// Copyright 2010 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include "Common/Thread.h" #include "InputCommon/ControllerInterface/ControllerInterface.h" #ifdef CIFACE_USE_XINPUT #include "InputCommon/ControllerInterface/XInput/XInput.h" #endif #ifdef CIFACE_USE_DINPUT #include "InputCommon/ControllerInterface/DInput/DInput.h" #endif #ifdef CIFACE_USE_XLIB #include "InputCommon/ControllerInterface/Xlib/XInput2.h" #endif #ifdef CIFACE_USE_OSX #include "InputCommon/ControllerInterface/OSX/OSX.h" #include "InputCommon/ControllerInterface/Quartz/Quartz.h" #endif #ifdef CIFACE_USE_SDL #include "InputCommon/ControllerInterface/SDL/SDL.h" #endif #ifdef CIFACE_USE_ANDROID #include "InputCommon/ControllerInterface/Android/Android.h" #endif #ifdef CIFACE_USE_EVDEV #include "InputCommon/ControllerInterface/evdev/evdev.h" #endif #ifdef CIFACE_USE_PIPES #include "InputCommon/ControllerInterface/Pipes/Pipes.h" #endif using namespace ciface::ExpressionParser; namespace { const ControlState INPUT_DETECT_THRESHOLD = 0.55; } ControllerInterface g_controller_interface; // // Init // // Detect devices and inputs outputs / will make refresh function later // void ControllerInterface::Initialize(void* const hwnd) { if (m_is_init) return; m_hwnd = hwnd; #ifdef CIFACE_USE_DINPUT // nothing needed #endif #ifdef CIFACE_USE_XINPUT ciface::XInput::Init(); #endif #ifdef CIFACE_USE_XLIB // nothing needed #endif #ifdef CIFACE_USE_OSX ciface::OSX::Init(hwnd); // nothing needed for Quartz #endif #ifdef CIFACE_USE_SDL ciface::SDL::Init(); #endif #ifdef CIFACE_USE_ANDROID // nothing needed #endif #ifdef CIFACE_USE_EVDEV ciface::evdev::Init(); #endif #ifdef CIFACE_USE_PIPES // nothing needed #endif m_is_init = true; RefreshDevices(); } void ControllerInterface::RefreshDevices() { if (!m_is_init) return; { std::lock_guard lk(m_devices_mutex); m_devices.clear(); } #ifdef CIFACE_USE_DINPUT ciface::DInput::PopulateDevices(reinterpret_cast(m_hwnd)); #endif #ifdef CIFACE_USE_XINPUT ciface::XInput::PopulateDevices(); #endif #ifdef CIFACE_USE_XLIB ciface::XInput2::PopulateDevices(m_hwnd); #endif #ifdef CIFACE_USE_OSX ciface::OSX::PopulateDevices(m_hwnd); ciface::Quartz::PopulateDevices(m_hwnd); #endif #ifdef CIFACE_USE_SDL ciface::SDL::PopulateDevices(); #endif #ifdef CIFACE_USE_ANDROID ciface::Android::PopulateDevices(); #endif #ifdef CIFACE_USE_EVDEV ciface::evdev::PopulateDevices(); #endif #ifdef CIFACE_USE_PIPES ciface::Pipes::PopulateDevices(); #endif } // // DeInit // // Remove all devices/ call library cleanup functions // void ControllerInterface::Shutdown() { if (!m_is_init) return; { std::lock_guard lk(m_devices_mutex); for (const auto& d : m_devices) { // Set outputs to ZERO before destroying device for (ciface::Core::Device::Output* o : d->Outputs()) o->SetState(0); } m_devices.clear(); } #ifdef CIFACE_USE_XINPUT ciface::XInput::DeInit(); #endif #ifdef CIFACE_USE_DINPUT // nothing needed #endif #ifdef CIFACE_USE_XLIB // nothing needed #endif #ifdef CIFACE_USE_OSX ciface::OSX::DeInit(); ciface::Quartz::DeInit(); #endif #ifdef CIFACE_USE_SDL // TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up SDL_Quit(); #endif #ifdef CIFACE_USE_ANDROID // nothing needed #endif #ifdef CIFACE_USE_EVDEV ciface::evdev::Shutdown(); #endif m_is_init = false; } void ControllerInterface::AddDevice(std::shared_ptr device) { std::lock_guard lk(m_devices_mutex); // Try to find an ID for this device int id = 0; while (true) { const auto it = std::find_if(m_devices.begin(), m_devices.end(), [&device, &id](const auto& d) { return d->GetSource() == device->GetSource() && d->GetName() == device->GetName() && d->GetId() == id; }); if (it == m_devices.end()) // no device with the same name with this ID, so we can use it break; else id++; } device->SetId(id); m_devices.emplace_back(std::move(device)); } void ControllerInterface::RemoveDevice(std::function callback) { std::lock_guard lk(m_devices_mutex); m_devices.erase(std::remove_if(m_devices.begin(), m_devices.end(), [&callback](const auto& dev) { return callback(dev.get()); }), m_devices.end()); } // // UpdateInput // // Update input for all devices // void ControllerInterface::UpdateInput() { // Don't block the UI or CPU thread (to avoid a short but noticeable frame drop) if (m_devices_mutex.try_lock()) { std::lock_guard lk(m_devices_mutex, std::adopt_lock); for (const auto& d : m_devices) d->UpdateInput(); } } // // RegisterHotplugCallback // // Register a callback to be called from the input backends' hotplug thread // when there is a new device // void ControllerInterface::RegisterHotplugCallback(std::function callback) { m_hotplug_callbacks.emplace_back(std::move(callback)); } // // InvokeHotplugCallbacks // // Invoke all callbacks that were registered // void ControllerInterface::InvokeHotplugCallbacks() const { for (const auto& callback : m_hotplug_callbacks) callback(); } // // InputReference :: State // // Gets the state of an input reference // override function for ControlReference::State ... // ControlState ControllerInterface::InputReference::State(const ControlState ignore) { if (parsed_expression) return parsed_expression->GetValue() * range; else return 0.0; } // // 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) { if (parsed_expression) parsed_expression->SetValue(state); return 0.0; } // // 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 ciface::Core::DeviceQualifier& default_device) const { delete ref->parsed_expression; ref->parsed_expression = nullptr; ControlFinder finder(*this, default_device, ref->is_input); ref->parse_error = ParseExpression(ref->expression, finder, &ref->parsed_expression); } // // 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 nullptr // ciface::Core::Device::Control* ControllerInterface::InputReference::Detect(const unsigned int ms, ciface::Core::Device* const device) { unsigned int time = 0; std::vector states(device->Inputs().size()); if (device->Inputs().size() == 0) return nullptr; // 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 (std::vector::iterator state = states.begin(); i != e; ++i) *state++ = ((*i)->GetState() > (1 - INPUT_DETECT_THRESHOLD)); while (time < ms) { device->UpdateInput(); i = device->Inputs().begin(); for (std::vector::iterator state = states.begin(); i != e; ++i, ++state) { // detected an input if ((*i)->IsDetectable() && (*i)->GetState() > INPUT_DETECT_THRESHOLD) { // input was released at some point during Detect call // return the detected input if (false == *state) return *i; } else if ((*i)->GetState() < (1 - INPUT_DETECT_THRESHOLD)) { *state = false; } } Common::SleepCurrentThread(10); time += 10; } // no input was detected return nullptr; } // // OutputReference :: Detect // // Totally different from the inputReference detect / I have them combined so it was simpler to make // the GUI. // The GUI doesn't know the difference between an input and an output / it's odd but I was lazy and // it was easy // // set all binded outputs to power for x milliseconds return false // ciface::Core::Device::Control* ControllerInterface::OutputReference::Detect(const unsigned int ms, ciface::Core::Device* const device) { // ignore device // don't hang if we don't even have any controls mapped if (BoundCount() > 0) { State(1); unsigned int slept = 0; // this loop is to make stuff like flashing keyboard LEDs work while (ms > (slept += 10)) Common::SleepCurrentThread(10); State(0); } return nullptr; }