#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 #ifdef CIFACE_USE_ANDROID #include "Android/Android.h" #endif #include "Thread.h" using namespace ciface::ExpressionParser; namespace { const float INPUT_DETECT_THRESHOLD = 0.55f; } ControllerInterface g_controller_interface; // // Init // // detect devices and inputs outputs / will make refresh function later // void ControllerInterface::Initialize() { 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, m_hwnd); #endif #ifdef CIFACE_USE_SDL ciface::SDL::Init(m_devices); #endif #ifdef CIFACE_USE_ANDROID ciface::Android::Init(m_devices); #endif m_is_init = true; } // // DeInit // // remove all devices/ call library cleanup functions // void ControllerInterface::Shutdown() { 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) (*o)->SetState(0); // update output (*d)->UpdateOutput(); //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 SDL_Quit(); #endif #ifdef CIFACE_USE_ANDROID // nothing needed #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) { std::unique_lock lk(update_lock, std::defer_lock); if (force) lk.lock(); else if (!lk.try_lock()) 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(); } 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) { std::unique_lock lk(update_lock, std::defer_lock); if (force) lk.lock(); else if (!lk.try_lock()) 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(); return (m_devices.size() == ok_count); } // // InputReference :: State // // get 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(); else return 0.0f; } // // 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 0.0f; } // // 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 DeviceQualifier& default_device) const { delete ref->parsed_expression; ref->parsed_expression = NULL; ControlFinder finder(*this, default_device, ref->is_input); ExpressionParseStatus status; status = ParseExpression(ref->expression, finder, &ref->parsed_expression); // XXX: do something with status? } // // 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 // Device::Control* ControllerInterface::InputReference::Detect(const unsigned int ms, Device* const device) { unsigned int time = 0; std::vector states(device->Inputs().size()); if (device->Inputs().size() == 0) return NULL; // 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 NULL; } // // 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 // Device::Control* ControllerInterface::OutputReference::Detect(const unsigned int ms, 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)) { // TODO: improve this to update more than just the default device's output device->UpdateOutput(); Common::SleepCurrentThread(10); } State(0); device->UpdateOutput(); } return NULL; }