#ifndef _DEVICEINTERFACE_H_ #define _DEVICEINTERFACE_H_ #include #include #include #include #include #include "Common.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 // 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: // // Control // // control includes inputs and outputs // class Control // input or output { public: virtual std::string GetName() const = 0; virtual ~Control() {} bool operator==(const std::string& name) const; }; // // 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; } }; // // Output // // an output on a device // class Output : public Control { public: virtual ~Output() {} }; virtual ~Device(); virtual std::string GetName() const = 0; virtual int GetId() const = 0; virtual std::string GetSource() const = 0; virtual ControlState GetInputState( const Input* const input ) const = 0; virtual void SetOutputState( const Output* const output, const ControlState state ) = 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; } protected: void AddInput(Input* const i); void AddOutput(Output* const o); 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() : device(NULL), control(NULL), mode(0) {} Device* device; 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 Init(); // TODO: remove this hack param void DeInit(const bool hacks_no_sdl_quit = false); bool IsInit() const { return m_is_init; } void UpdateReference(ControlReference* control, const DeviceQualifier& default_device) const; bool UpdateInput(); bool UpdateOutput(); const std::vector& Devices() const { return m_devices; } Device* FindDevice(const DeviceQualifier& devq) const; private: bool m_is_init; std::vector m_devices; void* m_hwnd; }; #endif