#include "ControllerInterface.h" #ifdef CIFACE_USE_XINPUT #include "XInput/XInput.h" #endif #ifdef CIFACE_USE_DINPUT #include "DInput/DInput.h" #endif #ifdef CIFACE_USE_XLIB #include "Xlib/Xlib.h" #endif #ifdef CIFACE_USE_OSX #include "OSX/OSX.h" #endif #ifdef CIFACE_USE_SDL #include "SDL/SDL.h" #endif #include "Thread.h" #define INPUT_DETECT_THRESHOLD 0.85 // // Init // // detect devices and inputs outputs / will make refresh function later // void ControllerInterface::Init() { if ( m_is_init ) return; #ifdef CIFACE_USE_DINPUT ciface::DInput::Init(m_devices, (HWND)m_hwnd); #endif #ifdef CIFACE_USE_XINPUT ciface::XInput::Init(m_devices); #endif #ifdef CIFACE_USE_XLIB ciface::Xlib::Init(m_devices, m_hwnd); #endif #ifdef CIFACE_USE_OSX ciface::OSX::Init(m_devices); #endif #ifdef CIFACE_USE_SDL ciface::SDL::Init(m_devices); #endif m_is_init = true; } // // DeInit // // remove all devices/ call library cleanup functions // void ControllerInterface::DeInit(const bool hacks_no_sdl_quit) { if ( false == m_is_init ) return; std::vector::const_iterator d = m_devices.begin(), de = m_devices.end(); for ( ;d != de; ++d ) { std::vector::const_iterator o = (*d)->Outputs().begin(), oe = (*d)->Outputs().end(); // set outputs to ZERO before destroying device for ( ;o!=oe; ++o) (*d)->SetOutputState(*o, 0); // update output (*d)->UpdateOutput(); // TODO: remove this // major hacks/memleaks to prevent gcpad/wiimote new from crashing eachother if (hacks_no_sdl_quit) if ((*d)->GetSource() == "SDL") continue; //delete device delete *d; } m_devices.clear(); #ifdef CIFACE_USE_XINPUT // nothing needed #endif #ifdef CIFACE_USE_DINPUT // nothing needed #endif #ifdef CIFACE_USE_XLIB // nothing needed #endif #ifdef CIFACE_USE_OSX ciface::OSX::DeInit(); #endif #ifdef CIFACE_USE_SDL // TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up if (false == hacks_no_sdl_quit) SDL_Quit(); #endif m_is_init = false; } // // SetHwnd // // sets the hwnd used for some crap when initializing, use before calling Init // void ControllerInterface::SetHwnd( void* const hwnd ) { m_hwnd = hwnd; } // // UpdateInput // // update input for all devices, return true if all devices returned successful // bool ControllerInterface::UpdateInput(const bool force) { if (force) update_lock.Enter(); else if (false == update_lock.TryEnter()) return false; size_t ok_count = 0; std::vector::const_iterator d = m_devices.begin(), e = m_devices.end(); for ( ;d != e; ++d ) { if ((*d)->UpdateInput()) ++ok_count; //else // disabled. it might be causing problems //(*d)->ClearInputState(); } update_lock.Leave(); return (m_devices.size() == ok_count); } // // UpdateOutput // // update output for all devices, return true if all devices returned successful // bool ControllerInterface::UpdateOutput(const bool force) { if (force) update_lock.Enter(); else if (false == update_lock.TryEnter()) return false; size_t ok_count = 0; std::vector::const_iterator d = m_devices.begin(), e = m_devices.end(); for (;d != e; ++d) (*d)->UpdateOutput(); update_lock.Leave(); return (m_devices.size() == ok_count); } // // Device :: ~Device // // dtor, delete all inputs/outputs on device destruction // ControllerInterface::Device::~Device() { { // delete inputs std::vector::iterator i = m_inputs.begin(), e = m_inputs.end(); for ( ;i!=e; ++i) delete *i; } { // delete outputs std::vector::iterator o = m_outputs.begin(), e = m_outputs.end(); for ( ;o!=e; ++o) delete *o; } } void ControllerInterface::Device::AddInput(Input* const i) { m_inputs.push_back(i); } void ControllerInterface::Device::AddOutput(Output* const o) { m_outputs.push_back(o); } // // Device :: ClearInputState // // device classes should override this func // ControllerInterface will call this when the device returns failure durring UpdateInput // used to try to set all buttons and axes to their default state when user unplugs a gamepad durring play // buttons/axes that were held down at the time of unplugging should be seen as not pressed after unplugging // void ControllerInterface::Device::ClearInputState() { // this is going to be called for every UpdateInput call that fails // kinda slow but, w/e, should only happen when user unplugs a device while playing } // // InputReference :: State // // get the state of an input reference // override function for ControlReference::State ... // ControlState ControllerInterface::InputReference::State( const ControlState ignore ) { //if (NULL == device) //return 0; ControlState state = 0; std::vector::const_iterator ci = m_controls.begin(), ce = m_controls.end(); // bit of hax for NOT to work at start of expression if (ci != ce) if (ci->mode == 2) state = 1; for (; ci!=ce; ++ci) { const ControlState istate = ci->device->GetInputState((Device::Input*)ci->control); switch (ci->mode) { // OR case 0 : state = std::max(state, istate); break; // AND case 1 : state = std::min(state, istate); break; // NOT case 2 : state = std::max(std::min(state, 1.0f - istate), 0.0f); break; // ADD case 3 : state += istate; break; } } return std::min(1.0f, state * range); } // // OutputReference :: State // // set the state of all binded outputs // overrides ControlReference::State .. combined them so i could make the gui simple / inputs == same as outputs one list // i was lazy and it works so watever // ControlState ControllerInterface::OutputReference::State(const ControlState state) { const ControlState tmp_state = std::min(1.0f, state * range); // output ref just ignores the modes ( |&!... ) std::vector::iterator ci = m_controls.begin(), ce = m_controls.end(); for (; ci != ce; ++ci) ci->device->SetOutputState((Device::Output*)ci->control, tmp_state); return state; // just return the output, watever } // // DeviceQualifier :: ToString // // get string from a device qualifier / serialize // std::string ControllerInterface::DeviceQualifier::ToString() const { if (source.empty() && (cid < 0) && name.empty()) return ""; std::ostringstream ss; ss << source << '/'; if ( cid > -1 ) ss << cid; ss << '/' << name; return ss.str(); } // // DeviceQualifier :: FromString // // set a device qualifier from a string / unserialize // void ControllerInterface::DeviceQualifier::FromString(const std::string& str) { std::istringstream ss(str); std::getline(ss, source = "", '/'); // silly std::getline(ss, name, '/'); std::istringstream(name) >> (cid = -1); std::getline(ss, name = ""); } // // DeviceQualifier :: FromDevice // // set a device qualifier from a device // void ControllerInterface::DeviceQualifier::FromDevice(const ControllerInterface::Device* const dev) { name = dev->GetName(); cid = dev->GetId(); source= dev->GetSource(); } bool ControllerInterface::DeviceQualifier::operator==(const ControllerInterface::Device* const dev) const { if (dev->GetId() == cid) if (dev->GetName() == name) if (dev->GetSource() == source) return true; return false; } bool ControllerInterface::Device::Control::operator==(const std::string& name) const { return GetName() == name; } bool ControllerInterface::DeviceQualifier::operator==(const ControllerInterface::DeviceQualifier& devq) const { if (cid == devq.cid) if (name == devq.name) if (source == devq.source) return true; return false; } // // UpdateReference // // updates a controlreference's binded devices/controls // need to call this to re-parse a control reference's expression after changing it // void ControllerInterface::UpdateReference(ControllerInterface::ControlReference* ref , const ControllerInterface::DeviceQualifier& default_device) const { ref->m_controls.clear(); // adding | to parse the last item, silly std::istringstream ss(ref->expression + '|'); const std::string mode_chars("|&!^"); ControlReference::DeviceControl devc; std::string dev_str; std::string ctrl_str; char c = 0; while (ss.read(&c, 1)) { const size_t f = mode_chars.find(c); if (mode_chars.npos != f) { // add ctrl if (ctrl_str.size()) { DeviceQualifier devq; // using default device or alterate device inside `backticks` if (dev_str.empty()) devq = default_device; else devq.FromString(dev_str); // find device devc.device = FindDevice(devq); if (devc.device) { // control // inputs or outputs, i don't like this if (ref->is_input) { std::vector::const_iterator i; // FIXME: Use std::find instead of a for loop // i = std::find(devc.device->Inputs().begin(), devc.device->Inputs().end(), ctrl_str); for(i = devc.device->Inputs().begin(); i < devc.device->Inputs().end(); ++i) if(*(*i) == ctrl_str) break; if (devc.device->Inputs().end() != i) { devc.control = *i; ref->m_controls.push_back(devc); } } else { std::vector::const_iterator i; // FIXME: Use std::find instead of a for loop // i = std::find(devc.device->Outputs().begin(), devc.device->Outputs().end(), ctrl_str); for(i = devc.device->Outputs().begin(); i < devc.device->Outputs().end(); ++i) if(*(*i) == ctrl_str) break; if (devc.device->Outputs().end() != i) { devc.control = *i; ref->m_controls.push_back(devc); } } } } // reset stuff for next ctrl devc.mode = (int)f; devc.device = NULL; ctrl_str.clear(); } else if ('`' == c) { // different device if (false == std::getline(ss, dev_str, '`')) break; } else ctrl_str += c; } } ControllerInterface::Device* ControllerInterface::FindDevice(const ControllerInterface::DeviceQualifier& devq) const { std::vector::const_iterator di = m_devices.begin(), de = m_devices.end(); for (; di!=de; ++di) if (devq == *di) return *di; return NULL; } // // InputReference :: Detect // // wait for input on all binded devices // supports not detecting inputs that were held down at the time of Detect start, // which is useful for those crazy flightsticks that have certain buttons that are always held down // or some crazy axes or something // upon input, return pointer to detected Control // else return NULL // ControllerInterface::Device::Control* ControllerInterface::InputReference::Detect(const unsigned int ms, Device* const device) { unsigned int time = 0; bool* const states = new bool[device->Inputs().size()]; // get starting state of all inputs, // so we can ignore those that were activated at time of Detect start std::vector::const_iterator i = device->Inputs().begin(), e = device->Inputs().end(); for (bool* state=states; i != e; ++i) *state++ = (device->GetInputState(*i) > INPUT_DETECT_THRESHOLD); while (time < ms) { device->UpdateInput(); i = device->Inputs().begin(); for (bool* state=states; i != e; ++i,++state) { // detected an input if ((*i)->IsDetectable() && device->GetInputState(*i) > INPUT_DETECT_THRESHOLD) { // input was released at some point during Detect call // return the detected input if (false == *state) return *i; } else *state = false; } Common::SleepCurrentThread(10); time += 10; } delete[] states; // no input was detected return NULL; } // // OutputReference :: Detect // // totally different from the inputReference detect / i have them combined so it was simplier to make the gui. // the gui doesnt know the difference between an input and an output / its odd but i was lazy and it was easy // // set all binded outputs to power for x milliseconds return false // ControllerInterface::Device::Control* ControllerInterface::OutputReference::Detect(const unsigned int ms, Device* const device) { // ignore device // dont hang if we dont even have any controls mapped if (m_controls.size()) { State(1); unsigned int slept = 0; // this loop is to make stuff like flashing keyboard LEDs work while (ms > (slept += 10)) { // TODO: improve this to update more than just the default device's output device->UpdateOutput(); Common::SleepCurrentThread(10); } State(0); device->UpdateOutput(); } return NULL; }