#ifndef _DEVICEINTERFACE_H_ #define _DEVICEINTERFACE_H_ #include #include #include #include #include #include "Common.h" #include "Thread.h" // enable disable sources #ifdef _WIN32 #define CIFACE_USE_XINPUT #define CIFACE_USE_DINPUT_JOYSTICK #define CIFACE_USE_DINPUT_KBM #define CIFACE_USE_DINPUT //#ifndef CIFACE_USE_DINPUT_JOYSTICK // enable SDL 1.2 in addition to DirectInput on windows, // to support a few gamepads that aren't behaving with DInput #define CIFACE_USE_SDL //#endif #endif #if defined(HAVE_X11) && HAVE_X11 #define CIFACE_USE_XLIB #define CIFACE_USE_SDL #endif #if defined(__APPLE__) #define CIFACE_USE_OSX #endif #ifdef ANDROID #define CIFACE_USE_ANDROID #endif // idk in case i wanted to change it to double or somethin, idk what's best typedef float ControlState; // // ControllerInterface // // some crazy shit i made to control different device inputs and outputs // from lots of different sources, hopefully more easily // class ControllerInterface { public: // Forward declarations class DeviceQualifier; // // Device // // a device class // class Device { public: class Input; class Output; // // Control // // control includes inputs and outputs // class Control // input or output { public: virtual std::string GetName() const = 0; virtual ~Control() {} virtual Input* ToInput() { return NULL; } virtual Output* ToOutput() { return NULL; } }; // // Input // // an input on a device // class Input : public Control { public: // things like absolute axes/ absolute mouse position will override this virtual bool IsDetectable() { return true; } virtual ControlState GetState() const = 0; Input* ToInput() { return this; } }; // // Output // // an output on a device // class Output : public Control { public: virtual ~Output() {} virtual void SetState(ControlState state) = 0; Output* ToOutput() { return this; } }; virtual ~Device(); virtual std::string GetName() const = 0; virtual int GetId() const = 0; virtual std::string GetSource() const = 0; virtual bool UpdateInput() = 0; virtual bool UpdateOutput() = 0; virtual void ClearInputState(); const std::vector& Inputs() const { return m_inputs; } const std::vector& Outputs() const { return m_outputs; } Input* FindInput(const std::string& name) const; Output* FindOutput(const std::string& name) const; protected: void AddInput(Input* const i); void AddOutput(Output* const o); class FullAnalogSurface : public Input { public: FullAnalogSurface(Input* low, Input* high) : m_low(*low), m_high(*high) {} ControlState GetState() const { return (1 + m_high.GetState() - m_low.GetState()) / 2; } std::string GetName() const { return m_low.GetName() + *m_high.GetName().rbegin(); } private: Input& m_low; Input& m_high; }; void AddAnalogInputs(Input* low, Input* high) { AddInput(low); AddInput(high); AddInput(new FullAnalogSurface(low, high)); AddInput(new FullAnalogSurface(high, low)); } private: std::vector m_inputs; std::vector m_outputs; }; // // DeviceQualifier // // device qualifier used to match devices // currently has ( source, id, name ) properties which match a device // class DeviceQualifier { public: DeviceQualifier() : cid(-1) {} DeviceQualifier(const std::string& _source, const int _id, const std::string& _name) : source(_source), cid(_id), name(_name) {} void FromDevice(const Device* const dev); void FromString(const std::string& str); std::string ToString() const; bool operator==(const DeviceQualifier& devq) const; bool operator==(const Device* const dev) const; std::string source; int cid; std::string name; }; // // ControlReference // // these are what you create to actually use the inputs, InputReference or OutputReference // // after being binded 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 ~ControlReference() {} virtual ControlState State(const ControlState state = 0) = 0; virtual Device::Control* Detect(const unsigned int ms, Device* const device) = 0; size_t BoundCount() const { return m_controls.size(); } ControlState range; std::string expression; const bool is_input; protected: ControlReference(const bool _is_input) : range(1), is_input(_is_input) {} struct DeviceControl { DeviceControl() : control(NULL), mode(0) {} Device::Control* control; int mode; }; std::vector m_controls; }; // // InputReference // // control reference for inputs // class InputReference : public ControlReference { public: InputReference() : ControlReference(true) {} ControlState State(const ControlState state); Device::Control* Detect(const unsigned int ms, Device* const device); }; // // OutputReference // // control reference for outputs // class OutputReference : public ControlReference { public: OutputReference() : ControlReference(false) {} ControlState State(const ControlState state); Device::Control* Detect(const unsigned int ms, Device* const device); }; ControllerInterface() : m_is_init(false), m_hwnd(NULL) {} 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); Device::Input* FindInput(const std::string& name, const Device* def_dev) const; Device::Output* FindOutput(const std::string& name, const Device* def_dev) const; const std::vector& Devices() const { return m_devices; } Device* FindDevice(const DeviceQualifier& devq) const; std::recursive_mutex update_lock; private: bool m_is_init; std::vector m_devices; void* m_hwnd; }; typedef std::vector DeviceList; extern ControllerInterface g_controller_interface; #endif