// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include "Common/Common.h" #include "Common/Thread.h" #include "InputCommon/ControllerInterface/Device.h" #include "InputCommon/ControllerInterface/ExpressionParser.h" // enable disable sources #ifdef _WIN32 #define CIFACE_USE_XINPUT #define CIFACE_USE_DINPUT #endif #if defined(HAVE_X11) && HAVE_X11 #define CIFACE_USE_XLIB #define CIFACE_USE_SDL #if defined(HAVE_X11_XINPUT2) && HAVE_X11_XINPUT2 #define CIFACE_USE_X11_XINPUT2 #endif #endif #if defined(__APPLE__) #define CIFACE_USE_OSX #endif #ifdef ANDROID #define CIFACE_USE_ANDROID #endif using namespace ciface::Core; // // ControllerInterface // // Some crazy shit I made to control different device inputs and outputs // from lots of different sources, hopefully more easily. // class ControllerInterface : public DeviceContainer { public: // // ControlReference // // These are what you create to actually use the inputs, InputReference or OutputReference. // // After being bound to devices and controls with ControllerInterface::UpdateReference, // each one can link to multiple devices and controls // when you change a ControlReference's expression, // you must use ControllerInterface::UpdateReference on it to rebind controls // class ControlReference { friend class ControllerInterface; public: virtual ControlState State(const ControlState state = 0) = 0; virtual Device::Control* Detect(const unsigned int ms, Device* const device) = 0; ControlState range; std::string expression; const bool is_input; ciface::ExpressionParser::ExpressionParseStatus parse_error; virtual ~ControlReference() { delete parsed_expression; } int BoundCount() { if (parsed_expression) return parsed_expression->num_controls; else return 0; } protected: ControlReference(const bool _is_input) : range(1), is_input(_is_input), parsed_expression(nullptr) {} ciface::ExpressionParser::Expression *parsed_expression; }; // // InputReference // // Control reference for inputs // class InputReference : public ControlReference { public: InputReference() : ControlReference(true) {} ControlState State(const ControlState state) override; Device::Control* Detect(const unsigned int ms, Device* const device) override; }; // // OutputReference // // Control reference for outputs // class OutputReference : public ControlReference { public: OutputReference() : ControlReference(false) {} ControlState State(const ControlState state) override; Device::Control* Detect(const unsigned int ms, Device* const device) override; }; ControllerInterface() : m_is_init(false), m_hwnd(nullptr) {} void SetHwnd(void* const hwnd); void Initialize(); void Shutdown(); bool IsInit() const { return m_is_init; } void UpdateReference(ControlReference* control, const DeviceQualifier& default_device) const; bool UpdateInput(const bool force = false); bool UpdateOutput(const bool force = false); std::recursive_mutex update_lock; private: bool m_is_init; void* m_hwnd; }; extern ControllerInterface g_controller_interface;