = 0; i < 4; ++i )
controls.push_back( new Input( named_directions[i] ) ); controls.push_back( new Input( named_directions[i] ) );
controls.push_back( new Input( modifier ) ); controls.push_back( new Input( modifier ) );
settings.push_back( new Setting("Dead Zone", 0 ) ); settings.push_back( new Setting("Dead Zone", 0 ) );
settings.push_back( new Setting("Square Stick", 0 ) ); settings.push_back( new Setting("Square Stick", 0 ) );
} }
ControllerEmu::Buttons::Buttons( const char* const _name ) : ControlGroup( _name, GROUP_TYPE_BUTTONS ) ControllerEmu::Buttons::Buttons( const char* const _name ) : ControlGroup( _name, GROUP_TYPE_BUTTONS )
{ {
settings.push_back( new Setting("Threshold", 0.5f ) ); settings.push_back( new Setting("Threshold", 0.5f ) );
} }
ControllerEmu::MixedTriggers::MixedTriggers( const char* const _name ) : ControlGroup( _name, GROUP_TYPE_MIXED_TRIGGERS ) ControllerEmu::MixedTriggers::MixedTriggers( const char* const _name ) : ControlGroup( _name, GROUP_TYPE_MIXED_TRIGGERS )
{ {
settings.push_back( new Setting("Threshold", 0.9f ) ); settings.push_back( new Setting("Threshold", 0.9f ) );
} }

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@ -1,226 +1,226 @@
#ifndef _CONTROLLEREMU_H_ #ifndef _CONTROLLEREMU_H_
#define _CONTROLLEREMU_H_ #define _CONTROLLEREMU_H_
// windows crap // windows crap
#define NOMINMAX #define NOMINMAX
#include "pluginspecs_pad.h" #include "pluginspecs_pad.h"
#include "pluginspecs_wiimote.h" #include "pluginspecs_wiimote.h"
//#include <CommonTypes.h> //#include <CommonTypes.h>
#include <math.h> #include <math.h>
#include "ControllerInterface/ControllerInterface.h" #include "ControllerInterface/ControllerInterface.h"
#include "IniFile.h" #include "IniFile.h"
#include <vector> #include <vector>
#include <string> #include <string>
#include <algorithm> #include <algorithm>
#define sign(x) ((x)?(x)<0?-1:1:0) #define sign(x) ((x)?(x)<0?-1:1:0)
enum enum
{ {
GROUP_TYPE_OTHER GROUP_TYPE_OTHER
,GROUP_TYPE_STICK ,GROUP_TYPE_STICK
,GROUP_TYPE_MIXED_TRIGGERS ,GROUP_TYPE_MIXED_TRIGGERS
,GROUP_TYPE_BUTTONS ,GROUP_TYPE_BUTTONS
}; };
const char * const named_directions[] = const char * const named_directions[] =
{ {
"Up", "Up",
"Down", "Down",
"Left", "Left",
"Right" "Right"
}; };
class ControllerEmu class ControllerEmu
{ {
public: public:
class ControlGroup class ControlGroup
{ {
public: public:
class Control class Control
{ {
protected: protected:
Control( ControllerInterface::ControlReference* const _ref, const char * const _name ) Control( ControllerInterface::ControlReference* const _ref, const char * const _name )
: control_ref(_ref), name(_name){} : control_ref(_ref), name(_name){}
public: public:
//virtual std::string GetName() const = 0; //virtual std::string GetName() const = 0;
ControllerInterface::ControlReference* const control_ref; ControllerInterface::ControlReference* const control_ref;
const char * const name; const char * const name;
}; };
class Input : public Control class Input : public Control
{ {
public: public:
Input( const char * const _name ) Input( const char * const _name )
: Control( new ControllerInterface::InputReference, _name ) {} : Control( new ControllerInterface::InputReference, _name ) {}
}; };
class Output : public Control class Output : public Control
{ {
public: public:
Output( const char * const _name ) Output( const char * const _name )
: Control( new ControllerInterface::OutputReference, _name ) {} : Control( new ControllerInterface::OutputReference, _name ) {}
}; };
class Setting class Setting
{ {
public: public:
Setting(const char* const _name, const float def_value ) : name(_name), value(def_value), default_value(def_value) {} Setting(const char* const _name, const float def_value ) : name(_name), value(def_value), default_value(def_value) {}
const char* const name; const char* const name;
ControlState value; ControlState value;
const ControlState default_value; const ControlState default_value;
}; };
ControlGroup( const char* const _name, const unsigned int _type = GROUP_TYPE_OTHER ) : name(_name), type(_type) {} ControlGroup( const char* const _name, const unsigned int _type = GROUP_TYPE_OTHER ) : name(_name), type(_type) {}
virtual ~ControlGroup(); virtual ~ControlGroup();
//ControlGroup( const ControlGroup& ctrl ); //ControlGroup( const ControlGroup& ctrl );
//const unsigned int type; //const unsigned int type;
const char* const name; const char* const name;
const unsigned int type; const unsigned int type;
std::vector< Control* > controls; std::vector< Control* > controls;
std::vector< Setting* > settings; std::vector< Setting* > settings;
}; };
class AnalogStick : public ControlGroup class AnalogStick : public ControlGroup
{ {
public: public:
template <typename C> template <typename C>
void GetState( C* const x, C* const y, const unsigned int base, const unsigned int range ) void GetState( C* const x, C* const y, const unsigned int base, const unsigned int range )
{ {
// this is all a mess // this is all a mess
ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State(); ControlState yy = controls[0]->control_ref->State() - controls[1]->control_ref->State();
ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State(); ControlState xx = controls[3]->control_ref->State() - controls[2]->control_ref->State();
ControlState deadzone = settings[0]->value; ControlState deadzone = settings[0]->value;
ControlState square = settings[1]->value; ControlState square = settings[1]->value;
ControlState m = controls[4]->control_ref->State(); ControlState m = controls[4]->control_ref->State();
// modifier code // modifier code
if ( m ) if ( m )
{ {
yy = (abs(yy)>deadzone) * sign(yy) * m; yy = (abs(yy)>deadzone) * sign(yy) * m;
xx = (abs(xx)>deadzone) * sign(xx) * m; xx = (abs(xx)>deadzone) * sign(xx) * m;
} }
// deadzone / square stick code // deadzone / square stick code
if ( deadzone || square ) if ( deadzone || square )
{ {
// this section might be all wrong, but its working good enough, i think // this section might be all wrong, but its working good enough, i think
ControlState ang = atan2( yy, xx ); ControlState ang = atan2( yy, xx );
ControlState ang_sin = sin(ang); ControlState ang_sin = sin(ang);
ControlState ang_cos = cos(ang); ControlState ang_cos = cos(ang);
// the amt a full square stick would have at current angle // the amt a full square stick would have at current angle
ControlState square_full = std::min( 1/abs(ang_sin), 1/abs(ang_cos) ); ControlState square_full = std::min( 1/abs(ang_sin), 1/abs(ang_cos) );
// the amt a full stick would have that was ( user setting squareness) at current angle // the amt a full stick would have that was ( user setting squareness) at current angle
// i think this is more like a pointed circle rather than a rounded square like it should be // i think this is more like a pointed circle rather than a rounded square like it should be
ControlState stick_full = ( 1 + ( square_full - 1 ) * square ); ControlState stick_full = ( 1 + ( square_full - 1 ) * square );
ControlState dist = sqrt(xx*xx + yy*yy); ControlState dist = sqrt(xx*xx + yy*yy);
// dead zone code // dead zone code
dist = std::max( 0.0f, dist - deadzone * stick_full ); dist = std::max( 0.0f, dist - deadzone * stick_full );
dist /= ( 1 - deadzone ); dist /= ( 1 - deadzone );
// square stick code // square stick code
ControlState amt = ( dist ) / stick_full; ControlState amt = ( dist ) / stick_full;
dist -= ((square_full - 1) * amt * square); dist -= ((square_full - 1) * amt * square);
yy = std::max( -1.0f, std::min( 1.0f, ang_sin * dist ) ); yy = std::max( -1.0f, std::min( 1.0f, ang_sin * dist ) );
xx = std::max( -1.0f, std::min( 1.0f, ang_cos * dist ) ); xx = std::max( -1.0f, std::min( 1.0f, ang_cos * dist ) );
} }
*y = C( yy * range + base ); *y = C( yy * range + base );
*x = C( xx * range + base ); *x = C( xx * range + base );
} }
AnalogStick( const char* const _name ); AnalogStick( const char* const _name );
}; };
class Buttons : public ControlGroup class Buttons : public ControlGroup
{ {
public: public:
Buttons( const char* const _name ); Buttons( const char* const _name );
template <typename C> template <typename C>
void GetState( C* const buttons, const C* bitmasks ) void GetState( C* const buttons, const C* bitmasks )
{ {
std::vector<Control*>::iterator i = controls.begin(), std::vector<Control*>::iterator i = controls.begin(),
e = controls.end(); e = controls.end();
for ( ; i!=e; ++i, ++bitmasks ) for ( ; i!=e; ++i, ++bitmasks )
if ( (*i)->control_ref->State() > settings[0]->value ) // threshold if ( (*i)->control_ref->State() > settings[0]->value ) // threshold
*buttons |= *bitmasks; *buttons |= *bitmasks;
} }
}; };
class MixedTriggers : public ControlGroup class MixedTriggers : public ControlGroup
{ {
public: public:
template <typename C, typename S> template <typename C, typename S>
void GetState( C* const digital, const C* bitmasks, S* analog, const unsigned int range ) void GetState( C* const digital, const C* bitmasks, S* analog, const unsigned int range )
{ {
const unsigned int trig_count = ((unsigned int) (controls.size() / 2)); const unsigned int trig_count = ((unsigned int) (controls.size() / 2));
for ( unsigned int i=0; i<trig_count; ++i,++bitmasks,++analog ) for ( unsigned int i=0; i<trig_count; ++i,++bitmasks,++analog )
{ {
if ( controls[i]->control_ref->State() > settings[0]->value ) //threshold if ( controls[i]->control_ref->State() > settings[0]->value ) //threshold
{ {
*analog = range; *analog = range;
*digital |= *bitmasks; *digital |= *bitmasks;
} }
else else
*analog = S(controls[i+trig_count]->control_ref->State() * range); *analog = S(controls[i+trig_count]->control_ref->State() * range);
} }
} }
MixedTriggers( const char* const _name ); MixedTriggers( const char* const _name );
}; };
virtual ~ControllerEmu(); virtual ~ControllerEmu();
virtual std::string GetName() const = 0; virtual std::string GetName() const = 0;
void LoadConfig( IniFile::Section& sec ); void LoadConfig( IniFile::Section& sec );
void SaveConfig( IniFile::Section& sec ); void SaveConfig( IniFile::Section& sec );
void UpdateDefaultDevice(); void UpdateDefaultDevice();
void UpdateReferences( ControllerInterface& devi ); void UpdateReferences( ControllerInterface& devi );
std::vector< ControlGroup* > groups; std::vector< ControlGroup* > groups;
ControllerInterface::DeviceQualifier default_device; ControllerInterface::DeviceQualifier default_device;
}; };
#endif #endif

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@ -1,97 +1,97 @@
#include "GCPad.h" #include "GCPad.h"
// this is all temporary, but sticking with the padspecs ...for now // this is all temporary, but sticking with the padspecs ...for now
const u16 button_bitmasks[] = const u16 button_bitmasks[] =
{ {
PAD_BUTTON_A, PAD_BUTTON_A,
PAD_BUTTON_B, PAD_BUTTON_B,
PAD_BUTTON_X, PAD_BUTTON_X,
PAD_BUTTON_Y, PAD_BUTTON_Y,
PAD_TRIGGER_Z, PAD_TRIGGER_Z,
PAD_BUTTON_START PAD_BUTTON_START
}; };
const u16 trigger_bitmasks[] = const u16 trigger_bitmasks[] =
{ {
PAD_TRIGGER_L, PAD_TRIGGER_L,
PAD_TRIGGER_R, PAD_TRIGGER_R,
}; };
const u16 dpad_bitmasks[] = const u16 dpad_bitmasks[] =
{ {
PAD_BUTTON_UP, PAD_BUTTON_DOWN, PAD_BUTTON_LEFT, PAD_BUTTON_RIGHT PAD_BUTTON_UP, PAD_BUTTON_DOWN, PAD_BUTTON_LEFT, PAD_BUTTON_RIGHT
}; };
const char* const named_buttons[] = const char* const named_buttons[] =
{ {
"A", "A",
"B", "B",
"X", "X",
"Y", "Y",
"Z", "Z",
"Start", "Start",
}; };
const char* const named_triggers[] = const char* const named_triggers[] =
{ {
"L", "R", "L-Analog", "R-Analog" "L", "R", "L-Analog", "R-Analog"
}; };
GCPad::GCPad( const unsigned int index ) : m_index(index) GCPad::GCPad( const unsigned int index ) : m_index(index)
{ {
// buttons // buttons
groups.push_back( m_buttons = new Buttons( "Buttons" ) ); groups.push_back( m_buttons = new Buttons( "Buttons" ) );
for ( unsigned int i=0; i < sizeof(named_buttons)/sizeof(*named_buttons); ++i ) for ( unsigned int i=0; i < sizeof(named_buttons)/sizeof(*named_buttons); ++i )
m_buttons->controls.push_back( new ControlGroup::Input( named_buttons[i] ) ); m_buttons->controls.push_back( new ControlGroup::Input( named_buttons[i] ) );
// sticks // sticks
groups.push_back( m_main_stick = new AnalogStick( "Main Stick" ) ); groups.push_back( m_main_stick = new AnalogStick( "Main Stick" ) );
groups.push_back( m_c_stick = new AnalogStick( "C-Stick" ) ); groups.push_back( m_c_stick = new AnalogStick( "C-Stick" ) );
// triggers // triggers
groups.push_back( m_triggers = new MixedTriggers( "Triggers" ) ); groups.push_back( m_triggers = new MixedTriggers( "Triggers" ) );
for ( unsigned int i=0; i < sizeof(named_triggers)/sizeof(*named_triggers); ++i ) for ( unsigned int i=0; i < sizeof(named_triggers)/sizeof(*named_triggers); ++i )
m_triggers->controls.push_back( new ControlGroup::Input( named_triggers[i] ) ); m_triggers->controls.push_back( new ControlGroup::Input( named_triggers[i] ) );
// dpad // dpad
groups.push_back( m_dpad = new Buttons( "D-Pad" ) ); groups.push_back( m_dpad = new Buttons( "D-Pad" ) );
for ( unsigned int i=0; i < 4; ++i ) for ( unsigned int i=0; i < 4; ++i )
m_dpad->controls.push_back( new ControlGroup::Input( named_directions[i] ) ); m_dpad->controls.push_back( new ControlGroup::Input( named_directions[i] ) );
// rumble // rumble
groups.push_back( m_rumble = new ControlGroup( "Rumble" ) ); groups.push_back( m_rumble = new ControlGroup( "Rumble" ) );
m_rumble->controls.push_back( new ControlGroup::Output( "Motor" ) ); m_rumble->controls.push_back( new ControlGroup::Output( "Motor" ) );
} }
std::string GCPad::GetName() const std::string GCPad::GetName() const
{ {
return std::string("GCPad") + char('1'+m_index); return std::string("GCPad") + char('1'+m_index);
} }
void GCPad::GetInput( SPADStatus* const pad ) void GCPad::GetInput( SPADStatus* const pad )
{ {
std::vector< ControlGroup::Control* >::iterator i,e; std::vector< ControlGroup::Control* >::iterator i,e;
// buttons // buttons
m_buttons->GetState( &pad->button, button_bitmasks ); m_buttons->GetState( &pad->button, button_bitmasks );
// TODO: set analog A/B to full or w/e // TODO: set analog A/B to full or w/e
// dpad // dpad
m_dpad->GetState( &pad->button, dpad_bitmasks ); m_dpad->GetState( &pad->button, dpad_bitmasks );
// sticks // sticks
m_main_stick->GetState( &pad->stickX, &pad->stickY, 0x80, 127 ); m_main_stick->GetState( &pad->stickX, &pad->stickY, 0x80, 127 );
m_c_stick->GetState( &pad->substickX, &pad->substickY, 0x80, 127 ); m_c_stick->GetState( &pad->substickX, &pad->substickY, 0x80, 127 );
// triggers // triggers
m_triggers->GetState( &pad->button, trigger_bitmasks, &pad->triggerLeft, 0xFF ); m_triggers->GetState( &pad->button, trigger_bitmasks, &pad->triggerLeft, 0xFF );
} }
void GCPad::SetOutput( const bool on ) void GCPad::SetOutput( const bool on )
{ {
m_rumble->controls[0]->control_ref->State( on ); m_rumble->controls[0]->control_ref->State( on );
} }

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@ -1,31 +1,31 @@
#ifndef _CONEMU_GCPAD_H_ #ifndef _CONEMU_GCPAD_H_
#define _CONEMU_GCPAD_H_ #define _CONEMU_GCPAD_H_
#include "../../ControllerEmu.h" #include "../../ControllerEmu.h"
class GCPad : public ControllerEmu class GCPad : public ControllerEmu
{ {
public: public:
GCPad( const unsigned int index ); GCPad( const unsigned int index );
void GetInput( SPADStatus* const pad ); void GetInput( SPADStatus* const pad );
void SetOutput( const bool on ); void SetOutput( const bool on );
std::string GetName() const; std::string GetName() const;
private: private:
Buttons* m_buttons; Buttons* m_buttons;
AnalogStick* m_main_stick; AnalogStick* m_main_stick;
AnalogStick* m_c_stick; AnalogStick* m_c_stick;
Buttons* m_dpad; Buttons* m_dpad;
MixedTriggers* m_triggers; MixedTriggers* m_triggers;
ControlGroup* m_rumble; ControlGroup* m_rumble;
const unsigned int m_index; const unsigned int m_index;
}; };
#endif #endif

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@ -1,257 +1,257 @@
#include "Wiimote.h" #include "Wiimote.h"
// buttons // buttons
#define WIIMOTE_PAD_LEFT 0x01 #define WIIMOTE_PAD_LEFT 0x01
#define WIIMOTE_PAD_RIGHT 0x02 #define WIIMOTE_PAD_RIGHT 0x02
#define WIIMOTE_PAD_DOWN 0x04 #define WIIMOTE_PAD_DOWN 0x04
#define WIIMOTE_PAD_UP 0x08 #define WIIMOTE_PAD_UP 0x08
#define WIIMOTE_PLUS 0x10 #define WIIMOTE_PLUS 0x10
#define WIIMOTE_TWO 0x0100 #define WIIMOTE_TWO 0x0100
#define WIIMOTE_ONE 0x0200 #define WIIMOTE_ONE 0x0200
#define WIIMOTE_B 0x0400 #define WIIMOTE_B 0x0400
#define WIIMOTE_A 0x0800 #define WIIMOTE_A 0x0800
#define WIIMOTE_MINUS 0x1000 #define WIIMOTE_MINUS 0x1000
#define WIIMOTE_HOME 0x8000 #define WIIMOTE_HOME 0x8000
// reports // reports
#define REPORT_UNKNOWN 0x10 #define REPORT_UNKNOWN 0x10
#define REPORT_LEDS 0x11 #define REPORT_LEDS 0x11
#define REPORT_DATA_MODE 0x12 #define REPORT_DATA_MODE 0x12
#define REPORT_IR_ENABLE 0x13 #define REPORT_IR_ENABLE 0x13
#define REPORT_SPEAKER_ENABLE 0x14 #define REPORT_SPEAKER_ENABLE 0x14
#define REPORT_STATUS_REQUEST 0x15 #define REPORT_STATUS_REQUEST 0x15
#define REPORT_WRITE_MEMORY 0x16 #define REPORT_WRITE_MEMORY 0x16
#define REPORT_READ_MEMORY 0x17 #define REPORT_READ_MEMORY 0x17
#define REPORT_SPEAKER_DATA 0x18 #define REPORT_SPEAKER_DATA 0x18
#define REPORT_SPEAKER_MUTE 0x19 #define REPORT_SPEAKER_MUTE 0x19
#define REPORT_IR_ENABLE_2 0x1a #define REPORT_IR_ENABLE_2 0x1a
#define REPORT_STATUS 0x20 #define REPORT_STATUS 0x20
#define REPORT_READ_MEMORY_DATA 0x21 #define REPORT_READ_MEMORY_DATA 0x21
#define REPORT_ACKNOWLEDGE_OUTPUT 0x22 #define REPORT_ACKNOWLEDGE_OUTPUT 0x22
//#define REPORT_DATA_REPORTS 0x30-0x3f //#define REPORT_DATA_REPORTS 0x30-0x3f
// reporting modes // reporting modes
#define REPORT_MODE_CORE 0x30 #define REPORT_MODE_CORE 0x30
#define REPORT_MODE_CORE_ACCEL 0x31 #define REPORT_MODE_CORE_ACCEL 0x31
#define REPORT_MODE_CORE_EXTEN8 0x32 #define REPORT_MODE_CORE_EXTEN8 0x32
#define REPORT_MODE_CORE_ACCEL_IR12 0x33 #define REPORT_MODE_CORE_ACCEL_IR12 0x33
#define REPORT_MODE_CORE_EXTEN19 0x34 #define REPORT_MODE_CORE_EXTEN19 0x34
#define REPORT_MODE_CORE_ACCEL_EXTEN16 0x35 #define REPORT_MODE_CORE_ACCEL_EXTEN16 0x35
#define REPORT_MODE_CORE_IR10_EXTEN9 0x36 #define REPORT_MODE_CORE_IR10_EXTEN9 0x36
#define REPORT_MODE_CORE_ACCEL_IR10_EXTEN6 0x37 #define REPORT_MODE_CORE_ACCEL_IR10_EXTEN6 0x37
#define REPORT_MODE_EXTEN21 0x3d #define REPORT_MODE_EXTEN21 0x3d
#define REPORT_MODE_IL_CORE_ACCEL_IR36_1 0x3e #define REPORT_MODE_IL_CORE_ACCEL_IR36_1 0x3e
#define REPORT_MODE_IL_CORE_ACCEL_IR36_2 0x3f #define REPORT_MODE_IL_CORE_ACCEL_IR36_2 0x3f
// this is all temporary, but sticking with the padspecs ...for now // this is all temporary, but sticking with the padspecs ...for now
const u16 button_bitmasks[] = const u16 button_bitmasks[] =
{ {
WIIMOTE_A, WIIMOTE_B, WIIMOTE_ONE, WIIMOTE_TWO, WIIMOTE_MINUS, WIIMOTE_PLUS, WIIMOTE_HOME WIIMOTE_A, WIIMOTE_B, WIIMOTE_ONE, WIIMOTE_TWO, WIIMOTE_MINUS, WIIMOTE_PLUS, WIIMOTE_HOME
}; };
const u16 dpad_bitmasks[] = const u16 dpad_bitmasks[] =
{ {
WIIMOTE_PAD_UP, WIIMOTE_PAD_DOWN, WIIMOTE_PAD_LEFT, WIIMOTE_PAD_RIGHT WIIMOTE_PAD_UP, WIIMOTE_PAD_DOWN, WIIMOTE_PAD_LEFT, WIIMOTE_PAD_RIGHT
}; };
const char* const named_buttons[] = const char* const named_buttons[] =
{ {
"A", "A",
"B", "B",
"One", "One",
"Two", "Two",
"Minus", "Minus",
"Plus", "Plus",
"Home", "Home",
}; };
const char * const named_groups[] = const char * const named_groups[] =
{ {
"Buttons", "D-Pad" "Buttons", "D-Pad"
}; };
Wiimote::Wiimote( const unsigned int index ) : m_index(index), m_report_mode(REPORT_MODE_CORE) Wiimote::Wiimote( const unsigned int index ) : m_index(index), m_report_mode(REPORT_MODE_CORE)
{ {
// buttons // buttons
groups.push_back( m_buttons = new Buttons( named_groups[0] ) ); groups.push_back( m_buttons = new Buttons( named_groups[0] ) );
for ( unsigned int i=0; i < sizeof(named_buttons)/sizeof(*named_buttons); ++i ) for ( unsigned int i=0; i < sizeof(named_buttons)/sizeof(*named_buttons); ++i )
m_buttons->controls.push_back( new ControlGroup::Input( named_buttons[i] ) ); m_buttons->controls.push_back( new ControlGroup::Input( named_buttons[i] ) );
// dpad // dpad
groups.push_back( m_dpad = new Buttons( named_groups[1] ) ); groups.push_back( m_dpad = new Buttons( named_groups[1] ) );
for ( unsigned int i=0; i < 4; ++i ) for ( unsigned int i=0; i < 4; ++i )
m_dpad->controls.push_back( new ControlGroup::Input( named_directions[i] ) ); m_dpad->controls.push_back( new ControlGroup::Input( named_directions[i] ) );
// rumble // rumble
groups.push_back( m_rumble = new ControlGroup( "Rumble" ) ); groups.push_back( m_rumble = new ControlGroup( "Rumble" ) );
m_rumble->controls.push_back( new ControlGroup::Output( "Motor" ) ); m_rumble->controls.push_back( new ControlGroup::Output( "Motor" ) );
} }
std::string Wiimote::GetName() const std::string Wiimote::GetName() const
{ {
return std::string("Wiimote") + char('1'+m_index); return std::string("Wiimote") + char('1'+m_index);
} }
void Wiimote::Cycle() void Wiimote::Cycle()
{ {
HIDReport rpt; HIDReport rpt;
rpt << (u8)m_report_mode; rpt << (u8)m_report_mode;
switch ( m_report_mode ) switch ( m_report_mode )
{ {
//(a1) 30 BB BB //(a1) 30 BB BB
case REPORT_MODE_CORE : case REPORT_MODE_CORE :
{ {
u16 buttons; u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks ); m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks ); m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons; rpt << buttons;
} }
break; break;
//(a1) 31 BB BB AA AA AA //(a1) 31 BB BB AA AA AA
case REPORT_MODE_CORE_ACCEL : case REPORT_MODE_CORE_ACCEL :
{ {
u16 buttons; u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks ); m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks ); m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u16)0 << (u8)0; rpt << buttons << (u16)0 << (u8)0;
} }
break; break;
//(a1) 32 BB BB EE EE EE EE EE EE EE EE //(a1) 32 BB BB EE EE EE EE EE EE EE EE
case REPORT_MODE_CORE_EXTEN8 : case REPORT_MODE_CORE_EXTEN8 :
{ {
u16 buttons; u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks ); m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks ); m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0; rpt << buttons << (u64)0;
} }
break; break;
//(a1) 33 BB BB AA AA AA II II II II II II II II II II II II //(a1) 33 BB BB AA AA AA II II II II II II II II II II II II
case REPORT_MODE_CORE_ACCEL_IR12 : case REPORT_MODE_CORE_ACCEL_IR12 :
{ {
u16 buttons; u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks ); m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks ); m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0 << (u32)0 << (u16)0 << (u8)0; rpt << buttons << (u64)0 << (u32)0 << (u16)0 << (u8)0;
} }
break; break;
//(a1) 34 BB BB EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE //(a1) 34 BB BB EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE
case REPORT_MODE_CORE_EXTEN19 : case REPORT_MODE_CORE_EXTEN19 :
{ {
u16 buttons; u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks ); m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks ); m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0; rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0;
} }
break; break;
//(a1) 35 BB BB AA AA AA EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE //(a1) 35 BB BB AA AA AA EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE
case REPORT_MODE_CORE_ACCEL_EXTEN16 : case REPORT_MODE_CORE_ACCEL_EXTEN16 :
{ {
u16 buttons; u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks ); m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks ); m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0; rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0;
} }
break; break;
//(a1) 36 BB BB II II II II II II II II II II EE EE EE EE EE EE EE EE EE //(a1) 36 BB BB II II II II II II II II II II EE EE EE EE EE EE EE EE EE
case REPORT_MODE_CORE_IR10_EXTEN9 : case REPORT_MODE_CORE_IR10_EXTEN9 :
{ {
u16 buttons; u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks ); m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks ); m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0; rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0;
} }
break; break;
//(a1) 37 BB BB AA AA AA II II II II II II II II II II EE EE EE EE EE EE //(a1) 37 BB BB AA AA AA II II II II II II II II II II EE EE EE EE EE EE
case REPORT_MODE_CORE_ACCEL_IR10_EXTEN6 : case REPORT_MODE_CORE_ACCEL_IR10_EXTEN6 :
{ {
u16 buttons; u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks ); m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks ); m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0; rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0;
} }
break; break;
//(a1) 3d EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE //(a1) 3d EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE EE
case REPORT_MODE_EXTEN21 : case REPORT_MODE_EXTEN21 :
{ {
u16 buttons; u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks ); m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks ); m_dpad->GetState( &buttons, dpad_bitmasks );
rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0; rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0;
} }
break; break;
//(a1) 3e/3f BB BB AA II II II II II II II II II II II II II II II II II II //(a1) 3e/3f BB BB AA II II II II II II II II II II II II II II II II II II
case REPORT_MODE_IL_CORE_ACCEL_IR36_1 : case REPORT_MODE_IL_CORE_ACCEL_IR36_1 :
case REPORT_MODE_IL_CORE_ACCEL_IR36_2 : case REPORT_MODE_IL_CORE_ACCEL_IR36_2 :
{ {
u16 buttons; u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks ); m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks ); m_dpad->GetState( &buttons, dpad_bitmasks );
//rpt << buttons << (u64)0 << (u64)0 << (u64)0 << (u64)0 << (u32)0 << (u8)0; //rpt << buttons << (u64)0 << (u64)0 << (u64)0 << (u64)0 << (u32)0 << (u8)0;
rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0; rpt << buttons << (u64)0 << (u64)0 << (u16)0 << (u8)0;
} }
break; break;
default : default :
break; break;
} }
} }
Wiimote& Wiimote::operator<<( HIDReport& rpt_in ) Wiimote& Wiimote::operator<<( HIDReport& rpt_in )
{ {
const u8 report_id = rpt_in.front(); rpt_in.pop(); const u8 report_id = rpt_in.front(); rpt_in.pop();
HIDReport rpt_out; HIDReport rpt_out;
switch ( report_id ) switch ( report_id )
{ {
case REPORT_LEDS : case REPORT_LEDS :
break; break;
case REPORT_DATA_MODE : case REPORT_DATA_MODE :
{ {
rpt_in.pop(); // continuous rpt_in.pop(); // continuous
m_report_mode = rpt_in.front(); m_report_mode = rpt_in.front();
} }
break; break;
case REPORT_IR_ENABLE : case REPORT_IR_ENABLE :
break; break;
case REPORT_SPEAKER_ENABLE : case REPORT_SPEAKER_ENABLE :
break; break;
case REPORT_STATUS_REQUEST : case REPORT_STATUS_REQUEST :
{ {
u16 buttons; u16 buttons;
m_buttons->GetState( &buttons, button_bitmasks ); m_buttons->GetState( &buttons, button_bitmasks );
m_dpad->GetState( &buttons, dpad_bitmasks ); m_dpad->GetState( &buttons, dpad_bitmasks );
rpt_out << (u8)REPORT_STATUS << buttons << (u16)0 << (u8)0 << (u8)0xFF; rpt_out << (u8)REPORT_STATUS << buttons << (u16)0 << (u8)0 << (u8)0xFF;
} }
break; break;
case REPORT_WRITE_MEMORY : case REPORT_WRITE_MEMORY :
break; break;
case REPORT_READ_MEMORY : case REPORT_READ_MEMORY :
break; break;
case REPORT_SPEAKER_DATA : case REPORT_SPEAKER_DATA :
break; break;
case REPORT_SPEAKER_MUTE : case REPORT_SPEAKER_MUTE :
break; break;
case REPORT_IR_ENABLE_2 : case REPORT_IR_ENABLE_2 :
break; break;
case REPORT_STATUS : case REPORT_STATUS :
break; break;
case REPORT_READ_MEMORY_DATA : case REPORT_READ_MEMORY_DATA :
break; break;
case REPORT_ACKNOWLEDGE_OUTPUT : case REPORT_ACKNOWLEDGE_OUTPUT :
break; break;
default : default :
break; break;
} }
return *this; return *this;
} }

View File

@ -1,46 +1,46 @@
#ifndef _CONEMU_WIIMOTE_H_ #ifndef _CONEMU_WIIMOTE_H_
#define _CONEMU_WIIMOTE_H_ #define _CONEMU_WIIMOTE_H_
#include "../../ControllerEmu.h" #include "../../ControllerEmu.h"
#include <queue> #include <queue>
class HIDReport : public std::queue<u8> class HIDReport : public std::queue<u8>
{ {
public: public:
template <typename T> template <typename T>
HIDReport& operator<<( const T& t ) HIDReport& operator<<( const T& t )
{ {
const u8* const e = ((u8*)&t) + sizeof(t); const u8* const e = ((u8*)&t) + sizeof(t);
const u8* i = (u8*)&t; const u8* i = (u8*)&t;
for ( ;i<e; ++i ) for ( ;i<e; ++i )
push(*i); push(*i);
return *this; return *this;
} }
}; };
class Wiimote : public ControllerEmu class Wiimote : public ControllerEmu
{ {
public: public:
Wiimote( const unsigned int index ); Wiimote( const unsigned int index );
void Cycle(); void Cycle();
Wiimote& operator<<( HIDReport& ); Wiimote& operator<<( HIDReport& );
std::string GetName() const; std::string GetName() const;
private: private:
Buttons* m_buttons; Buttons* m_buttons;
Buttons* m_dpad; Buttons* m_dpad;
ControlGroup* m_rumble; ControlGroup* m_rumble;
// TODO: add forces // TODO: add forces
// TODO: add ir // TODO: add ir
const unsigned int m_index; const unsigned int m_index;
unsigned int m_report_mode; unsigned int m_report_mode;
}; };
#endif #endif

View File

@ -1,249 +1,249 @@
#ifndef _DEVICEINTERFACE_H_ #ifndef _DEVICEINTERFACE_H_
#define _DEVICEINTERFACE_H_ #define _DEVICEINTERFACE_H_
#include <vector> #include <vector>
#include <string> #include <string>
#include <sstream> #include <sstream>
#include <map> #include <map>
#include <algorithm> #include <algorithm>
// enable disable sources // enable disable sources
#ifdef _WIN32 #ifdef _WIN32
#define CIFACE_USE_XINPUT #define CIFACE_USE_XINPUT
#define CIFACE_USE_DIRECTINPUT_JOYSTICK #define CIFACE_USE_DIRECTINPUT_JOYSTICK
#define CIFACE_USE_DIRECTINPUT_KBM #define CIFACE_USE_DIRECTINPUT_KBM
#define CIFACE_USE_DIRECTINPUT #define CIFACE_USE_DIRECTINPUT
#endif #endif
#if defined(HAVE_X11) && HAVE_X11 #if defined(HAVE_X11) && HAVE_X11
// Xlib is not tested at all currently, it is like 80% complete at least though // Xlib is not tested at all currently, it is like 80% complete at least though
#define CIFACE_USE_XLIB #define CIFACE_USE_XLIB
#endif #endif
#ifndef CIFACE_USE_DIRECTINPUT_JOYSTICK #ifndef CIFACE_USE_DIRECTINPUT_JOYSTICK
#define CIFACE_USE_SDL #define CIFACE_USE_SDL
#endif #endif
// idk in case i wanted to change it to double or somethin, idk what's best // idk in case i wanted to change it to double or somethin, idk what's best
typedef float ControlState; typedef float ControlState;
// //
// ControllerInterface // ControllerInterface
// //
// some crazy shit i made to control different device inputs and outputs // some crazy shit i made to control different device inputs and outputs
// from lots of different sources, hopefully more easily // from lots of different sources, hopefully more easily
// //
class ControllerInterface class ControllerInterface
{ {
public: public:
// //
// Device // Device
// //
// Pretty obviously, a device class // Pretty obviously, a device class
// //
class Device class Device
{ {
public: public:
// //
// Control // Control
// //
// control includes inputs and outputs // control includes inputs and outputs
// //
class Control // input or output class Control // input or output
{ {
public: public:
virtual std::string GetName() const = 0; virtual std::string GetName() const = 0;
}; };
// //
// Input // Input
// //
// an input on a device // an input on a device
// //
class Input : public Control class Input : public Control
{ {
public: public:
virtual ~Input() {} virtual ~Input() {}
}; };
// //
// Output // Output
// //
// guess wut it is, yup and output // guess wut it is, yup and output
// //
class Output : public Control class Output : public Control
{ {
public: public:
virtual ~Output() {} virtual ~Output() {}
}; };
virtual ~Device(); virtual ~Device();
virtual std::string GetName() const = 0; virtual std::string GetName() const = 0;
virtual int GetId() const = 0; virtual int GetId() const = 0;
virtual std::string GetSource() const = 0; virtual std::string GetSource() const = 0;
virtual ControlState GetInputState( const Input* const input ) = 0; virtual ControlState GetInputState( const Input* const input ) = 0;
virtual void SetOutputState( const Output* const output, const ControlState state ) = 0; virtual void SetOutputState( const Output* const output, const ControlState state ) = 0;
virtual bool UpdateInput() = 0; virtual bool UpdateInput() = 0;
virtual bool UpdateOutput() = 0; virtual bool UpdateOutput() = 0;
virtual void ClearInputState(); virtual void ClearInputState();
const std::vector< Input* >& Inputs(); const std::vector< Input* >& Inputs();
const std::vector< Output* >& Outputs(); const std::vector< Output* >& Outputs();
protected: protected:
std::vector<Input*> inputs; std::vector<Input*> inputs;
std::vector<Output*> outputs; std::vector<Output*> outputs;
}; };
// //
// DeviceQualifier // DeviceQualifier
// //
// device qualifier used to match devices // device qualifier used to match devices
// currently has ( source, id, name ) properties which match a device // currently has ( source, id, name ) properties which match a device
// //
class DeviceQualifier class DeviceQualifier
{ {
public: public:
DeviceQualifier() : id(-1){} DeviceQualifier() : id(-1){}
DeviceQualifier( const std::string& _source, const int _id, const std::string& _name ) DeviceQualifier( const std::string& _source, const int _id, const std::string& _name )
: source(_source), id(_id), name(_name) {} : source(_source), id(_id), name(_name) {}
bool operator==(const Device* const dev) const; bool operator==(const Device* const dev) const;
void FromDevice(const Device* const dev); void FromDevice(const Device* const dev);
void FromString(const std::string& str); void FromString(const std::string& str);
std::string ToString() const; std::string ToString() const;
std::string source; std::string source;
int id; int id;
std::string name; std::string name;
}; };
// //
// ControlQualifier // ControlQualifier
// //
// control qualifier includes input and output qualifiers // control qualifier includes input and output qualifiers
// used to match controls on devices, only has name property // used to match controls on devices, only has name property
// |input1|input2| form as well, || matches anything, might change this to * or something // |input1|input2| form as well, || matches anything, might change this to * or something
// //
class ControlQualifier class ControlQualifier
{ {
public: public:
ControlQualifier() {}; ControlQualifier() {};
ControlQualifier( const std::string& _name ) : name(_name) {} ControlQualifier( const std::string& _name ) : name(_name) {}
virtual bool operator==(const Device::Control* const in) const; virtual bool operator==(const Device::Control* const in) const;
void FromControl(const Device::Control* const in); void FromControl(const Device::Control* const in);
std::string name; std::string name;
}; };
// //
// InputQualifier // InputQualifier
// //
// ControlQualifier for inputs // ControlQualifier for inputs
// //
class InputQualifier : public ControlQualifier class InputQualifier : public ControlQualifier
{ {
public: public:
InputQualifier() {}; InputQualifier() {};
InputQualifier( const std::string& _name ) : ControlQualifier(_name) {} InputQualifier( const std::string& _name ) : ControlQualifier(_name) {}
}; };
// //
// OutputQualifier // OutputQualifier
// //
// ControlQualifier for outputs // ControlQualifier for outputs
// //
class OutputQualifier : public ControlQualifier class OutputQualifier : public ControlQualifier
{ {
public: public:
OutputQualifier() {}; OutputQualifier() {};
OutputQualifier( const std::string& _name ) : ControlQualifier(_name) {} OutputQualifier( const std::string& _name ) : ControlQualifier(_name) {}
}; };
// //
// ControlReference // ControlReference
// //
// these are what you create to actually use the inputs, InputReference or OutputReference // these are what you create to actually use the inputs, InputReference or OutputReference
// they have a vector < struct { device , vector < controls > } > // they have a vector < struct { device , vector < controls > } >
// //
// after being binded to devices and controls with ControllerInterface::UpdateReference, // after being binded to devices and controls with ControllerInterface::UpdateReference,
// each one can binded to a devices, and 0+ controls the device // each one can binded to a devices, and 0+ controls the device
// ControlReference can update its own controls when you change its control qualifier // ControlReference can update its own controls when you change its control qualifier
// using ControlReference::UpdateControls but when you change its device qualifer // using ControlReference::UpdateControls but when you change its device qualifer
// you must use ControllerInterface::UpdateReference // you must use ControllerInterface::UpdateReference
// //
class ControlReference class ControlReference
{ {
public: public:
ControlReference( const bool _is_input ) : range(1), is_input(_is_input), device(NULL) {} ControlReference( const bool _is_input ) : range(1), is_input(_is_input), device(NULL) {}
virtual ControlState State( const ControlState state = 0 ) = 0; virtual ControlState State( const ControlState state = 0 ) = 0;
virtual bool Detect( const unsigned int ms, const unsigned int count = 1 ) = 0; virtual bool Detect( const unsigned int ms, const unsigned int count = 1 ) = 0;
virtual void UpdateControls() = 0; virtual void UpdateControls() = 0;
ControlState range; ControlState range;
DeviceQualifier device_qualifier; DeviceQualifier device_qualifier;
ControlQualifier control_qualifier; ControlQualifier control_qualifier;
const bool is_input; const bool is_input;
Device* device; Device* device;
std::vector<Device::Control*> controls; std::vector<Device::Control*> controls;
}; };
// //
// InputReference // InputReference
// //
// control reference for inputs // control reference for inputs
// //
class InputReference : public ControlReference class InputReference : public ControlReference
{ {
public: public:
InputReference() : ControlReference( true ) {} InputReference() : ControlReference( true ) {}
ControlState State( const ControlState state ); ControlState State( const ControlState state );
bool Detect( const unsigned int ms, const unsigned int count ); bool Detect( const unsigned int ms, const unsigned int count );
void UpdateControls(); void UpdateControls();
unsigned int mode; unsigned int mode;
}; };
// //
// OutputReference // OutputReference
// //
// control reference for outputs // control reference for outputs
// //
class OutputReference : public ControlReference class OutputReference : public ControlReference
{ {
public: public:
OutputReference() : ControlReference( false ) {} OutputReference() : ControlReference( false ) {}
ControlState State( const ControlState state ); ControlState State( const ControlState state );
bool Detect( const unsigned int ms, const unsigned int count ); bool Detect( const unsigned int ms, const unsigned int count );
void UpdateControls(); void UpdateControls();
}; };
ControllerInterface() : m_is_init(false) {} ControllerInterface() : m_is_init(false) {}
void SetHwnd( void* const hwnd ); void SetHwnd( void* const hwnd );
void Init(); void Init();
void DeInit(); void DeInit();
bool IsInit(); bool IsInit();
void UpdateReference( ControlReference* control ); void UpdateReference( ControlReference* control );
bool UpdateInput(); bool UpdateInput();
bool UpdateOutput(); bool UpdateOutput();
const std::vector<Device*>& Devices(); const std::vector<Device*>& Devices();
private: private:
bool m_is_init; bool m_is_init;
std::vector<Device*> m_devices; std::vector<Device*> m_devices;
void* m_hwnd; void* m_hwnd;
}; };
#endif #endif

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@ -1,35 +1,35 @@
#include "../ControllerInterface.h" #include "../ControllerInterface.h"
#ifdef CIFACE_USE_DIRECTINPUT #ifdef CIFACE_USE_DIRECTINPUT
#include "DirectInput.h" #include "DirectInput.h"
#pragma comment(lib, "Dinput8.lib") #pragma comment(lib, "Dinput8.lib")
#pragma comment(lib, "dxguid.lib") #pragma comment(lib, "dxguid.lib")
namespace ciface namespace ciface
{ {
namespace DirectInput namespace DirectInput
{ {
void Init( std::vector<ControllerInterface::Device*>& devices/*, HWND hwnd*/ ) void Init( std::vector<ControllerInterface::Device*>& devices/*, HWND hwnd*/ )
{ {
IDirectInput8* idi8; IDirectInput8* idi8;
if ( DI_OK != DirectInput8Create( GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (LPVOID*)&idi8, NULL ) ) if ( DI_OK != DirectInput8Create( GetModuleHandle(NULL), DIRECTINPUT_VERSION, IID_IDirectInput8, (LPVOID*)&idi8, NULL ) )
return; return;
#ifdef CIFACE_USE_DIRECTINPUT_KBM #ifdef CIFACE_USE_DIRECTINPUT_KBM
InitKeyboardMouse( idi8, devices ); InitKeyboardMouse( idi8, devices );
#endif #endif
#ifdef CIFACE_USE_DIRECTINPUT_JOYSTICK #ifdef CIFACE_USE_DIRECTINPUT_JOYSTICK
InitJoystick( idi8, devices/*, hwnd*/ ); InitJoystick( idi8, devices/*, hwnd*/ );
#endif #endif
idi8->Release(); idi8->Release();
} }
} }
} }
#endif #endif

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@ -1,29 +1,29 @@
#ifndef _CIFACE_DIRECTINPUT_H_ #ifndef _CIFACE_DIRECTINPUT_H_
#define _CIFACE_DIRECTINPUT_H_ #define _CIFACE_DIRECTINPUT_H_
#include "../ControllerInterface.h" #include "../ControllerInterface.h"
#define DIRECTINPUT_VERSION 0x0800 #define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN
#define NOMINMAX #define NOMINMAX
#include <Windows.h> #include <Windows.h>
#include <dinput.h> #include <dinput.h>
#ifdef CIFACE_USE_DIRECTINPUT_JOYSTICK #ifdef CIFACE_USE_DIRECTINPUT_JOYSTICK
#include "DirectInputJoystick.h" #include "DirectInputJoystick.h"
#endif #endif
#ifdef CIFACE_USE_DIRECTINPUT_KBM #ifdef CIFACE_USE_DIRECTINPUT_KBM
#include "DirectInputKeyboardMouse.h" #include "DirectInputKeyboardMouse.h"
#endif #endif
namespace ciface namespace ciface
{ {
namespace DirectInput namespace DirectInput
{ {
void Init( std::vector<ControllerInterface::Device*>& devices/*, HWND hwnd*/ ); void Init( std::vector<ControllerInterface::Device*>& devices/*, HWND hwnd*/ );
} }
} }
#endif #endif

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@ -1,137 +1,137 @@
#ifndef _CIFACE_DIRECTINPUT_JOYSTICK_H_ #ifndef _CIFACE_DIRECTINPUT_JOYSTICK_H_
#define _CIFACE_DIRECTINPUT_JOYSTICK_H_ #define _CIFACE_DIRECTINPUT_JOYSTICK_H_
#include "../ControllerInterface.h" #include "../ControllerInterface.h"
#define DIRECTINPUT_VERSION 0x0800 #define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN
#define NOMINMAX #define NOMINMAX
#include <Windows.h> #include <Windows.h>
#include <dinput.h> #include <dinput.h>
#ifdef CIFACE_USE_XINPUT #ifdef CIFACE_USE_XINPUT
// this takes so long, idk if it should be enabled :( // this takes so long, idk if it should be enabled :(
#define NO_DUPLICATE_DINPUT_XINPUT #define NO_DUPLICATE_DINPUT_XINPUT
#include <wbemidl.h> #include <wbemidl.h>
#include <oleauto.h> #include <oleauto.h>
#endif #endif
namespace ciface namespace ciface
{ {
namespace DirectInput namespace DirectInput
{ {
void InitJoystick( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices/*, HWND hwnd*/ ); void InitJoystick( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices/*, HWND hwnd*/ );
class Joystick : public ControllerInterface::Device class Joystick : public ControllerInterface::Device
{ {
friend class ControllerInterface; friend class ControllerInterface;
friend class ControllerInterface::ControlReference; friend class ControllerInterface::ControlReference;
protected: protected:
struct EffectState struct EffectState
{ {
EffectState( LPDIRECTINPUTEFFECT eff ) : changed(0), iface(eff) {} EffectState( LPDIRECTINPUTEFFECT eff ) : changed(0), iface(eff) {}
LPDIRECTINPUTEFFECT iface; LPDIRECTINPUTEFFECT iface;
ControlState magnitude; ControlState magnitude;
bool changed; bool changed;
}; };
class Input : public ControllerInterface::Device::Input class Input : public ControllerInterface::Device::Input
{ {
friend class Joystick; friend class Joystick;
protected: protected:
virtual ControlState GetState( const DIJOYSTATE* const joystate ) = 0; virtual ControlState GetState( const DIJOYSTATE* const joystate ) = 0;
}; };
// can probably eliminate this base class // can probably eliminate this base class
class Output : public ControllerInterface::Device::Output class Output : public ControllerInterface::Device::Output
{ {
friend class Joystick; friend class Joystick;
protected: protected:
virtual void SetState( const ControlState state, EffectState* const joystate ) = 0; virtual void SetState( const ControlState state, EffectState* const joystate ) = 0;
}; };
class Button : public Input class Button : public Input
{ {
friend class Joystick; friend class Joystick;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Button( const unsigned int index ) : m_index(index) {} Button( const unsigned int index ) : m_index(index) {}
ControlState GetState( const DIJOYSTATE* const joystate ); ControlState GetState( const DIJOYSTATE* const joystate );
private: private:
const unsigned int m_index; const unsigned int m_index;
}; };
class Axis : public Input class Axis : public Input
{ {
friend class Joystick; friend class Joystick;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Axis( const unsigned int index, const LONG base, const LONG range ) : m_index(index), m_base(base), m_range(range) {} Axis( const unsigned int index, const LONG base, const LONG range ) : m_index(index), m_base(base), m_range(range) {}
ControlState GetState( const DIJOYSTATE* const joystate ); ControlState GetState( const DIJOYSTATE* const joystate );
private: private:
const unsigned int m_index; const unsigned int m_index;
const LONG m_base; const LONG m_base;
const LONG m_range; const LONG m_range;
}; };
class Hat : public Input class Hat : public Input
{ {
friend class Joystick; friend class Joystick;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Hat( const unsigned int index, const unsigned int direction ) : m_index(index), m_direction(direction) {} Hat( const unsigned int index, const unsigned int direction ) : m_index(index), m_direction(direction) {}
ControlState GetState( const DIJOYSTATE* const joystate ); ControlState GetState( const DIJOYSTATE* const joystate );
private: private:
const unsigned int m_index; const unsigned int m_index;
const unsigned int m_direction; const unsigned int m_direction;
}; };
class Force : public Output class Force : public Output
{ {
friend class Joystick; friend class Joystick;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Force( const unsigned int index ) : m_index(index) {} Force( const unsigned int index ) : m_index(index) {}
void SetState( const ControlState state, EffectState* const joystate ); void SetState( const ControlState state, EffectState* const joystate );
private: private:
const unsigned int m_index; const unsigned int m_index;
}; };
bool UpdateInput(); bool UpdateInput();
bool UpdateOutput(); bool UpdateOutput();
ControlState GetInputState( const ControllerInterface::Device::Input* const input ); ControlState GetInputState( const ControllerInterface::Device::Input* const input );
void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state ); void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
void ClearInputState(); void ClearInputState();
public: public:
Joystick( /*const LPCDIDEVICEINSTANCE lpddi, */const LPDIRECTINPUTDEVICE8 device, const unsigned int index ); Joystick( /*const LPCDIDEVICEINSTANCE lpddi, */const LPDIRECTINPUTDEVICE8 device, const unsigned int index );
~Joystick(); ~Joystick();
std::string GetName() const; std::string GetName() const;
int GetId() const; int GetId() const;
std::string GetSource() const; std::string GetSource() const;
private: private:
const LPDIRECTINPUTDEVICE8 m_device; const LPDIRECTINPUTDEVICE8 m_device;
const unsigned int m_index; const unsigned int m_index;
//const std::string m_name; //const std::string m_name;
DIJOYSTATE m_state_in; DIJOYSTATE m_state_in;
std::vector<EffectState> m_state_out; std::vector<EffectState> m_state_out;
bool m_must_poll; bool m_must_poll;
}; };
} }
} }
#endif #endif

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@ -1,269 +1,269 @@
#include "../ControllerInterface.h" #include "../ControllerInterface.h"
#ifdef CIFACE_USE_DIRECTINPUT_KBM #ifdef CIFACE_USE_DIRECTINPUT_KBM
#include "DirectInputKeyboardMouse.h" #include "DirectInputKeyboardMouse.h"
// TODO: maybe add a ClearInputState function to this device // TODO: maybe add a ClearInputState function to this device
// (lower would be more sensitive) user can lower sensitivity by setting range // (lower would be more sensitive) user can lower sensitivity by setting range
// seems decent here ( at 8 ), I dont think anyone would need more sensitive than this // seems decent here ( at 8 ), I dont think anyone would need more sensitive than this
// and user can lower it much farther than they would want to with the range // and user can lower it much farther than they would want to with the range
#define MOUSE_AXIS_SENSITIVITY 8 #define MOUSE_AXIS_SENSITIVITY 8
// if input hasn't been received for this many ms, mouse input will be skipped // if input hasn't been received for this many ms, mouse input will be skipped
// otherwise it is just some crazy value // otherwise it is just some crazy value
#define DROP_INPUT_TIME 250 #define DROP_INPUT_TIME 250
namespace ciface namespace ciface
{ {
namespace DirectInput namespace DirectInput
{ {
struct struct
{ {
const BYTE code; const BYTE code;
const char* const name; const char* const name;
} named_keys[] = } named_keys[] =
{ {
#include "NamedKeys.h" #include "NamedKeys.h"
}; };
struct struct
{ {
const BYTE code; const BYTE code;
const char* const name; const char* const name;
} named_lights[] = } named_lights[] =
{ {
{ VK_NUMLOCK, "NUM LOCK" }, { VK_NUMLOCK, "NUM LOCK" },
{ VK_CAPITAL, "CAPS LOCK" }, { VK_CAPITAL, "CAPS LOCK" },
{ VK_SCROLL, "SCROLL LOCK" } { VK_SCROLL, "SCROLL LOCK" }
}; };
void InitKeyboardMouse( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices ) void InitKeyboardMouse( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices )
{ {
// mouse and keyboard are a combined device, to allow shift+click and stuff // mouse and keyboard are a combined device, to allow shift+click and stuff
// if thats dumb, i will make a VirtualDevice class that just uses ranges of inputs/outputs from other devices // if thats dumb, i will make a VirtualDevice class that just uses ranges of inputs/outputs from other devices
// so there can be a separated Keyboard and mouse, as well as combined KeyboardMouse // so there can be a separated Keyboard and mouse, as well as combined KeyboardMouse
// TODO: this has potential to not release devices if set datafmt or cooplevel fails // TODO: this has potential to not release devices if set datafmt or cooplevel fails
LPDIRECTINPUTDEVICE8 kb_device; LPDIRECTINPUTDEVICE8 kb_device;
LPDIRECTINPUTDEVICE8 mo_device; LPDIRECTINPUTDEVICE8 mo_device;
if ( DI_OK == idi8->CreateDevice( GUID_SysKeyboard, &kb_device, NULL ) ) if ( DI_OK == idi8->CreateDevice( GUID_SysKeyboard, &kb_device, NULL ) )
if ( DI_OK == kb_device->SetDataFormat( &c_dfDIKeyboard ) ) if ( DI_OK == kb_device->SetDataFormat( &c_dfDIKeyboard ) )
if ( DI_OK == kb_device->SetCooperativeLevel( NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE) ) if ( DI_OK == kb_device->SetCooperativeLevel( NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE) )
if ( DI_OK == kb_device->Acquire() ) if ( DI_OK == kb_device->Acquire() )
{ {
if ( DI_OK == idi8->CreateDevice( GUID_SysMouse, &mo_device, NULL ) ) if ( DI_OK == idi8->CreateDevice( GUID_SysMouse, &mo_device, NULL ) )
if ( DI_OK == mo_device->SetDataFormat( &c_dfDIMouse2 ) ) if ( DI_OK == mo_device->SetDataFormat( &c_dfDIMouse2 ) )
if ( DI_OK == mo_device->SetCooperativeLevel( NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE) ) if ( DI_OK == mo_device->SetCooperativeLevel( NULL, DISCL_BACKGROUND | DISCL_NONEXCLUSIVE) )
if ( DI_OK == mo_device->Acquire() ) if ( DI_OK == mo_device->Acquire() )
{ {
devices.push_back( new KeyboardMouse( kb_device, mo_device ) ); devices.push_back( new KeyboardMouse( kb_device, mo_device ) );
return; return;
} }
else else
goto release_mouse; goto release_mouse;
goto unacquire_kb; goto unacquire_kb;
} }
else else
goto release_kb; goto release_kb;
release_mouse: release_mouse:
mo_device->Release(); mo_device->Release();
unacquire_kb: unacquire_kb:
kb_device->Unacquire(); kb_device->Unacquire();
release_kb: release_kb:
kb_device->Release(); kb_device->Release();
} }
KeyboardMouse::~KeyboardMouse() KeyboardMouse::~KeyboardMouse()
{ {
// kb // kb
m_kb_device->Unacquire(); m_kb_device->Unacquire();
m_kb_device->Release(); m_kb_device->Release();
// mouse // mouse
m_mo_device->Unacquire(); m_mo_device->Unacquire();
m_mo_device->Release(); m_mo_device->Release();
} }
KeyboardMouse::KeyboardMouse( const LPDIRECTINPUTDEVICE8 kb_device, const LPDIRECTINPUTDEVICE8 mo_device ) KeyboardMouse::KeyboardMouse( const LPDIRECTINPUTDEVICE8 kb_device, const LPDIRECTINPUTDEVICE8 mo_device )
: m_kb_device(kb_device) : m_kb_device(kb_device)
, m_mo_device(mo_device) , m_mo_device(mo_device)
{ {
m_last_update = wxGetLocalTimeMillis(); m_last_update = wxGetLocalTimeMillis();
ZeroMemory( &m_state_in, sizeof(m_state_in) ); ZeroMemory( &m_state_in, sizeof(m_state_in) );
ZeroMemory( m_state_out, sizeof(m_state_out) ); ZeroMemory( m_state_out, sizeof(m_state_out) );
ZeroMemory( &m_current_state_out, sizeof(m_current_state_out) ); ZeroMemory( &m_current_state_out, sizeof(m_current_state_out) );
// KEYBOARD // KEYBOARD
// add keys // add keys
for ( unsigned int i = 0; i < sizeof(named_keys)/sizeof(*named_keys); ++i ) for ( unsigned int i = 0; i < sizeof(named_keys)/sizeof(*named_keys); ++i )
inputs.push_back( new Key( i ) ); inputs.push_back( new Key( i ) );
// add lights // add lights
for ( unsigned int i = 0; i < sizeof(named_lights)/sizeof(*named_lights); ++i ) for ( unsigned int i = 0; i < sizeof(named_lights)/sizeof(*named_lights); ++i )
outputs.push_back( new Light( i ) ); outputs.push_back( new Light( i ) );
// MOUSE // MOUSE
// get caps // get caps
DIDEVCAPS mouse_caps; DIDEVCAPS mouse_caps;
ZeroMemory( &mouse_caps, sizeof(mouse_caps) ); ZeroMemory( &mouse_caps, sizeof(mouse_caps) );
mouse_caps.dwSize = sizeof(mouse_caps); mouse_caps.dwSize = sizeof(mouse_caps);
m_mo_device->GetCapabilities(&mouse_caps); m_mo_device->GetCapabilities(&mouse_caps);
// mouse buttons // mouse buttons
for ( unsigned int i = 0; i < mouse_caps.dwButtons; ++i ) for ( unsigned int i = 0; i < mouse_caps.dwButtons; ++i )
inputs.push_back( new Button( i ) ); inputs.push_back( new Button( i ) );
// mouse axes // mouse axes
for ( unsigned int i = 0; i < mouse_caps.dwAxes; ++i ) for ( unsigned int i = 0; i < mouse_caps.dwAxes; ++i )
{ {
// each axis gets a negative and a positive input instance associated with it // each axis gets a negative and a positive input instance associated with it
inputs.push_back( new Axis( i, (2==i) ? -1 : -MOUSE_AXIS_SENSITIVITY ) ); inputs.push_back( new Axis( i, (2==i) ? -1 : -MOUSE_AXIS_SENSITIVITY ) );
inputs.push_back( new Axis( i, -(2==i) ? 1 : MOUSE_AXIS_SENSITIVITY ) ); inputs.push_back( new Axis( i, -(2==i) ? 1 : MOUSE_AXIS_SENSITIVITY ) );
} }
} }
bool KeyboardMouse::UpdateInput() bool KeyboardMouse::UpdateInput()
{ {
DIMOUSESTATE2 tmp_mouse; DIMOUSESTATE2 tmp_mouse;
// if mouse position hasn't been updated in a short while, skip a dev state // if mouse position hasn't been updated in a short while, skip a dev state
wxLongLong cur_time = wxGetLocalTimeMillis(); wxLongLong cur_time = wxGetLocalTimeMillis();
if ( cur_time - m_last_update > DROP_INPUT_TIME ) if ( cur_time - m_last_update > DROP_INPUT_TIME )
{ {
// set axes to zero // set axes to zero
ZeroMemory( &m_state_in.mouse, sizeof(m_state_in.mouse) ); ZeroMemory( &m_state_in.mouse, sizeof(m_state_in.mouse) );
// skip this input state // skip this input state
m_mo_device->GetDeviceState( sizeof(tmp_mouse), &tmp_mouse ); m_mo_device->GetDeviceState( sizeof(tmp_mouse), &tmp_mouse );
} }
m_last_update = cur_time; m_last_update = cur_time;
if ( DI_OK == m_kb_device->GetDeviceState( sizeof(m_state_in.keyboard), &m_state_in.keyboard ) if ( DI_OK == m_kb_device->GetDeviceState( sizeof(m_state_in.keyboard), &m_state_in.keyboard )
&& DI_OK == m_mo_device->GetDeviceState( sizeof(tmp_mouse), &tmp_mouse ) ) && DI_OK == m_mo_device->GetDeviceState( sizeof(tmp_mouse), &tmp_mouse ) )
{ {
// need to smooth out the axes, otherwise it doesnt work for shit // need to smooth out the axes, otherwise it doesnt work for shit
for ( unsigned int i = 0; i < 3; ++i ) for ( unsigned int i = 0; i < 3; ++i )
((&m_state_in.mouse.lX)[i] += (&tmp_mouse.lX)[i]) /= 2; ((&m_state_in.mouse.lX)[i] += (&tmp_mouse.lX)[i]) /= 2;
// copy over the buttons // copy over the buttons
memcpy( m_state_in.mouse.rgbButtons, tmp_mouse.rgbButtons, sizeof(m_state_in.mouse.rgbButtons) ); memcpy( m_state_in.mouse.rgbButtons, tmp_mouse.rgbButtons, sizeof(m_state_in.mouse.rgbButtons) );
return true; return true;
} }
else else
return false; return false;
} }
bool KeyboardMouse::UpdateOutput() bool KeyboardMouse::UpdateOutput()
{ {
class KInput : public INPUT class KInput : public INPUT
{ {
public: public:
KInput( const unsigned char key, const bool up = false ) KInput( const unsigned char key, const bool up = false )
{ {
memset( this, 0, sizeof(*this) ); memset( this, 0, sizeof(*this) );
type = INPUT_KEYBOARD; type = INPUT_KEYBOARD;
ki.wVk = key; ki.wVk = key;
if (up) ki.dwFlags = KEYEVENTF_KEYUP; if (up) ki.dwFlags = KEYEVENTF_KEYUP;
} }
}; };
std::vector< KInput > kbinputs; std::vector< KInput > kbinputs;
for ( unsigned int i = 0; i < sizeof(m_state_out)/sizeof(*m_state_out); ++i ) for ( unsigned int i = 0; i < sizeof(m_state_out)/sizeof(*m_state_out); ++i )
{ {
bool want_on = false; bool want_on = false;
if ( m_state_out[i] ) if ( m_state_out[i] )
want_on = m_state_out[i] > wxGetLocalTimeMillis() % 255 ; // light should flash when output is 0.5 want_on = m_state_out[i] > wxGetLocalTimeMillis() % 255 ; // light should flash when output is 0.5
// lights are set to their original state when output is zero // lights are set to their original state when output is zero
if ( want_on ^ m_current_state_out[i] ) if ( want_on ^ m_current_state_out[i] )
{ {
kbinputs.push_back( KInput( named_lights[i].code ) ); // press kbinputs.push_back( KInput( named_lights[i].code ) ); // press
kbinputs.push_back( KInput( named_lights[i].code, true ) ); // release kbinputs.push_back( KInput( named_lights[i].code, true ) ); // release
m_current_state_out[i] ^= 1; m_current_state_out[i] ^= 1;
} }
} }
return ( kbinputs.size() == SendInput( (UINT)kbinputs.size(), &kbinputs[0], sizeof( kbinputs[0] ) ) ); return ( kbinputs.size() == SendInput( (UINT)kbinputs.size(), &kbinputs[0], sizeof( kbinputs[0] ) ) );
} }
std::string KeyboardMouse::GetName() const std::string KeyboardMouse::GetName() const
{ {
return "Keyboard Mouse"; return "Keyboard Mouse";
} }
int KeyboardMouse::GetId() const int KeyboardMouse::GetId() const
{ {
// should this be -1, idk // should this be -1, idk
return 0; return 0;
} }
std::string KeyboardMouse::GetSource() const std::string KeyboardMouse::GetSource() const
{ {
return "DirectInput"; return "DirectInput";
} }
ControlState KeyboardMouse::GetInputState( const ControllerInterface::Device::Input* const input ) ControlState KeyboardMouse::GetInputState( const ControllerInterface::Device::Input* const input )
{ {
return ( ((Input*)input)->GetState( &m_state_in ) ); return ( ((Input*)input)->GetState( &m_state_in ) );
} }
void KeyboardMouse::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state ) void KeyboardMouse::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state )
{ {
((Output*)output)->SetState( state, m_state_out ); ((Output*)output)->SetState( state, m_state_out );
} }
// names // names
std::string KeyboardMouse::Key::GetName() const std::string KeyboardMouse::Key::GetName() const
{ {
return named_keys[m_index].name; return named_keys[m_index].name;
} }
std::string KeyboardMouse::Button::GetName() const std::string KeyboardMouse::Button::GetName() const
{ {
return std::string("Button ") + char('0'+m_index); return std::string("Button ") + char('0'+m_index);
} }
std::string KeyboardMouse::Axis::GetName() const std::string KeyboardMouse::Axis::GetName() const
{ {
std::string tmpstr("Mouse "); std::string tmpstr("Mouse ");
tmpstr += "XYZ"[m_index]; tmpstr += ( m_range>0 ? '+' : '-' ); tmpstr += "XYZ"[m_index]; tmpstr += ( m_range>0 ? '+' : '-' );
return tmpstr; return tmpstr;
} }
std::string KeyboardMouse::Light::GetName() const std::string KeyboardMouse::Light::GetName() const
{ {
return named_lights[ m_index ].name; return named_lights[ m_index ].name;
} }
// get/set state // get/set state
ControlState KeyboardMouse::Key::GetState( const State* const state ) ControlState KeyboardMouse::Key::GetState( const State* const state )
{ {
return ( state->keyboard[named_keys[m_index].code] > 0 ); return ( state->keyboard[named_keys[m_index].code] > 0 );
} }
ControlState KeyboardMouse::Button::GetState( const State* const state ) ControlState KeyboardMouse::Button::GetState( const State* const state )
{ {
return ( state->mouse.rgbButtons[m_index] > 0 ); return ( state->mouse.rgbButtons[m_index] > 0 );
} }
ControlState KeyboardMouse::Axis::GetState( const State* const state ) ControlState KeyboardMouse::Axis::GetState( const State* const state )
{ {
return std::max( 0.0f, ControlState((&state->mouse.lX)[m_index]) / m_range ); return std::max( 0.0f, ControlState((&state->mouse.lX)[m_index]) / m_range );
} }
void KeyboardMouse::Light::SetState( const ControlState state, unsigned char* const state_out ) void KeyboardMouse::Light::SetState( const ControlState state, unsigned char* const state_out )
{ {
state_out[ m_index ] = state * 255; state_out[ m_index ] = state * 255;
} }
} }
} }
#endif #endif

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@ -1,125 +1,125 @@
#ifndef _CIFACE_DIRECTINPUT_KBM_H_ #ifndef _CIFACE_DIRECTINPUT_KBM_H_
#define _CIFACE_DIRECTINPUT_KBM_H_ #define _CIFACE_DIRECTINPUT_KBM_H_
#include "../ControllerInterface.h" #include "../ControllerInterface.h"
#define DIRECTINPUT_VERSION 0x0800 #define DIRECTINPUT_VERSION 0x0800
#define WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN
#define NOMINMAX #define NOMINMAX
#include <Windows.h> #include <Windows.h>
#include <dinput.h> #include <dinput.h>
#include <wx/stopwatch.h> #include <wx/stopwatch.h>
#include <wx/utils.h> #include <wx/utils.h>
namespace ciface namespace ciface
{ {
namespace DirectInput namespace DirectInput
{ {
void InitKeyboardMouse( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices ); void InitKeyboardMouse( IDirectInput8* const idi8, std::vector<ControllerInterface::Device*>& devices );
class KeyboardMouse : public ControllerInterface::Device class KeyboardMouse : public ControllerInterface::Device
{ {
friend class ControllerInterface; friend class ControllerInterface;
friend class ControllerInterface::ControlReference; friend class ControllerInterface::ControlReference;
protected: protected:
struct State struct State
{ {
BYTE keyboard[256]; BYTE keyboard[256];
DIMOUSESTATE2 mouse; DIMOUSESTATE2 mouse;
}; };
class Input : public ControllerInterface::Device::Input class Input : public ControllerInterface::Device::Input
{ {
friend class KeyboardMouse; friend class KeyboardMouse;
protected: protected:
virtual ControlState GetState( const State* const boardstate ) = 0; virtual ControlState GetState( const State* const boardstate ) = 0;
}; };
class Output : public ControllerInterface::Device::Output class Output : public ControllerInterface::Device::Output
{ {
friend class KeyboardMouse; friend class KeyboardMouse;
protected: protected:
virtual void SetState( const ControlState state, unsigned char* const state_out ) = 0; virtual void SetState( const ControlState state, unsigned char* const state_out ) = 0;
}; };
class Key : public Input class Key : public Input
{ {
friend class KeyboardMouse; friend class KeyboardMouse;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Key( const unsigned int index ) : m_index(index) {} Key( const unsigned int index ) : m_index(index) {}
ControlState GetState( const State* const state ); ControlState GetState( const State* const state );
private: private:
const unsigned int m_index; const unsigned int m_index;
}; };
class Button : public Input class Button : public Input
{ {
friend class KeyboardMouse; friend class KeyboardMouse;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Button( const unsigned int index ) : m_index(index) {} Button( const unsigned int index ) : m_index(index) {}
ControlState GetState( const State* const state ); ControlState GetState( const State* const state );
private: private:
const unsigned int m_index; const unsigned int m_index;
}; };
class Axis : public Input class Axis : public Input
{ {
friend class KeyboardMouse; friend class KeyboardMouse;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Axis( const unsigned int index, const LONG range ) : m_index(index), m_range(range) {} Axis( const unsigned int index, const LONG range ) : m_index(index), m_range(range) {}
ControlState GetState( const State* const state ); ControlState GetState( const State* const state );
private: private:
const unsigned int m_index; const unsigned int m_index;
const LONG m_range; const LONG m_range;
}; };
class Light : public Output class Light : public Output
{ {
friend class KeyboardMouse; friend class KeyboardMouse;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Light( const unsigned int index ) : m_index(index) {} Light( const unsigned int index ) : m_index(index) {}
void SetState( const ControlState state, unsigned char* const state_out ); void SetState( const ControlState state, unsigned char* const state_out );
private: private:
const unsigned int m_index; const unsigned int m_index;
}; };
bool UpdateInput(); bool UpdateInput();
bool UpdateOutput(); bool UpdateOutput();
ControlState GetInputState( const ControllerInterface::Device::Input* const input ); ControlState GetInputState( const ControllerInterface::Device::Input* const input );
void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state ); void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
public: public:
KeyboardMouse( const LPDIRECTINPUTDEVICE8 kb_device, const LPDIRECTINPUTDEVICE8 mo_device ); KeyboardMouse( const LPDIRECTINPUTDEVICE8 kb_device, const LPDIRECTINPUTDEVICE8 mo_device );
~KeyboardMouse(); ~KeyboardMouse();
std::string GetName() const; std::string GetName() const;
int GetId() const; int GetId() const;
std::string GetSource() const; std::string GetSource() const;
private: private:
const LPDIRECTINPUTDEVICE8 m_kb_device; const LPDIRECTINPUTDEVICE8 m_kb_device;
const LPDIRECTINPUTDEVICE8 m_mo_device; const LPDIRECTINPUTDEVICE8 m_mo_device;
wxLongLong m_last_update; wxLongLong m_last_update;
State m_state_in; State m_state_in;
unsigned char m_state_out[3]; // NUM CAPS SCROLL unsigned char m_state_out[3]; // NUM CAPS SCROLL
bool m_current_state_out[3]; // NUM CAPS SCROLL bool m_current_state_out[3]; // NUM CAPS SCROLL
}; };
} }
} }
#endif #endif

View File

@ -1,144 +1,144 @@
{ DIK_A, "A" }, { DIK_A, "A" },
{ DIK_B, "B" }, { DIK_B, "B" },
{ DIK_C, "C" }, { DIK_C, "C" },
{ DIK_D, "D" }, { DIK_D, "D" },
{ DIK_E, "E" }, { DIK_E, "E" },
{ DIK_F, "F" }, { DIK_F, "F" },
{ DIK_G, "G" }, { DIK_G, "G" },
{ DIK_H, "H" }, { DIK_H, "H" },
{ DIK_I, "I" }, { DIK_I, "I" },
{ DIK_J, "J" }, { DIK_J, "J" },
{ DIK_K, "K" }, { DIK_K, "K" },
{ DIK_L, "L" }, { DIK_L, "L" },
{ DIK_M, "M" }, { DIK_M, "M" },
{ DIK_N, "N" }, { DIK_N, "N" },
{ DIK_O, "O" }, { DIK_O, "O" },
{ DIK_P, "P" }, { DIK_P, "P" },
{ DIK_Q, "Q" }, { DIK_Q, "Q" },
{ DIK_R, "R" }, { DIK_R, "R" },
{ DIK_S, "S" }, { DIK_S, "S" },
{ DIK_T, "T" }, { DIK_T, "T" },
{ DIK_U, "U" }, { DIK_U, "U" },
{ DIK_V, "V" }, { DIK_V, "V" },
{ DIK_W, "W" }, { DIK_W, "W" },
{ DIK_X, "X" }, { DIK_X, "X" },
{ DIK_Y, "Y" }, { DIK_Y, "Y" },
{ DIK_Z, "Z" }, { DIK_Z, "Z" },
{ DIK_0, "0" }, { DIK_0, "0" },
{ DIK_1, "1" }, { DIK_1, "1" },
{ DIK_2, "2" }, { DIK_2, "2" },
{ DIK_3, "3" }, { DIK_3, "3" },
{ DIK_4, "4" }, { DIK_4, "4" },
{ DIK_5, "5" }, { DIK_5, "5" },
{ DIK_6, "6" }, { DIK_6, "6" },
{ DIK_7, "7" }, { DIK_7, "7" },
{ DIK_8, "8" }, { DIK_8, "8" },
{ DIK_9, "9" }, { DIK_9, "9" },
{ DIK_UP, "UP" }, { DIK_UP, "UP" },
{ DIK_DOWN, "DOWN" }, { DIK_DOWN, "DOWN" },
{ DIK_LEFT, "LEFT" }, { DIK_LEFT, "LEFT" },
{ DIK_RIGHT, "RIGHT" }, { DIK_RIGHT, "RIGHT" },
{ DIK_ABNT_C1, "ABNT_C1" }, { DIK_ABNT_C1, "ABNT_C1" },
{ DIK_ABNT_C2, "ABNT_C2" }, { DIK_ABNT_C2, "ABNT_C2" },
{ DIK_ADD, "ADD" }, { DIK_ADD, "ADD" },
{ DIK_APOSTROPHE, "APOSTROPHE" }, { DIK_APOSTROPHE, "APOSTROPHE" },
{ DIK_APPS, "APPS" }, { DIK_APPS, "APPS" },
{ DIK_AT, "AT" }, { DIK_AT, "AT" },
{ DIK_AX, "AX" }, { DIK_AX, "AX" },
{ DIK_BACK, "BACK" }, { DIK_BACK, "BACK" },
{ DIK_BACKSLASH, "BACKSLASH" }, { DIK_BACKSLASH, "BACKSLASH" },
{ DIK_CALCULATOR, "CALCULATOR" }, { DIK_CALCULATOR, "CALCULATOR" },
{ DIK_CAPITAL, "CAPITAL" }, { DIK_CAPITAL, "CAPITAL" },
{ DIK_COLON, "COLON" }, { DIK_COLON, "COLON" },
{ DIK_COMMA, "COMMA" }, { DIK_COMMA, "COMMA" },
{ DIK_CONVERT, "CONVERT" }, { DIK_CONVERT, "CONVERT" },
{ DIK_DECIMAL, "DECIMAL" }, { DIK_DECIMAL, "DECIMAL" },
{ DIK_DELETE, "DELETE" }, { DIK_DELETE, "DELETE" },
{ DIK_DIVIDE, "DIVIDE" }, { DIK_DIVIDE, "DIVIDE" },
{ DIK_EQUALS, "EQUALS" }, { DIK_EQUALS, "EQUALS" },
{ DIK_ESCAPE, "ESCAPE" }, { DIK_ESCAPE, "ESCAPE" },
{ DIK_F1, "F1" }, { DIK_F1, "F1" },
{ DIK_F2, "F2" }, { DIK_F2, "F2" },
{ DIK_F3, "F3" }, { DIK_F3, "F3" },
{ DIK_F4, "F4" }, { DIK_F4, "F4" },
{ DIK_F5, "F5" }, { DIK_F5, "F5" },
{ DIK_F6, "F6" }, { DIK_F6, "F6" },
{ DIK_F7, "F7" }, { DIK_F7, "F7" },
{ DIK_F8, "F8" }, { DIK_F8, "F8" },
{ DIK_F9, "F9" }, { DIK_F9, "F9" },
{ DIK_F10, "F10" }, { DIK_F10, "F10" },
{ DIK_F11, "F11" }, { DIK_F11, "F11" },
{ DIK_F12, "F12" }, { DIK_F12, "F12" },
{ DIK_F13, "F13" }, { DIK_F13, "F13" },
{ DIK_F14, "F14" }, { DIK_F14, "F14" },
{ DIK_F15, "F15" }, { DIK_F15, "F15" },
{ DIK_GRAVE, "GRAVE" }, { DIK_GRAVE, "GRAVE" },
{ DIK_HOME, "HOME" }, { DIK_HOME, "HOME" },
{ DIK_END, "END" }, { DIK_END, "END" },
{ DIK_INSERT, "INSERT" }, { DIK_INSERT, "INSERT" },
{ DIK_KANA, "KANA" }, { DIK_KANA, "KANA" },
{ DIK_KANJI, "KANJI" }, { DIK_KANJI, "KANJI" },
{ DIK_MAIL, "MAIL" }, { DIK_MAIL, "MAIL" },
{ DIK_MEDIASELECT, "MEDIASELECT" }, { DIK_MEDIASELECT, "MEDIASELECT" },
{ DIK_MEDIASTOP, "MEDIASTOP" }, { DIK_MEDIASTOP, "MEDIASTOP" },
{ DIK_MINUS, "MINUS" }, { DIK_MINUS, "MINUS" },
{ DIK_MULTIPLY, "MULTIPLY" }, { DIK_MULTIPLY, "MULTIPLY" },
{ DIK_MUTE, "MUTE" }, { DIK_MUTE, "MUTE" },
{ DIK_MYCOMPUTER, "MYCOMPUTER" }, { DIK_MYCOMPUTER, "MYCOMPUTER" },
{ DIK_NEXTTRACK, "NEXTTRACK" }, { DIK_NEXTTRACK, "NEXTTRACK" },
{ DIK_NOCONVERT, "NOCONVERT" }, { DIK_NOCONVERT, "NOCONVERT" },
{ DIK_NUMLOCK, "NUMLOCK" }, { DIK_NUMLOCK, "NUMLOCK" },
{ DIK_NUMPAD0, "NUMPAD0" }, { DIK_NUMPAD0, "NUMPAD0" },
{ DIK_NUMPAD1, "NUMPAD1" }, { DIK_NUMPAD1, "NUMPAD1" },
{ DIK_NUMPAD2, "NUMPAD2" }, { DIK_NUMPAD2, "NUMPAD2" },
{ DIK_NUMPAD3, "NUMPAD3" }, { DIK_NUMPAD3, "NUMPAD3" },
{ DIK_NUMPAD4, "NUMPAD4" }, { DIK_NUMPAD4, "NUMPAD4" },
{ DIK_NUMPAD5, "NUMPAD5" }, { DIK_NUMPAD5, "NUMPAD5" },
{ DIK_NUMPAD6, "NUMPAD6" }, { DIK_NUMPAD6, "NUMPAD6" },
{ DIK_NUMPAD7, "NUMPAD7" }, { DIK_NUMPAD7, "NUMPAD7" },
{ DIK_NUMPAD8, "NUMPAD8" }, { DIK_NUMPAD8, "NUMPAD8" },
{ DIK_NUMPAD9, "NUMPAD9" }, { DIK_NUMPAD9, "NUMPAD9" },
{ DIK_NUMPADCOMMA, "NUMPADCOMMA" }, { DIK_NUMPADCOMMA, "NUMPADCOMMA" },
{ DIK_NUMPADENTER, "NUMPADENTER" }, { DIK_NUMPADENTER, "NUMPADENTER" },
{ DIK_NUMPADEQUALS, "NUMPADEQUALS" }, { DIK_NUMPADEQUALS, "NUMPADEQUALS" },
{ DIK_OEM_102, "OEM_102" }, { DIK_OEM_102, "OEM_102" },
{ DIK_PAUSE, "PAUSE" }, { DIK_PAUSE, "PAUSE" },
{ DIK_PERIOD, "PERIOD" }, { DIK_PERIOD, "PERIOD" },
{ DIK_PLAYPAUSE, "PLAYPAUSE" }, { DIK_PLAYPAUSE, "PLAYPAUSE" },
{ DIK_POWER, "POWER" }, { DIK_POWER, "POWER" },
{ DIK_PREVTRACK, "PREVTRACK" }, { DIK_PREVTRACK, "PREVTRACK" },
{ DIK_PRIOR, "PRIOR" }, { DIK_PRIOR, "PRIOR" },
{ DIK_NEXT, "NEXT" }, { DIK_NEXT, "NEXT" },
{ DIK_RETURN, "RETURN" }, { DIK_RETURN, "RETURN" },
{ DIK_LBRACKET, "LBRACKET" }, { DIK_LBRACKET, "LBRACKET" },
{ DIK_RBRACKET, "RBRACKET" }, { DIK_RBRACKET, "RBRACKET" },
{ DIK_LCONTROL, "LCONTROL" }, { DIK_LCONTROL, "LCONTROL" },
{ DIK_RCONTROL, "RCONTROL" }, { DIK_RCONTROL, "RCONTROL" },
{ DIK_LMENU, "LMENU" }, { DIK_LMENU, "LMENU" },
{ DIK_RMENU, "RMENU" }, { DIK_RMENU, "RMENU" },
{ DIK_LSHIFT, "LSHIFT" }, { DIK_LSHIFT, "LSHIFT" },
{ DIK_RSHIFT, "RSHIFT" }, { DIK_RSHIFT, "RSHIFT" },
{ DIK_LWIN, "LWIN" }, { DIK_LWIN, "LWIN" },
{ DIK_RWIN, "RWIN" }, { DIK_RWIN, "RWIN" },
{ DIK_SCROLL, "SCROLL" }, { DIK_SCROLL, "SCROLL" },
{ DIK_SEMICOLON, "SEMICOLON" }, { DIK_SEMICOLON, "SEMICOLON" },
{ DIK_SLASH, "SLASH" }, { DIK_SLASH, "SLASH" },
{ DIK_SLEEP, "SLEEP" }, { DIK_SLEEP, "SLEEP" },
{ DIK_SPACE, "SPACE" }, { DIK_SPACE, "SPACE" },
{ DIK_STOP, "STOP" }, { DIK_STOP, "STOP" },
{ DIK_SUBTRACT, "SUBTRACT" }, { DIK_SUBTRACT, "SUBTRACT" },
{ DIK_SYSRQ, "SYSRQ" }, { DIK_SYSRQ, "SYSRQ" },
{ DIK_TAB, "TAB" }, { DIK_TAB, "TAB" },
{ DIK_UNDERLINE, "UNDERLINE" }, { DIK_UNDERLINE, "UNDERLINE" },
{ DIK_UNLABELED, "UNLABELED" }, { DIK_UNLABELED, "UNLABELED" },
{ DIK_VOLUMEDOWN, "VOLUMEDOWN" }, { DIK_VOLUMEDOWN, "VOLUMEDOWN" },
{ DIK_VOLUMEUP, "VOLUMEUP" }, { DIK_VOLUMEUP, "VOLUMEUP" },
{ DIK_WAKE, "WAKE" }, { DIK_WAKE, "WAKE" },
{ DIK_WEBBACK, "WEBBACK" }, { DIK_WEBBACK, "WEBBACK" },
{ DIK_WEBFAVORITES, "WEBFAVORITES" }, { DIK_WEBFAVORITES, "WEBFAVORITES" },
{ DIK_WEBFORWARD, "WEBFORWARD" }, { DIK_WEBFORWARD, "WEBFORWARD" },
{ DIK_WEBHOME, "WEBHOME" }, { DIK_WEBHOME, "WEBHOME" },
{ DIK_WEBREFRESH, "WEBREFRESH" }, { DIK_WEBREFRESH, "WEBREFRESH" },
{ DIK_WEBSEARCH, "WEBSEARCH" }, { DIK_WEBSEARCH, "WEBSEARCH" },
{ DIK_WEBSTOP, "WEBSTOP" }, { DIK_WEBSTOP, "WEBSTOP" },
{ DIK_YEN, "YEN" }, { DIK_YEN, "YEN" },

View File

@ -1,266 +1,266 @@
#include "../ControllerInterface.h" #include "../ControllerInterface.h"
#ifdef CIFACE_USE_SDL #ifdef CIFACE_USE_SDL
#include "SDL.h" #include "SDL.h"
#ifdef _WIN32 #ifdef _WIN32
#if SDL_VERSION_ATLEAST(1, 3, 0) #if SDL_VERSION_ATLEAST(1, 3, 0)
#pragma comment(lib, "SDL.1.3.lib") #pragma comment(lib, "SDL.1.3.lib")
#else #else
#pragma comment(lib, "SDL.lib") #pragma comment(lib, "SDL.lib")
#endif #endif
#endif #endif
namespace ciface namespace ciface
{ {
namespace SDL namespace SDL
{ {
void Init( std::vector<ControllerInterface::Device*>& devices ) void Init( std::vector<ControllerInterface::Device*>& devices )
{ {
if ( SDL_Init( SDL_INIT_FLAGS ) >= 0 ) if ( SDL_Init( SDL_INIT_FLAGS ) >= 0 )
{ {
// joysticks // joysticks
for( int i = 0; i < SDL_NumJoysticks(); ++i ) for( int i = 0; i < SDL_NumJoysticks(); ++i )
{ {
SDL_Joystick* dev = SDL_JoystickOpen( i ); SDL_Joystick* dev = SDL_JoystickOpen( i );
if ( dev ) if ( dev )
{ {
Joystick* js = new Joystick( dev, i ); Joystick* js = new Joystick( dev, i );
// only add if it has some inputs/outputs // only add if it has some inputs/outputs
if ( js->Inputs().size() || js->Outputs().size() ) if ( js->Inputs().size() || js->Outputs().size() )
devices.push_back( js ); devices.push_back( js );
else else
delete js; delete js;
} }
} }
} }
} }
Joystick::Joystick( SDL_Joystick* const joystick, const unsigned int index ) : m_joystick(joystick), m_index(index) Joystick::Joystick( SDL_Joystick* const joystick, const unsigned int index ) : m_joystick(joystick), m_index(index)
{ {
// get buttons // get buttons
for ( int i = 0; i < SDL_JoystickNumButtons( m_joystick ); ++i ) for ( int i = 0; i < SDL_JoystickNumButtons( m_joystick ); ++i )
{ {
inputs.push_back( new Button( i ) ); inputs.push_back( new Button( i ) );
} }
// get hats // get hats
for ( int i = 0; i < SDL_JoystickNumHats( m_joystick ); ++i ) for ( int i = 0; i < SDL_JoystickNumHats( m_joystick ); ++i )
{ {
// each hat gets 4 input instances associated with it, (up down left right) // each hat gets 4 input instances associated with it, (up down left right)
for ( unsigned int d = 0; d < 4; ++d ) for ( unsigned int d = 0; d < 4; ++d )
inputs.push_back( new Hat( i, d ) ); inputs.push_back( new Hat( i, d ) );
} }
// get axes // get axes
for ( int i = 0; i < SDL_JoystickNumAxes( m_joystick ); ++i ) for ( int i = 0; i < SDL_JoystickNumAxes( m_joystick ); ++i )
{ {
// each axis gets a negative and a positive input instance associated with it // each axis gets a negative and a positive input instance associated with it
inputs.push_back( new Axis( i, -32768 ) ); inputs.push_back( new Axis( i, -32768 ) );
inputs.push_back( new Axis( i, 32767 ) ); inputs.push_back( new Axis( i, 32767 ) );
} }
#ifdef USE_SDL_HAPTIC #ifdef USE_SDL_HAPTIC
// try to get supported ff effects // try to get supported ff effects
m_haptic = SDL_HapticOpenFromJoystick( m_joystick ); m_haptic = SDL_HapticOpenFromJoystick( m_joystick );
if ( m_haptic ) if ( m_haptic )
{ {
//SDL_HapticSetGain( m_haptic, 1000 ); //SDL_HapticSetGain( m_haptic, 1000 );
//SDL_HapticSetAutocenter( m_haptic, 0 ); //SDL_HapticSetAutocenter( m_haptic, 0 );
const unsigned int supported_effects = SDL_HapticQuery( m_haptic ); const unsigned int supported_effects = SDL_HapticQuery( m_haptic );
// constant effect // constant effect
if ( supported_effects & SDL_HAPTIC_CONSTANT ) if ( supported_effects & SDL_HAPTIC_CONSTANT )
{ {
outputs.push_back( new ConstantEffect( m_state_out.size() ) ); outputs.push_back( new ConstantEffect( m_state_out.size() ) );
m_state_out.push_back( EffectIDState() ); m_state_out.push_back( EffectIDState() );
} }
// ramp effect // ramp effect
if ( supported_effects & SDL_HAPTIC_RAMP ) if ( supported_effects & SDL_HAPTIC_RAMP )
{ {
outputs.push_back( new RampEffect( m_state_out.size() ) ); outputs.push_back( new RampEffect( m_state_out.size() ) );
m_state_out.push_back( EffectIDState() ); m_state_out.push_back( EffectIDState() );
} }
} }
#endif #endif
} }
Joystick::~Joystick() Joystick::~Joystick()
{ {
#ifdef USE_SDL_HAPTIC #ifdef USE_SDL_HAPTIC
if ( m_haptic ) if ( m_haptic )
{ {
// stop/destroy all effects // stop/destroy all effects
SDL_HapticStopAll( m_haptic ); SDL_HapticStopAll( m_haptic );
std::vector<EffectIDState>::iterator i = m_state_out.begin(), std::vector<EffectIDState>::iterator i = m_state_out.begin(),
e = m_state_out.end(); e = m_state_out.end();
for ( ; i!=e; ++i ) for ( ; i!=e; ++i )
if ( i->id != -1 ) if ( i->id != -1 )
SDL_HapticDestroyEffect( m_haptic, i->id ); SDL_HapticDestroyEffect( m_haptic, i->id );
// close haptic first // close haptic first
SDL_HapticClose( m_haptic ); SDL_HapticClose( m_haptic );
} }
#endif #endif
// close joystick // close joystick
SDL_JoystickClose( m_joystick ); SDL_JoystickClose( m_joystick );
} }
#ifdef USE_SDL_HAPTIC #ifdef USE_SDL_HAPTIC
std::string Joystick::ConstantEffect::GetName() const std::string Joystick::ConstantEffect::GetName() const
{ {
return "Constant"; return "Constant";
} }
std::string Joystick::RampEffect::GetName() const std::string Joystick::RampEffect::GetName() const
{ {
return "Ramp"; return "Ramp";
} }
void Joystick::ConstantEffect::SetState( const ControlState state, Joystick::EffectIDState* const effect ) void Joystick::ConstantEffect::SetState( const ControlState state, Joystick::EffectIDState* const effect )
{ {
if ( state ) if ( state )
{ {
effect->effect.type = SDL_HAPTIC_CONSTANT; effect->effect.type = SDL_HAPTIC_CONSTANT;
effect->effect.constant.length = SDL_HAPTIC_INFINITY; effect->effect.constant.length = SDL_HAPTIC_INFINITY;
} }
else else
effect->effect.type = 0; effect->effect.type = 0;
Sint16 old = effect->effect.constant.level; Sint16 old = effect->effect.constant.level;
effect->effect.constant.level = state * 0x7FFF; effect->effect.constant.level = state * 0x7FFF;
if ( old != effect->effect.constant.level ) if ( old != effect->effect.constant.level )
effect->changed = true; effect->changed = true;
} }
void Joystick::RampEffect::SetState( const ControlState state, Joystick::EffectIDState* const effect ) void Joystick::RampEffect::SetState( const ControlState state, Joystick::EffectIDState* const effect )
{ {
if ( state ) if ( state )
{ {
effect->effect.type = SDL_HAPTIC_RAMP; effect->effect.type = SDL_HAPTIC_RAMP;
effect->effect.ramp.length = SDL_HAPTIC_INFINITY; effect->effect.ramp.length = SDL_HAPTIC_INFINITY;
} }
else else
effect->effect.type = 0; effect->effect.type = 0;
Sint16 old = effect->effect.ramp.start; Sint16 old = effect->effect.ramp.start;
effect->effect.ramp.start = state * 0x7FFF; effect->effect.ramp.start = state * 0x7FFF;
if ( old != effect->effect.ramp.start ) if ( old != effect->effect.ramp.start )
effect->changed = true; effect->changed = true;
} }
#endif #endif
ControlState Joystick::GetInputState(const ControllerInterface::Device::Input* input) ControlState Joystick::GetInputState(const ControllerInterface::Device::Input* input)
{ {
return ((Input*)input)->GetState( m_joystick ); return ((Input*)input)->GetState( m_joystick );
} }
void Joystick::SetOutputState(const ControllerInterface::Device::Output* output, const ControlState state) void Joystick::SetOutputState(const ControllerInterface::Device::Output* output, const ControlState state)
{ {
#ifdef USE_SDL_HAPTIC #ifdef USE_SDL_HAPTIC
((Output*)output)->SetState( state, &m_state_out[ ((Output*)output)->m_index ] ); ((Output*)output)->SetState( state, &m_state_out[ ((Output*)output)->m_index ] );
#endif #endif
} }
bool Joystick::UpdateInput() bool Joystick::UpdateInput()
{ {
// each joystick is doin this, o well // each joystick is doin this, o well
SDL_JoystickUpdate(); SDL_JoystickUpdate();
return true; return true;
} }
bool Joystick::UpdateOutput() bool Joystick::UpdateOutput()
{ {
#ifdef USE_SDL_HAPTIC #ifdef USE_SDL_HAPTIC
std::vector<EffectIDState>::iterator i = m_state_out.begin(), std::vector<EffectIDState>::iterator i = m_state_out.begin(),
e = m_state_out.end(); e = m_state_out.end();
for ( ; i!=e; ++i ) for ( ; i!=e; ++i )
if ( i->changed ) // if SetState was called on this output if ( i->changed ) // if SetState was called on this output
{ {
if ( -1 == i->id ) // effect isn't currently uploaded if ( -1 == i->id ) // effect isn't currently uploaded
{ {
if ( i->effect.type ) // if outputstate is >0 this would be true if ( i->effect.type ) // if outputstate is >0 this would be true
if ( (i->id = SDL_HapticNewEffect( m_haptic, &i->effect )) > -1 ) // upload the effect if ( (i->id = SDL_HapticNewEffect( m_haptic, &i->effect )) > -1 ) // upload the effect
SDL_HapticRunEffect( m_haptic, i->id, 1 ); // run the effect SDL_HapticRunEffect( m_haptic, i->id, 1 ); // run the effect
} }
else // effect is already uploaded else // effect is already uploaded
{ {
if ( i->effect.type ) // if ouputstate >0 if ( i->effect.type ) // if ouputstate >0
SDL_HapticUpdateEffect( m_haptic, i->id, &i->effect ); // update the effect SDL_HapticUpdateEffect( m_haptic, i->id, &i->effect ); // update the effect
else else
{ {
SDL_HapticStopEffect( m_haptic, i->id ); // else, stop and remove the effect SDL_HapticStopEffect( m_haptic, i->id ); // else, stop and remove the effect
SDL_HapticDestroyEffect( m_haptic, i->id ); SDL_HapticDestroyEffect( m_haptic, i->id );
i->id = -1; // mark it as not uploaded i->id = -1; // mark it as not uploaded
} }
} }
i->changed = false; i->changed = false;
} }
#endif #endif
return true; return true;
} }
std::string Joystick::GetName() const std::string Joystick::GetName() const
{ {
return SDL_JoystickName( m_index ); return SDL_JoystickName( m_index );
} }
std::string Joystick::GetSource() const std::string Joystick::GetSource() const
{ {
return "SDL"; return "SDL";
} }
int Joystick::GetId() const int Joystick::GetId() const
{ {
return m_index; return m_index;
} }
std::string Joystick::Button::GetName() const std::string Joystick::Button::GetName() const
{ {
std::ostringstream ss; std::ostringstream ss;
ss << "Button " << m_index; ss << "Button " << m_index;
return ss.str(); return ss.str();
} }
std::string Joystick::Axis::GetName() const std::string Joystick::Axis::GetName() const
{ {
std::ostringstream ss; std::ostringstream ss;
ss << "Axis " << m_index << ( m_range>0 ? '+' : '-' ); ss << "Axis " << m_index << ( m_range>0 ? '+' : '-' );
return ss.str(); return ss.str();
} }
std::string Joystick::Hat::GetName() const std::string Joystick::Hat::GetName() const
{ {
std::ostringstream ss; std::ostringstream ss;
ss << "Hat " << m_index << ' ' << "NESW"[m_direction]; ss << "Hat " << m_index << ' ' << "NESW"[m_direction];
return ss.str(); return ss.str();
} }
ControlState Joystick::Button::GetState( SDL_Joystick* const js ) const ControlState Joystick::Button::GetState( SDL_Joystick* const js ) const
{ {
return SDL_JoystickGetButton( js, m_index ); return SDL_JoystickGetButton( js, m_index );
} }
ControlState Joystick::Axis::GetState( SDL_Joystick* const js ) const ControlState Joystick::Axis::GetState( SDL_Joystick* const js ) const
{ {
return std::max( 0.0f, ControlState(SDL_JoystickGetAxis( js, m_index )) / m_range ); return std::max( 0.0f, ControlState(SDL_JoystickGetAxis( js, m_index )) / m_range );
} }
ControlState Joystick::Hat::GetState( SDL_Joystick* const js ) const ControlState Joystick::Hat::GetState( SDL_Joystick* const js ) const
{ {
return (SDL_JoystickGetHat( js, m_index ) & ( 1 << m_direction )) > 0; return (SDL_JoystickGetHat( js, m_index ) & ( 1 << m_direction )) > 0;
} }
} }
} }
#endif #endif

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@ -1,159 +1,159 @@
#ifndef _CIFACE_SDL_H_ #ifndef _CIFACE_SDL_H_
#define _CIFACE_SDL_H_ #define _CIFACE_SDL_H_
#include "../ControllerInterface.h" #include "../ControllerInterface.h"
#ifdef _WIN32 #ifdef _WIN32
#include <SDL.h> #include <SDL.h>
#else #else
#include <SDL/SDL.h> #include <SDL/SDL.h>
#endif #endif
#if SDL_VERSION_ATLEAST(1, 3, 0) #if SDL_VERSION_ATLEAST(1, 3, 0)
#define USE_SDL_HAPTIC #define USE_SDL_HAPTIC
#endif #endif
#ifdef USE_SDL_HAPTIC #ifdef USE_SDL_HAPTIC
#define SDL_INIT_FLAGS SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC #define SDL_INIT_FLAGS SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC
#ifdef _WIN32 #ifdef _WIN32
#include <SDL_haptic.h> #include <SDL_haptic.h>
#else #else
#include <SDL/SDL_haptic.h> #include <SDL/SDL_haptic.h>
#endif #endif
#else #else
#define SDL_INIT_FLAGS SDL_INIT_JOYSTICK #define SDL_INIT_FLAGS SDL_INIT_JOYSTICK
#endif #endif
namespace ciface namespace ciface
{ {
namespace SDL namespace SDL
{ {
void Init( std::vector<ControllerInterface::Device*>& devices ); void Init( std::vector<ControllerInterface::Device*>& devices );
class Joystick : public ControllerInterface::Device class Joystick : public ControllerInterface::Device
{ {
friend class ControllerInterface; friend class ControllerInterface;
friend class ControllerInterface::ControlReference; friend class ControllerInterface::ControlReference;
protected: protected:
#ifdef USE_SDL_HAPTIC #ifdef USE_SDL_HAPTIC
class EffectIDState class EffectIDState
{ {
friend class Joystick; friend class Joystick;
protected: protected:
EffectIDState() : id(-1), changed(false) { memset( &effect, 0, sizeof(effect)); } EffectIDState() : id(-1), changed(false) { memset( &effect, 0, sizeof(effect)); }
protected: protected:
SDL_HapticEffect effect; SDL_HapticEffect effect;
int id; int id;
bool changed; bool changed;
}; };
#endif #endif
class Input : public ControllerInterface::Device::Input class Input : public ControllerInterface::Device::Input
{ {
friend class Joystick; friend class Joystick;
protected: protected:
Input( const unsigned int index ) : m_index(index) {} Input( const unsigned int index ) : m_index(index) {}
virtual ControlState GetState( SDL_Joystick* const js ) const = 0; virtual ControlState GetState( SDL_Joystick* const js ) const = 0;
const unsigned int m_index; const unsigned int m_index;
}; };
#ifdef USE_SDL_HAPTIC #ifdef USE_SDL_HAPTIC
class Output : public ControllerInterface::Device::Output class Output : public ControllerInterface::Device::Output
{ {
friend class Joystick; friend class Joystick;
protected: protected:
Output( const size_t index ) : m_index(index) {} Output( const size_t index ) : m_index(index) {}
virtual void SetState( const ControlState state, EffectIDState* const effect ) = 0; virtual void SetState( const ControlState state, EffectIDState* const effect ) = 0;
const size_t m_index; const size_t m_index;
}; };
#endif #endif
class Button : public Input class Button : public Input
{ {
friend class Joystick; friend class Joystick;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Button( const unsigned int index ) : Input(index) {} Button( const unsigned int index ) : Input(index) {}
ControlState GetState( SDL_Joystick* const js ) const; ControlState GetState( SDL_Joystick* const js ) const;
}; };
class Axis : public Input class Axis : public Input
{ {
friend class Joystick; friend class Joystick;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Axis( const unsigned int index, const Sint16 range ) : Input(index), m_range(range) {} Axis( const unsigned int index, const Sint16 range ) : Input(index), m_range(range) {}
ControlState GetState( SDL_Joystick* const js ) const; ControlState GetState( SDL_Joystick* const js ) const;
private: private:
const Sint16 m_range; const Sint16 m_range;
}; };
class Hat : public Input class Hat : public Input
{ {
friend class Joystick; friend class Joystick;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Hat( const unsigned int index, const unsigned int direction ) : Input(index), m_direction(direction) {} Hat( const unsigned int index, const unsigned int direction ) : Input(index), m_direction(direction) {}
ControlState GetState( SDL_Joystick* const js ) const; ControlState GetState( SDL_Joystick* const js ) const;
private: private:
const unsigned int m_direction; const unsigned int m_direction;
}; };
#ifdef USE_SDL_HAPTIC #ifdef USE_SDL_HAPTIC
class ConstantEffect : public Output class ConstantEffect : public Output
{ {
friend class Joystick; friend class Joystick;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
ConstantEffect( const size_t index ) : Output(index) {} ConstantEffect( const size_t index ) : Output(index) {}
void SetState( const ControlState state, EffectIDState* const effect ); void SetState( const ControlState state, EffectIDState* const effect );
}; };
class RampEffect : public Output class RampEffect : public Output
{ {
friend class Joystick; friend class Joystick;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
RampEffect( const size_t index ) : Output(index) {} RampEffect( const size_t index ) : Output(index) {}
void SetState( const ControlState state, EffectIDState* const effect ); void SetState( const ControlState state, EffectIDState* const effect );
}; };
#endif #endif
bool UpdateInput(); bool UpdateInput();
bool UpdateOutput(); bool UpdateOutput();
ControlState GetInputState( const ControllerInterface::Device::Input* const input ); ControlState GetInputState( const ControllerInterface::Device::Input* const input );
void SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state ); void SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state );
public: public:
Joystick( SDL_Joystick* const joystick, const unsigned int index ); Joystick( SDL_Joystick* const joystick, const unsigned int index );
~Joystick(); ~Joystick();
std::string GetName() const; std::string GetName() const;
int GetId() const; int GetId() const;
std::string GetSource() const; std::string GetSource() const;
private: private:
SDL_Joystick* const m_joystick; SDL_Joystick* const m_joystick;
const unsigned int m_index; const unsigned int m_index;
#ifdef USE_SDL_HAPTIC #ifdef USE_SDL_HAPTIC
std::vector<EffectIDState> m_state_out; std::vector<EffectIDState> m_state_out;
SDL_Haptic* m_haptic; SDL_Haptic* m_haptic;
#endif #endif
}; };
} }
} }
#endif #endif

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@ -1,214 +1,214 @@
#include "../ControllerInterface.h" #include "../ControllerInterface.h"
#ifdef CIFACE_USE_XINPUT #ifdef CIFACE_USE_XINPUT
#include "XInput.h" #include "XInput.h"
namespace ciface namespace ciface
{ {
namespace XInput namespace XInput
{ {
struct struct
{ {
const char* const name; const char* const name;
const WORD bitmask; const WORD bitmask;
} named_buttons[] = } named_buttons[] =
{ {
{ "Button A", XINPUT_GAMEPAD_A }, { "Button A", XINPUT_GAMEPAD_A },
{ "Button B", XINPUT_GAMEPAD_B }, { "Button B", XINPUT_GAMEPAD_B },
{ "Button X", XINPUT_GAMEPAD_X }, { "Button X", XINPUT_GAMEPAD_X },
{ "Button Y", XINPUT_GAMEPAD_Y }, { "Button Y", XINPUT_GAMEPAD_Y },
{ "Pad N", XINPUT_GAMEPAD_DPAD_UP }, { "Pad N", XINPUT_GAMEPAD_DPAD_UP },
{ "Pad S", XINPUT_GAMEPAD_DPAD_DOWN }, { "Pad S", XINPUT_GAMEPAD_DPAD_DOWN },
{ "Pad W", XINPUT_GAMEPAD_DPAD_LEFT }, { "Pad W", XINPUT_GAMEPAD_DPAD_LEFT },
{ "Pad E", XINPUT_GAMEPAD_DPAD_RIGHT }, { "Pad E", XINPUT_GAMEPAD_DPAD_RIGHT },
{ "Start", XINPUT_GAMEPAD_START }, { "Start", XINPUT_GAMEPAD_START },
{ "Back", XINPUT_GAMEPAD_BACK }, { "Back", XINPUT_GAMEPAD_BACK },
{ "Shoulder L", XINPUT_GAMEPAD_LEFT_SHOULDER }, { "Shoulder L", XINPUT_GAMEPAD_LEFT_SHOULDER },
{ "Shoulder R", XINPUT_GAMEPAD_RIGHT_SHOULDER }, { "Shoulder R", XINPUT_GAMEPAD_RIGHT_SHOULDER },
{ "Thumb L", XINPUT_GAMEPAD_LEFT_THUMB }, { "Thumb L", XINPUT_GAMEPAD_LEFT_THUMB },
{ "Thumb R", XINPUT_GAMEPAD_RIGHT_THUMB } { "Thumb R", XINPUT_GAMEPAD_RIGHT_THUMB }
}; };
const char* named_triggers[] = const char* named_triggers[] =
{ {
"Trigger L", "Trigger L",
"Trigger R" "Trigger R"
}; };
const char* named_axes[] = const char* named_axes[] =
{ {
"Left X", "Left X",
"Left Y", "Left Y",
"Right X", "Right X",
"Right Y" "Right Y"
}; };
const char* named_motors[] = const char* named_motors[] =
{ {
"Motor L", "Motor L",
"Motor R" "Motor R"
}; };
void Init( std::vector<ControllerInterface::Device*>& devices ) void Init( std::vector<ControllerInterface::Device*>& devices )
{ {
XINPUT_CAPABILITIES caps; XINPUT_CAPABILITIES caps;
for ( int i = 0; i < 4; ++i ) for ( int i = 0; i < 4; ++i )
if ( ERROR_SUCCESS == XInputGetCapabilities( i, 0, &caps ) ) if ( ERROR_SUCCESS == XInputGetCapabilities( i, 0, &caps ) )
devices.push_back( new Device( &caps, i ) ); devices.push_back( new Device( &caps, i ) );
} }
Device::Device( const XINPUT_CAPABILITIES* const caps, const unsigned int index ) Device::Device( const XINPUT_CAPABILITIES* const caps, const unsigned int index )
: m_index(index), m_subtype(caps->SubType) : m_index(index), m_subtype(caps->SubType)
{ {
ZeroMemory( &m_state_out, sizeof(m_state_out) ); ZeroMemory( &m_state_out, sizeof(m_state_out) );
// XInputGetCaps seems to always claim all capabilities are supported // XInputGetCaps seems to always claim all capabilities are supported
// but i will leave all this stuff in, incase m$ fixes xinput up a bit // but i will leave all this stuff in, incase m$ fixes xinput up a bit
// get supported buttons // get supported buttons
for ( int i = 0; i < sizeof(named_buttons)/sizeof(*named_buttons); ++i ) for ( int i = 0; i < sizeof(named_buttons)/sizeof(*named_buttons); ++i )
if ( named_buttons[i].bitmask & caps->Gamepad.wButtons ) if ( named_buttons[i].bitmask & caps->Gamepad.wButtons )
inputs.push_back( new Button( /*xinput_named_buttons[i].bitmask, */i ) ); inputs.push_back( new Button( /*xinput_named_buttons[i].bitmask, */i ) );
// get supported triggers // get supported triggers
for ( int i = 0; i < sizeof(named_triggers)/sizeof(*named_triggers); ++i ) for ( int i = 0; i < sizeof(named_triggers)/sizeof(*named_triggers); ++i )
{ {
//BYTE val = (&caps->Gamepad.bLeftTrigger)[i]; // should be max value / msdn lies //BYTE val = (&caps->Gamepad.bLeftTrigger)[i]; // should be max value / msdn lies
if ( (&caps->Gamepad.bLeftTrigger)[i] ) if ( (&caps->Gamepad.bLeftTrigger)[i] )
inputs.push_back( new Trigger( i, 255 ) ); inputs.push_back( new Trigger( i, 255 ) );
} }
// get supported axes // get supported axes
for ( int i = 0; i < sizeof(named_axes)/sizeof(*named_axes); ++i ) for ( int i = 0; i < sizeof(named_axes)/sizeof(*named_axes); ++i )
{ {
//SHORT val = (&caps->Gamepad.sThumbLX)[i]; // xinput doesnt give the range / msdn is lier //SHORT val = (&caps->Gamepad.sThumbLX)[i]; // xinput doesnt give the range / msdn is lier
if ( (&caps->Gamepad.sThumbLX)[i] ) if ( (&caps->Gamepad.sThumbLX)[i] )
{ {
// each axis gets a negative and a positive input instance associated with it // each axis gets a negative and a positive input instance associated with it
inputs.push_back( new Axis( i, -32768 ) ); inputs.push_back( new Axis( i, -32768 ) );
inputs.push_back( new Axis( i, 32767 ) ); inputs.push_back( new Axis( i, 32767 ) );
} }
} }
// get supported motors // get supported motors
for ( int i = 0; i < sizeof(named_motors)/sizeof(*named_motors); ++i ) for ( int i = 0; i < sizeof(named_motors)/sizeof(*named_motors); ++i )
{ {
//WORD val = (&caps->Vibration.wLeftMotorSpeed)[i]; // should be max value / nope, more lies //WORD val = (&caps->Vibration.wLeftMotorSpeed)[i]; // should be max value / nope, more lies
if ( (&caps->Vibration.wLeftMotorSpeed)[i] ) if ( (&caps->Vibration.wLeftMotorSpeed)[i] )
outputs.push_back( new Motor(i, 65535 ) ); outputs.push_back( new Motor(i, 65535 ) );
} }
ClearInputState(); ClearInputState();
} }
void Device::ClearInputState() void Device::ClearInputState()
{ {
ZeroMemory( &m_state_in, sizeof(m_state_in) ); ZeroMemory( &m_state_in, sizeof(m_state_in) );
} }
std::string Device::GetName() const std::string Device::GetName() const
{ {
// why aren't these defined // why aren't these defined
// subtype doesn't seem to work, i tested with 2 diff arcade sticks, both were shown as gamepad // subtype doesn't seem to work, i tested with 2 diff arcade sticks, both were shown as gamepad
// ill leave it in anyway, maybe m$ will fix it // ill leave it in anyway, maybe m$ will fix it
switch ( m_subtype ) switch ( m_subtype )
{ {
case XINPUT_DEVSUBTYPE_GAMEPAD : return "Gamepad"; break; case XINPUT_DEVSUBTYPE_GAMEPAD : return "Gamepad"; break;
case 0x02 /*XINPUT_DEVSUBTYPE_WHEEL*/ : return "Wheel"; break; case 0x02 /*XINPUT_DEVSUBTYPE_WHEEL*/ : return "Wheel"; break;
case 0x03 /*XINPUT_DEVSUBTYPE_ARCADE_STICK*/ : return "Arcade Stick"; break; case 0x03 /*XINPUT_DEVSUBTYPE_ARCADE_STICK*/ : return "Arcade Stick"; break;
case 0x04 /*XINPUT_DEVSUBTYPE_FLIGHT_STICK*/ : return "Flight Stick"; break; case 0x04 /*XINPUT_DEVSUBTYPE_FLIGHT_STICK*/ : return "Flight Stick"; break;
case 0x05 /*XINPUT_DEVSUBTYPE_DANCE_PAD*/ : return "Dance Pad"; break; case 0x05 /*XINPUT_DEVSUBTYPE_DANCE_PAD*/ : return "Dance Pad"; break;
case 0x06 /*XINPUT_DEVSUBTYPE_GUITAR*/ : return "Guitar"; break; case 0x06 /*XINPUT_DEVSUBTYPE_GUITAR*/ : return "Guitar"; break;
case 0x08 /*XINPUT_DEVSUBTYPE_DRUM_KIT*/ : return "Drum Kit"; break; case 0x08 /*XINPUT_DEVSUBTYPE_DRUM_KIT*/ : return "Drum Kit"; break;
default : return "Device"; break; default : return "Device"; break;
} }
} }
int Device::GetId() const int Device::GetId() const
{ {
return m_index; return m_index;
} }
std::string Device::GetSource() const std::string Device::GetSource() const
{ {
return "XInput"; return "XInput";
} }
// update i/o // update i/o
bool Device::UpdateInput() bool Device::UpdateInput()
{ {
return ( ERROR_SUCCESS == XInputGetState( m_index, &m_state_in ) ); return ( ERROR_SUCCESS == XInputGetState( m_index, &m_state_in ) );
} }
bool Device::UpdateOutput() bool Device::UpdateOutput()
{ {
return ( ERROR_SUCCESS == XInputSetState( m_index, &m_state_out ) ); return ( ERROR_SUCCESS == XInputSetState( m_index, &m_state_out ) );
} }
// GET name/source/id // GET name/source/id
std::string Device::Button::GetName() const std::string Device::Button::GetName() const
{ {
return named_buttons[m_index].name; return named_buttons[m_index].name;
} }
std::string Device::Axis::GetName() const std::string Device::Axis::GetName() const
{ {
return std::string(named_axes[m_index]) + ( m_range>0 ? '+' : '-' ); return std::string(named_axes[m_index]) + ( m_range>0 ? '+' : '-' );
} }
std::string Device::Trigger::GetName() const std::string Device::Trigger::GetName() const
{ {
return named_triggers[m_index]; return named_triggers[m_index];
} }
std::string Device::Motor::GetName() const std::string Device::Motor::GetName() const
{ {
return named_motors[m_index]; return named_motors[m_index];
} }
// get/set control state // get/set control state
ControlState Device::GetInputState( const ControllerInterface::Device::Input* const input ) ControlState Device::GetInputState( const ControllerInterface::Device::Input* const input )
{ {
return ((Input*)input)->GetState( &m_state_in.Gamepad ); return ((Input*)input)->GetState( &m_state_in.Gamepad );
} }
void Device::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state ) void Device::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state )
{ {
return ((Output*)output)->SetState( state, &m_state_out ); return ((Output*)output)->SetState( state, &m_state_out );
} }
// GET / SET STATES // GET / SET STATES
ControlState Device::Button::GetState( const XINPUT_GAMEPAD* const gamepad ) ControlState Device::Button::GetState( const XINPUT_GAMEPAD* const gamepad )
{ {
return (gamepad->wButtons & named_buttons[m_index].bitmask) > 0; return (gamepad->wButtons & named_buttons[m_index].bitmask) > 0;
} }
ControlState Device::Trigger::GetState( const XINPUT_GAMEPAD* const gamepad ) ControlState Device::Trigger::GetState( const XINPUT_GAMEPAD* const gamepad )
{ {
return ControlState((&gamepad->bLeftTrigger)[m_index]) / m_range; return ControlState((&gamepad->bLeftTrigger)[m_index]) / m_range;
} }
ControlState Device::Axis::GetState( const XINPUT_GAMEPAD* const gamepad ) ControlState Device::Axis::GetState( const XINPUT_GAMEPAD* const gamepad )
{ {
return std::max( 0.0f, ControlState((&gamepad->sThumbLX)[m_index]) / m_range ); return std::max( 0.0f, ControlState((&gamepad->sThumbLX)[m_index]) / m_range );
} }
void Device::Motor::SetState( const ControlState state, XINPUT_VIBRATION* const vibration ) void Device::Motor::SetState( const ControlState state, XINPUT_VIBRATION* const vibration )
{ {
(&vibration->wLeftMotorSpeed)[m_index] = (WORD)(state * m_range); (&vibration->wLeftMotorSpeed)[m_index] = (WORD)(state * m_range);
} }
} }
} }
#endif #endif

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@ -1,116 +1,116 @@
#ifndef _CIFACE_XINPUT_H_ #ifndef _CIFACE_XINPUT_H_
#define _CIFACE_XINPUT_H_ #define _CIFACE_XINPUT_H_
#include "../ControllerInterface.h" #include "../ControllerInterface.h"
#define NOMINMAX #define NOMINMAX
#include <Windows.h> #include <Windows.h>
#include <XInput.h> #include <XInput.h>
namespace ciface namespace ciface
{ {
namespace XInput namespace XInput
{ {
void Init( std::vector<ControllerInterface::Device*>& devices ); void Init( std::vector<ControllerInterface::Device*>& devices );
class Device : public ControllerInterface::Device class Device : public ControllerInterface::Device
{ {
friend class ControllerInterface; friend class ControllerInterface;
friend class ControllerInterface::ControlReference; friend class ControllerInterface::ControlReference;
protected: protected:
class Input : public ControllerInterface::Device::Input class Input : public ControllerInterface::Device::Input
{ {
friend class Device; friend class Device;
protected: protected:
virtual ControlState GetState( const XINPUT_GAMEPAD* const gamepad ) = 0; virtual ControlState GetState( const XINPUT_GAMEPAD* const gamepad ) = 0;
}; };
class Output : public ControllerInterface::Device::Output class Output : public ControllerInterface::Device::Output
{ {
friend class Device; friend class Device;
protected: protected:
virtual void SetState( const ControlState state, XINPUT_VIBRATION* const vibration ) = 0; virtual void SetState( const ControlState state, XINPUT_VIBRATION* const vibration ) = 0;
}; };
class Button : public Input class Button : public Input
{ {
friend class Device; friend class Device;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Button( const unsigned int index ) : m_index(index) {} Button( const unsigned int index ) : m_index(index) {}
ControlState GetState( const XINPUT_GAMEPAD* const gamepad ); ControlState GetState( const XINPUT_GAMEPAD* const gamepad );
private: private:
const unsigned int m_index; const unsigned int m_index;
}; };
class Axis : public Input class Axis : public Input
{ {
friend class Device; friend class Device;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Axis( const unsigned int index, const SHORT range ) : m_index(index), m_range(range) {} Axis( const unsigned int index, const SHORT range ) : m_index(index), m_range(range) {}
ControlState GetState( const XINPUT_GAMEPAD* const gamepad ); ControlState GetState( const XINPUT_GAMEPAD* const gamepad );
private: private:
const unsigned int m_index; const unsigned int m_index;
const SHORT m_range; const SHORT m_range;
}; };
class Trigger : public Input class Trigger : public Input
{ {
friend class Device; friend class Device;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Trigger( const unsigned int index, const BYTE range ) : m_index(index), m_range(range) {} Trigger( const unsigned int index, const BYTE range ) : m_index(index), m_range(range) {}
ControlState GetState( const XINPUT_GAMEPAD* const gamepad ); ControlState GetState( const XINPUT_GAMEPAD* const gamepad );
private: private:
const unsigned int m_index; const unsigned int m_index;
const BYTE m_range; const BYTE m_range;
}; };
class Motor : public Output class Motor : public Output
{ {
friend class Device; friend class Device;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Motor( const unsigned int index, const WORD range ) : m_index(index), m_range(range) {} Motor( const unsigned int index, const WORD range ) : m_index(index), m_range(range) {}
void SetState( const ControlState state, XINPUT_VIBRATION* const vibration ); void SetState( const ControlState state, XINPUT_VIBRATION* const vibration );
private: private:
const unsigned int m_index; const unsigned int m_index;
const WORD m_range; const WORD m_range;
}; };
bool UpdateInput(); bool UpdateInput();
bool UpdateOutput(); bool UpdateOutput();
ControlState GetInputState( const ControllerInterface::Device::Input* const input ); ControlState GetInputState( const ControllerInterface::Device::Input* const input );
void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state ); void SetOutputState( const ControllerInterface::Device::Output* const input, const ControlState state );
void ClearInputState(); void ClearInputState();
public: public:
Device( const XINPUT_CAPABILITIES* const capabilities, const unsigned int index ); Device( const XINPUT_CAPABILITIES* const capabilities, const unsigned int index );
std::string GetName() const; std::string GetName() const;
int GetId() const; int GetId() const;
std::string GetSource() const; std::string GetSource() const;
private: private:
const unsigned int m_index; const unsigned int m_index;
XINPUT_STATE m_state_in; XINPUT_STATE m_state_in;
XINPUT_VIBRATION m_state_out; XINPUT_VIBRATION m_state_out;
const unsigned int m_subtype; const unsigned int m_subtype;
}; };
} }
} }
#endif #endif

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@ -1,98 +1,98 @@
#include "../ControllerInterface.h" #include "../ControllerInterface.h"
#ifdef CIFACE_USE_XLIB #ifdef CIFACE_USE_XLIB
#include "Xlib.h" #include "Xlib.h"
namespace ciface namespace ciface
{ {
namespace Xlib namespace Xlib
{ {
void Init( std::vector<ControllerInterface::Device*>& devices, void* const hwnd ) void Init( std::vector<ControllerInterface::Device*>& devices, void* const hwnd )
{ {
// mouse will be added to this, Keyboard class will be turned into KeyboardMouse // mouse will be added to this, Keyboard class will be turned into KeyboardMouse
// single device for combined keyboard/mouse, this will allow combinations like shift+click more easily // single device for combined keyboard/mouse, this will allow combinations like shift+click more easily
devices.push_back( new Keyboard( (Display*)display ) ); devices.push_back( new Keyboard( (Display*)display ) );
} }
Keyboard::Keyboard( Display* const display ) : m_display(display) Keyboard::Keyboard( Display* const display ) : m_display(display)
{ {
memset( &m_state, 0, sizeof(m_state) ); memset( &m_state, 0, sizeof(m_state) );
// this is probably dumb // this is probably dumb
for ( KeySym i = 0; i < 1024; ++i ) for ( KeySym i = 0; i < 1024; ++i )
{ {
if ( XKeysymToString( m_keysym ) ) // if it isnt NULL if ( XKeysymToString( m_keysym ) ) // if it isnt NULL
inputs.push_back( new Key( i ) ); inputs.push_back( new Key( i ) );
} }
} }
Keyboard::~Keyboard() Keyboard::~Keyboard()
{ {
// might not need this func // might not need this func
} }
ControlState Keyboard::GetInputState( const ControllerInterface::Device::Input* const input ) ControlState Keyboard::GetInputState( const ControllerInterface::Device::Input* const input )
{ {
return ((Input*)input)->GetState( &m_state ); return ((Input*)input)->GetState( &m_state );
} }
void Keyboard::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state ) void Keyboard::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state )
{ {
} }
bool Keyboard::UpdateInput() bool Keyboard::UpdateInput()
{ {
XQueryKeymap( m_display, m_state.keyboard ); XQueryKeymap( m_display, m_state.keyboard );
// mouse stuff in here too // mouse stuff in here too
return true; return true;
} }
bool Keyboard::UpdateOutput() bool Keyboard::UpdateOutput()
{ {
return true; return true;
} }
std::string Keyboard::GetName() const std::string Keyboard::GetName() const
{ {
return "Keyboard"; return "Keyboard";
//return "Keyboard Mouse"; // change to this later //return "Keyboard Mouse"; // change to this later
} }
std::string Keyboard::GetSource() const std::string Keyboard::GetSource() const
{ {
return "Xlib"; return "Xlib";
} }
int Keyboard::GetId() const int Keyboard::GetId() const
{ {
return 0; return 0;
} }
ControlState Keyboard::Key::GetState( const State* const state ) ControlState Keyboard::Key::GetState( const State* const state )
{ {
key_code = XKeysymToKeycode(m_display, m_keysym ); key_code = XKeysymToKeycode(m_display, m_keysym );
return (state->keyboard[key_code/8] & (1 << (key_code%8))); // need >0 ? return (state->keyboard[key_code/8] & (1 << (key_code%8))); // need >0 ?
} }
std::string Keyboard::Key::GetName() const std::string Keyboard::Key::GetName() const
{ {
return XKeysymToString( m_keysym ); return XKeysymToString( m_keysym );
} }
} }
} }
#endif #endif

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@ -1,70 +1,70 @@
#ifndef _CIFACE_XLIB_H_ #ifndef _CIFACE_XLIB_H_
#define _CIFACE_XLIB_H_ #define _CIFACE_XLIB_H_
#include "../ControllerInterface.h" #include "../ControllerInterface.h"
#include <X11/Xlib.h> #include <X11/Xlib.h>
namespace ciface namespace ciface
{ {
namespace XInput namespace XInput
{ {
void Init( std::vector<ControllerInterface::Device*>& devices, void* const hwnd ); void Init( std::vector<ControllerInterface::Device*>& devices, void* const hwnd );
class Keyboard : public ControllerInterface::Device class Keyboard : public ControllerInterface::Device
{ {
friend class ControllerInterface; friend class ControllerInterface;
friend class ControllerInterface::ControlReference; friend class ControllerInterface::ControlReference;
protected: protected:
struct State struct State
{ {
char keyboard[32]; char keyboard[32];
// mouse crap will go here // mouse crap will go here
}; };
class Input : public ControllerInterface::Input class Input : public ControllerInterface::Input
{ {
friend class Keyboard; friend class Keyboard;
protected: protected:
ControlState GetState( const State* const state ) = 0; ControlState GetState( const State* const state ) = 0;
} }
class Key : public Input class Key : public Input
{ {
friend class Keyboard; friend class Keyboard;
public: public:
std::string GetName() const; std::string GetName() const;
protected: protected:
Key( KeySym keysym ) : m_keysym(keysym) {} Key( KeySym keysym ) : m_keysym(keysym) {}
ControlState GetState( const State* const state ); ControlState GetState( const State* const state );
private: private:
const KeySym m_keysym const KeySym m_keysym
}; };
bool UpdateInput(); bool UpdateInput();
bool UpdateOutput(); bool UpdateOutput();
ControlState Keyboard::GetInputState( const ControllerInterface::Device::Input* const input ); ControlState Keyboard::GetInputState( const ControllerInterface::Device::Input* const input );
void Keyboard::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state ); void Keyboard::SetOutputState( const ControllerInterface::Device::Output* const output, const ControlState state );
public: public:
Keyboard( Display* const display ); Keyboard( Display* const display );
~Keyboard(); ~Keyboard();
std::string GetName() const; std::string GetName() const;
std::string GetSource() const; std::string GetSource() const;
int GetId() const; int GetId() const;
private: private:
Display* const m_display; Display* const m_display;
State m_state; State m_state;
}; };
} }
} }
#endif #endif

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@ -1,357 +1,362 @@
#include <math.h> #include <math.h>
#include "Common.h" #include "Common.h"
#include "pluginspecs_pad.h" #include "pluginspecs_pad.h"
#include "pluginspecs_wiimote.h" #include "pluginspecs_wiimote.h"
#include "ControllerInterface/ControllerInterface.h" #include "ControllerInterface/ControllerInterface.h"
#if defined(HAVE_WX) && HAVE_WX #if defined(HAVE_WX) && HAVE_WX
#include "ConfigDiag.h" #include "ConfigDiag.h"
#endif #endif
#include "Config.h" #include "Config.h"
#define CIFACE_PLUGIN_VERSION 0x0100 #if defined(HAVE_X11) && HAVE_X11
#include <X11/Xlib.h>
#define CIFACE_PLUGIN_BRANDING /*"Billiard's"//*/"Dolphin" Display* GCdisplay;
#define CIFACE_PLUGIN_TYPE "GCPad" #endif
#define CIFACE_PLUGIN_NAME "New"
//#define CIFACE_PLUGIN_VERSTR "v1.0" #define CIFACE_PLUGIN_VERSION 0x0100
#define CIFACE_PLUGIN_FULL_NAME CIFACE_PLUGIN_BRANDING" "CIFACE_PLUGIN_TYPE" "CIFACE_PLUGIN_NAME//" "CIFACE_PLUGIN_VERSTR #define CIFACE_PLUGIN_BRANDING /*"Billiard's"//*/"Dolphin"
#define CIFACE_PLUGIN_TYPE "GCPad"
#ifdef _WIN32 #define CIFACE_PLUGIN_NAME "New"
class wxDLLApp : public wxApp //#define CIFACE_PLUGIN_VERSTR "v1.0"
{
bool OnInit() #define CIFACE_PLUGIN_FULL_NAME CIFACE_PLUGIN_BRANDING" "CIFACE_PLUGIN_TYPE" "CIFACE_PLUGIN_NAME//" "CIFACE_PLUGIN_VERSTR
{
return true; #ifdef _WIN32
}; class wxDLLApp : public wxApp
}; {
IMPLEMENT_APP_NO_MAIN(wxDLLApp) bool OnInit()
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst); {
#endif return true;
// copied from GCPad };
SPADInitialize *g_PADInitialize = NULL; };
// Check if Dolphin is in focus IMPLEMENT_APP_NO_MAIN(wxDLLApp)
// ---------------- WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
bool IsFocus() #endif
{ // copied from GCPad
#ifdef _WIN32 SPADInitialize *g_PADInitialize = NULL;
HWND RenderingWindow = (g_PADInitialize) ? g_PADInitialize->hWnd : NULL; // Check if Dolphin is in focus
HWND Parent = GetParent(RenderingWindow); // ----------------
HWND TopLevel = GetParent(Parent); bool IsFocus()
{
if (GetForegroundWindow() == TopLevel || GetForegroundWindow() == RenderingWindow) #ifdef _WIN32
return true; HWND RenderingWindow = (g_PADInitialize) ? g_PADInitialize->hWnd : NULL;
else HWND Parent = GetParent(RenderingWindow);
return false; HWND TopLevel = GetParent(Parent);
#elif defined HAVE_X11 && HAVE_X11
Window GLWin = *(Window *)g_PADInitialize->pXWindow; if (GetForegroundWindow() == TopLevel || GetForegroundWindow() == RenderingWindow)
Window FocusWin; return true;
int Revert; else
XGetInputFocus((Display*)g_PADInitialize->hWnd, &FocusWin, &Revert); return false;
XWindowAttributes WinAttribs; #elif defined HAVE_X11 && HAVE_X11
XGetWindowAttributes (GCdisplay, GLWin, &WinAttribs); Window GLWin = *(Window *)g_PADInitialize->pXWindow;
return (GLWin != 0 && (GLWin == FocusWin || WinAttribs.override_redirect)); Window FocusWin;
#else int Revert;
return true; XGetInputFocus((Display*)g_PADInitialize->hWnd, &FocusWin, &Revert);
#endif XWindowAttributes WinAttribs;
} XGetWindowAttributes (GCdisplay, GLWin, &WinAttribs);
return (GLWin != 0 && (GLWin == FocusWin || WinAttribs.override_redirect));
// copied from GCPad #else
HINSTANCE g_hInstance; return true;
#endif
// copied from GCPad }
#if defined(HAVE_WX) && HAVE_WX
wxWindow* GetParentedWxWindow(HWND Parent) // copied from GCPad
{ HINSTANCE g_hInstance;
#ifdef _WIN32
wxSetInstance((HINSTANCE)g_hInstance); // copied from GCPad
#endif #if defined(HAVE_WX) && HAVE_WX
wxWindow *win = new wxWindow(); wxWindow* GetParentedWxWindow(HWND Parent)
#ifdef _WIN32 {
win->SetHWND((WXHWND)Parent); #ifdef _WIN32
win->AdoptAttributesFromHWND(); wxSetInstance((HINSTANCE)g_hInstance);
#endif #endif
return win; wxWindow *win = new wxWindow();
} #ifdef _WIN32
#endif win->SetHWND((WXHWND)Parent);
// / win->AdoptAttributesFromHWND();
#endif
// the plugin return win;
Plugin g_plugin; }
#ifdef _WIN32 #endif
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved ) // /
{
switch (fdwReason) // the plugin
{ Plugin g_plugin;
case DLL_PROCESS_ATTACH: #ifdef _WIN32
wxSetInstance(hinstDLL); BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved )
wxInitialize(); {
break; switch (fdwReason)
case DLL_PROCESS_DETACH: {
wxUninitialize(); case DLL_PROCESS_ATTACH:
break; wxSetInstance(hinstDLL);
default: wxInitialize();
break; break;
} case DLL_PROCESS_DETACH:
wxUninitialize();
g_hInstance = hinstDLL; break;
return TRUE; default:
} break;
#endif }
g_hInstance = hinstDLL;
// wut ?? return TRUE;
#define EXPORT }
#define CALL #endif
int _last_numPAD = 4;
// wut ??
#define EXPORT
// if plugin isn't initialized, init and load config #define CALL
void InitPlugin( void* const hwnd )
{ int _last_numPAD = 4;
//g_plugin.controls_crit.Enter(); // enter
//g_plugin.interface_crit.Enter();
// if plugin isn't initialized, init and load config
if ( false == g_plugin.controller_interface.IsInit() ) void InitPlugin( void* const hwnd )
{ {
// load the saved controller config //g_plugin.controls_crit.Enter(); // enter
g_plugin.LoadConfig(); //g_plugin.interface_crit.Enter();
// needed for Xlib and exclusive dinput if ( false == g_plugin.controller_interface.IsInit() )
g_plugin.controller_interface.SetHwnd( hwnd ); {
g_plugin.controller_interface.Init(); // load the saved controller config
g_plugin.LoadConfig();
// update control refs
std::vector<ControllerEmu*>::const_iterator i = g_plugin.controllers.begin(), // needed for Xlib and exclusive dinput
e = g_plugin.controllers.end(); g_plugin.controller_interface.SetHwnd( hwnd );
for ( ; i!=e; ++i ) g_plugin.controller_interface.Init();
(*i)->UpdateReferences( g_plugin.controller_interface );
// update control refs
} std::vector<ControllerEmu*>::const_iterator i = g_plugin.controllers.begin(),
e = g_plugin.controllers.end();
//g_plugin.interface_crit.Leave(); for ( ; i!=e; ++i )
//g_plugin.controls_crit.Leave(); // leave (*i)->UpdateReferences( g_plugin.controller_interface );
}
}
// I N T E R F A C E
//g_plugin.interface_crit.Leave();
// __________________________________________________________________________________________________ //g_plugin.controls_crit.Leave(); // leave
// Function: }
// Purpose:
// input: // I N T E R F A C E
// output:
// // __________________________________________________________________________________________________
EXPORT void CALL PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus) // Function:
{ // Purpose:
// why not, i guess // input:
if ( NULL == _pPADStatus ) // output:
return; //
EXPORT void CALL PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
memset( _pPADStatus, 0, sizeof(*_pPADStatus) ); {
_pPADStatus->err = PAD_ERR_NONE; // why not, i guess
// wtf is this? if ( NULL == _pPADStatus )
_pPADStatus->button |= PAD_USE_ORIGIN; return;
// TODO: this will need changing memset( _pPADStatus, 0, sizeof(*_pPADStatus) );
// need focus ? _pPADStatus->err = PAD_ERR_NONE;
// i'm not inside CritSec when I access this bool // wtf is this?
//if ( false == (g_plugin.pads[_numPAD].options.allow_background_input || IsFocus()) ) _pPADStatus->button |= PAD_USE_ORIGIN;
//{
// // center axes and return // TODO: this will need changing
// memset( &_pPADStatus->stickX, 0x80, 4 ); // need focus ?
// return; // i'm not inside CritSec when I access this bool
//} //if ( false == (g_plugin.pads[_numPAD].options.allow_background_input || IsFocus()) )
//{
// try lock // // center axes and return
if ( false == g_plugin.controls_crit.TryEnter() ) // memset( &_pPADStatus->stickX, 0x80, 4 );
{ // return;
// if gui has lock (messing with controls), skip this input cycle //}
// center axes and return
memset( &_pPADStatus->stickX, 0x80, 4 ); // try lock
return; if ( false == g_plugin.controls_crit.TryEnter() )
} {
// if gui has lock (messing with controls), skip this input cycle
// if we are on the next input cycle, update output and input // center axes and return
// if we can get a lock memset( &_pPADStatus->stickX, 0x80, 4 );
if ( _numPAD <= _last_numPAD && g_plugin.interface_crit.TryEnter() ) return;
{ }
g_plugin.controller_interface.UpdateOutput();
g_plugin.controller_interface.UpdateInput(); // if we are on the next input cycle, update output and input
g_plugin.interface_crit.Leave(); // if we can get a lock
} if ( _numPAD <= _last_numPAD && g_plugin.interface_crit.TryEnter() )
_last_numPAD = _numPAD; {
g_plugin.controller_interface.UpdateOutput();
// get input g_plugin.controller_interface.UpdateInput();
((GCPad*)g_plugin.controllers[ _numPAD ])->GetInput( _pPADStatus ); g_plugin.interface_crit.Leave();
}
// leave _last_numPAD = _numPAD;
g_plugin.controls_crit.Leave();
// get input
} ((GCPad*)g_plugin.controllers[ _numPAD ])->GetInput( _pPADStatus );
// __________________________________________________________________________________________________ // leave
// Function: Send keyboard input to the plugin g_plugin.controls_crit.Leave();
// Purpose:
// input: The key and if it's pressed or released }
// output: None
// // __________________________________________________________________________________________________
EXPORT void CALL PAD_Input(u16 _Key, u8 _UpDown) // Function: Send keyboard input to the plugin
{ // Purpose:
// nofin // input: The key and if it's pressed or released
} // output: None
//
// __________________________________________________________________________________________________ EXPORT void CALL PAD_Input(u16 _Key, u8 _UpDown)
// Function: PAD_Rumble {
// Purpose: Pad rumble! // nofin
// input: PAD number, Command type (Stop=0, Rumble=1, Stop Hard=2) and strength of Rumble }
// output: none
// // __________________________________________________________________________________________________
EXPORT void CALL PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength) // Function: PAD_Rumble
{ // Purpose: Pad rumble!
// enter // input: PAD number, Command type (Stop=0, Rumble=1, Stop Hard=2) and strength of Rumble
if ( g_plugin.controls_crit.TryEnter() ) // output: none
{ //
// only on/off rumble EXPORT void CALL PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
((GCPad*)g_plugin.controllers[ _numPAD ])->SetOutput( 1 == _uType && _uStrength > 2 ); {
// enter
// leave if ( g_plugin.controls_crit.TryEnter() )
g_plugin.controls_crit.Leave(); {
} // only on/off rumble
} ((GCPad*)g_plugin.controllers[ _numPAD ])->SetOutput( 1 == _uType && _uStrength > 2 );
// leave
// GLOBAL I N T E R F A C E g_plugin.controls_crit.Leave();
// Function: GetDllInfo }
// Purpose: This function allows the emulator to gather information }
// about the DLL by filling in the PluginInfo structure.
// input: A pointer to a PLUGIN_INFO structure that needs to be
// filled by the function. (see def above) // GLOBAL I N T E R F A C E
// output: none // Function: GetDllInfo
// // Purpose: This function allows the emulator to gather information
EXPORT void CALL GetDllInfo(PLUGIN_INFO* _pPluginInfo) // about the DLL by filling in the PluginInfo structure.
{ // input: A pointer to a PLUGIN_INFO structure that needs to be
// don't feel like messing around with all those strcpy functions and warnings // filled by the function. (see def above)
//char *s1 = CIFACE_PLUGIN_FULL_NAME, *s2 = _pPluginInfo->Name; // output: none
//while ( *s2++ = *s1++ ); //
memcpy( _pPluginInfo->Name, CIFACE_PLUGIN_FULL_NAME, sizeof(CIFACE_PLUGIN_FULL_NAME) ); EXPORT void CALL GetDllInfo(PLUGIN_INFO* _pPluginInfo)
_pPluginInfo->Type = PLUGIN_TYPE_PAD; {
_pPluginInfo->Version = CIFACE_PLUGIN_VERSION; // don't feel like messing around with all those strcpy functions and warnings
} //char *s1 = CIFACE_PLUGIN_FULL_NAME, *s2 = _pPluginInfo->Name;
//while ( *s2++ = *s1++ );
// ___________________________________________________________________________ memcpy( _pPluginInfo->Name, CIFACE_PLUGIN_FULL_NAME, sizeof(CIFACE_PLUGIN_FULL_NAME) );
// Function: DllConfig _pPluginInfo->Type = PLUGIN_TYPE_PAD;
// Purpose: This function is optional function that is provided _pPluginInfo->Version = CIFACE_PLUGIN_VERSION;
// to allow the user to configure the DLL }
// input: A handle to the window that calls this function
// output: none // ___________________________________________________________________________
// // Function: DllConfig
EXPORT void CALL DllConfig(HWND _hParent) // Purpose: This function is optional function that is provided
{ // to allow the user to configure the DLL
bool was_init = false; // input: A handle to the window that calls this function
if ( g_plugin.controller_interface.IsInit() ) // hack for showing dialog when game isnt running // output: none
was_init = true; //
else EXPORT void CALL DllConfig(HWND _hParent)
InitPlugin( _hParent ); {
bool was_init = false;
// copied from GCPad if ( g_plugin.controller_interface.IsInit() ) // hack for showing dialog when game isnt running
#if defined(HAVE_WX) && HAVE_WX was_init = true;
wxWindow *frame = GetParentedWxWindow(_hParent); else
ConfigDialog* m_ConfigFrame = new ConfigDialog( frame, g_plugin, CIFACE_PLUGIN_FULL_NAME, was_init ); InitPlugin( _hParent );
#ifdef _WIN32 // copied from GCPad
frame->Disable(); #if defined(HAVE_WX) && HAVE_WX
m_ConfigFrame->ShowModal(); wxWindow *frame = GetParentedWxWindow(_hParent);
frame->Enable(); ConfigDialog* m_ConfigFrame = new ConfigDialog( frame, g_plugin, CIFACE_PLUGIN_FULL_NAME, was_init );
#else
m_ConfigFrame->ShowModal(); #ifdef _WIN32
#endif frame->Disable();
m_ConfigFrame->ShowModal();
#ifdef _WIN32 frame->Enable();
wxMilliSleep( 50 ); // hooray for hacks #else
frame->SetFocus(); m_ConfigFrame->ShowModal();
frame->SetHWND(NULL); #endif
#endif
#ifdef _WIN32
m_ConfigFrame->Destroy(); wxMilliSleep( 50 ); // hooray for hacks
m_ConfigFrame = NULL; frame->SetFocus();
frame->Destroy(); frame->SetHWND(NULL);
#endif #endif
// /
m_ConfigFrame->Destroy();
if ( false == was_init ) // hack for showing dialog when game isnt running m_ConfigFrame = NULL;
g_plugin.controller_interface.DeInit(); frame->Destroy();
} #endif
// /
// ___________________________________________________________________________
// Function: DllDebugger if ( false == was_init ) // hack for showing dialog when game isnt running
// Purpose: Open the debugger g_plugin.controller_interface.DeInit();
// input: a handle to the window that calls this function }
// output: none
// // ___________________________________________________________________________
EXPORT void CALL DllDebugger(HWND _hParent, bool Show) // Function: DllDebugger
{ // Purpose: Open the debugger
// wut? // input: a handle to the window that calls this function
} // output: none
//
// ___________________________________________________________________________ EXPORT void CALL DllDebugger(HWND _hParent, bool Show)
// Function: DllSetGlobals {
// Purpose: Set the pointer for globals variables // wut?
// input: a pointer to the global struct }
// output: none
// // ___________________________________________________________________________
EXPORT void CALL SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) // Function: DllSetGlobals
{ // Purpose: Set the pointer for globals variables
// wut? // input: a pointer to the global struct
} // output: none
//
// ___________________________________________________________________________ EXPORT void CALL SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
// Function: Initialize {
// Purpose: Initialize the plugin // wut?
// input: Init }
// output: none
// // ___________________________________________________________________________
EXPORT void CALL Initialize(void *init) // Function: Initialize
{ // Purpose: Initialize the plugin
if ( false == g_plugin.controller_interface.IsInit() ) // input: Init
InitPlugin( ((SPADInitialize*)init)->hWnd ); // output: none
} //
EXPORT void CALL Initialize(void *init)
// ___________________________________________________________________________ {
// Function: Shutdown if ( false == g_plugin.controller_interface.IsInit() )
// Purpose: This function is called when the emulator is shutting down InitPlugin( ((SPADInitialize*)init)->hWnd );
// a game allowing the dll to de-initialise. }
// input: none
// output: none // ___________________________________________________________________________
// // Function: Shutdown
EXPORT void CALL Shutdown(void) // Purpose: This function is called when the emulator is shutting down
{ // a game allowing the dll to de-initialise.
//plugin.controls_crit.Enter(); // enter // input: none
if ( g_plugin.controller_interface.IsInit() ) // output: none
g_plugin.controller_interface.DeInit(); //
//plugin.controls_crit.Leave(); // leave EXPORT void CALL Shutdown(void)
} {
//plugin.controls_crit.Enter(); // enter
// ___________________________________________________________________________ if ( g_plugin.controller_interface.IsInit() )
// Function: DoState g_plugin.controller_interface.DeInit();
// Purpose: Saves/load state //plugin.controls_crit.Leave(); // leave
// input/output: ptr }
// input: mode
// // ___________________________________________________________________________
EXPORT void CALL DoState(unsigned char **ptr, int mode) // Function: DoState
{ // Purpose: Saves/load state
// prolly won't need this // input/output: ptr
} // input: mode
//
// ___________________________________________________________________________ EXPORT void CALL DoState(unsigned char **ptr, int mode)
// Function: EmuStateChange {
// Purpose: Notifies the plugin of a change in emulation state // prolly won't need this
// input: newState }
// output: none
// // ___________________________________________________________________________
EXPORT void CALL EmuStateChange(PLUGIN_EMUSTATE newState) // Function: EmuStateChange
{ // Purpose: Notifies the plugin of a change in emulation state
// maybe use this later // input: newState
} // output: none
//
EXPORT void CALL EmuStateChange(PLUGIN_EMUSTATE newState)
{
// maybe use this later
}

View File

@ -1,142 +1,142 @@
#include "IniFile.h" #include "IniFile.h"
// //
// TrimChars // TrimChars
// //
// trim whitespace, or any, chars from both ends // trim whitespace, or any, chars from both ends
// //
template <typename S> template <typename S>
std::string TrimChars( const std::string& str, const S space ) std::string TrimChars( const std::string& str, const S space )
{ {
const size_t start = str.find_first_not_of( space ); const size_t start = str.find_first_not_of( space );
if ( str.npos == start ) if ( str.npos == start )
return ""; return "";
return str.substr( start, str.find_last_not_of( space ) - start + 1 ); return str.substr( start, str.find_last_not_of( space ) - start + 1 );
} }
// //
// IniSection :: Set // IniSection :: Set
// //
// set key's value if it doesn't match the default // set key's value if it doesn't match the default
// otherwise remove the key from the section if it exists // otherwise remove the key from the section if it exists
// //
void IniSection::Set( const std::string& key, const std::string& val, const std::string& def ) void IniSection::Set( const std::string& key, const std::string& val, const std::string& def )
{ {
if ( val != def ) if ( val != def )
operator[](key) = val; operator[](key) = val;
else else
{ {
iterator f = find(key); iterator f = find(key);
if ( f != end() ) if ( f != end() )
erase( f ); erase( f );
} }
} }
// //
// IniSection :: Get // IniSection :: Get
// //
// return a key's value if it exists // return a key's value if it exists
// otherwise return the default // otherwise return the default
// //
std::string IniSection::Get( const std::string& key, const std::string& def ) std::string IniSection::Get( const std::string& key, const std::string& def )
{ {
const const_iterator f = find(key); const const_iterator f = find(key);
if ( f != end() ) if ( f != end() )
if ( false == f->second.empty() ) if ( false == f->second.empty() )
return f->second; return f->second;
return def; return def;
} }
// //
// IniFile :: Save // IniFile :: Save
// //
// save a file // save a file
// //
void IniFile::Save( std::ostream& file ) void IniFile::Save( std::ostream& file )
{ {
const_iterator i = begin(), const_iterator i = begin(),
e = end(); e = end();
for ( ; i != e; ++i ) for ( ; i != e; ++i )
{ {
// skip a line at new sections // skip a line at new sections
file << "\n[" << i->first << "]\n"; file << "\n[" << i->first << "]\n";
Section::const_iterator si = i->second.begin(), Section::const_iterator si = i->second.begin(),
se = i->second.end(); se = i->second.end();
for ( ; si != se; ++si ) for ( ; si != se; ++si )
file << si->first << " = " << si->second << '\n'; file << si->first << " = " << si->second << '\n';
} }
} }
// //
// IniFile :: Load // IniFile :: Load
// //
// load a file // load a file
// //
void IniFile::Load( std::istream& file ) void IniFile::Load( std::istream& file )
{ {
const char* const space = "\t\r "; const char* const space = "\t\r ";
std::string line; std::string line;
// start off with an empty section // start off with an empty section
Section* section = &(*this)[""]; Section* section = &(*this)[""];
while ( std::getline( file, line ).good() ) // read a line while ( std::getline( file, line ).good() ) // read a line
{ {
line = TrimChars(line,space); line = TrimChars(line,space);
if ( line.size() ) if ( line.size() )
{ {
switch ( line[0] ) switch ( line[0] )
{ {
// comment // comment
case '#' : case '#' :
case ';' : case ';' :
break; break;
// section // section
case '[' : case '[' :
// kinda odd trimming // kinda odd trimming
section = &(*this)[ TrimChars(line,"][\t\r ") ]; section = &(*this)[ TrimChars(line,"][\t\r ") ];
break; break;
// key/value // key/value
default : default :
{ {
std::istringstream ss(line); std::istringstream ss(line);
std::string key; std::getline( ss, key, '=' ); std::string key; std::getline( ss, key, '=' );
std::string val; std::getline( ss, val ); std::string val; std::getline( ss, val );
(*section)[ TrimChars(key,space) ] = TrimChars(val,space); (*section)[ TrimChars(key,space) ] = TrimChars(val,space);
break; break;
} }
} }
} }
} }
Clean(); Clean();
} }
// //
// IniFile :: Clean // IniFile :: Clean
// //
// remove empty key/values and sections // remove empty key/values and sections
// after trying to access ini sections/values, they are automatically allocated // after trying to access ini sections/values, they are automatically allocated
// this deletes the empty stuff // this deletes the empty stuff
// //
void IniFile::Clean() void IniFile::Clean()
{ {
iterator i = begin(), iterator i = begin(),
e = end(); e = end();
for ( ; i != e; ) for ( ; i != e; )
{ {
Section::iterator si = i->second.begin(), Section::iterator si = i->second.begin(),
se = i->second.end(); se = i->second.end();
for ( ; si != se; ) for ( ; si != se; )
{ {
if ( si->second.empty() ) if ( si->second.empty() )
i->second.erase( si++ ); i->second.erase( si++ );
else else
++si; ++si;
} }
if ( i->second.empty() ) if ( i->second.empty() )
erase( i++ ); erase( i++ );
else else
++i; ++i;
} }
} }

View File

@ -1,61 +1,61 @@
#ifndef _INIFILE_H_ #ifndef _INIFILE_H_
#define _INIFILE_H_ #define _INIFILE_H_
#include <fstream> #include <fstream>
#include <map> #include <map>
#include <string> #include <string>
#include <sstream> #include <sstream>
// //
// IniFile // IniFile
// //
class IniSection : public std::map< std::string, std::string > class IniSection : public std::map< std::string, std::string >
{ {
public: public:
void Set( const std::string& key, const std::string& val, const std::string& def = "" ); void Set( const std::string& key, const std::string& val, const std::string& def = "" );
std::string Get( const std::string& key, const std::string& def = "" ); std::string Get( const std::string& key, const std::string& def = "" );
template <typename V, typename D> template <typename V, typename D>
void Set( const std::string& key, const V& val, const D& def = 0 ) void Set( const std::string& key, const V& val, const D& def = 0 )
{ {
if ( val != def ) if ( val != def )
{ {
std::ostringstream ss; std::ostringstream ss;
ss << long(val); ss << long(val);
operator[](key) = ss.str(); operator[](key) = ss.str();
} }
else else
{ {
iterator f = find(key); iterator f = find(key);
if ( f != end() ) if ( f != end() )
erase( f ); erase( f );
} }
} }
template <typename V> template <typename V>
V Get( const std::string& key, const V& def = 0 ) V Get( const std::string& key, const V& def = 0 )
{ {
const const_iterator f = find(key); const const_iterator f = find(key);
if ( f != end() ) if ( f != end() )
if ( false == f->second.empty() ) if ( false == f->second.empty() )
{ {
std::istringstream ss(f->second); std::istringstream ss(f->second);
int val; int val;
ss >> val; ss >> val;
return V(val); return V(val);
} }
return def; return def;
} }
}; };
class IniFile : public std::map< std::string, IniSection > class IniFile : public std::map< std::string, IniSection >
{ {
public: public:
typedef IniSection Section; typedef IniSection Section;
void Clean(); void Clean();
void Save( std::ostream& file ); void Save( std::ostream& file );
void Load( std::istream& file ); void Load( std::istream& file );
}; };
#endif #endif