dolphin/Source/Core/InputCommon/Src/ControllerInterface/ControllerInterface.cpp

557 lines
13 KiB
C++

#include "ControllerInterface.h"
namespace ciface {
}
#ifdef CIFACE_USE_XINPUT
#include "XInput/XInput.h"
#endif
#ifdef CIFACE_USE_DIRECTINPUT
#include "DirectInput/DirectInput.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 MAX_DOUBLE_TAP_TIME 400
//#define MAX_HOLD_DOWN_TIME 400
#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_XINPUT
ciface::XInput::Init( m_devices );
#endif
#ifdef CIFACE_USE_DIRECTINPUT
ciface::DirectInput::Init( m_devices/*, (HWND)m_hwnd*/ );
#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()
{
if ( false == m_is_init )
return;
std::vector<Device*>::const_iterator d = m_devices.begin(),
Devices_end = m_devices.end();
for ( ;d != Devices_end; ++d )
{
std::vector<Device::Output*>::const_iterator o = (*d)->Outputs().begin(),
e = (*d)->Outputs().end();
// set outputs to ZERO before destroying device
for ( ;o!=e; ++o)
(*d)->SetOutputState( *o, 0 );
// update output
(*d)->UpdateOutput();
//delete device
delete *d;
}
m_devices.clear();
#ifdef CIFACE_USE_XINPUT
// nothing needed
#endif
#ifdef CIFACE_USE_DIRECTINPUT
// nothing needed
#endif
#ifdef CIFACE_USE_XLIB
// nothing needed
#endif
#ifdef CIFACE_USE_OSX
ciface::OSX::DeInit();
#endif
#ifdef CIFACE_USE_SDL
// there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
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()
{
size_t ok_count = 0;
std::vector<Device*>::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()
{
size_t ok_count = 0;
std::vector<Device*>::const_iterator d = m_devices.begin(),
e = m_devices.end();
for ( ;d != e; ++d )
(*d)->UpdateOutput();
return ( m_devices.size() == ok_count );
}
//
// Devices
//
// i dont really like this but,
// return : constant copy of the devices vector
//
const std::vector<ControllerInterface::Device*>& ControllerInterface::Devices()
{
return m_devices;
}
//
// Device :: ~Device
//
// dtor, delete all inputs/outputs on device destruction
//
ControllerInterface::Device::~Device()
{
{
// delete inputs
std::vector<Device::Input*>::iterator i = inputs.begin(),
e = inputs.end();
for ( ;i!=e; ++i)
delete *i;
}
{
// delete outputs
std::vector<Device::Output*>::iterator o = outputs.begin(),
e = outputs.end();
for ( ;o!=e; ++o)
delete *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
}
//
// Device :: Inputs
//
// get a const version of the device's input vector
//
const std::vector<ControllerInterface::Device::Input*>& ControllerInterface::Device::Inputs()
{
return inputs;
}
//
// Device :: Outputs
//
// get a const version of the device's outputs vector
//
const std::vector<ControllerInterface::Device::Output*>& ControllerInterface::Device::Outputs()
{
return outputs;
}
//
// HasInit
//
// check if interface is inited
//
bool ControllerInterface::IsInit()
{
return m_is_init;
}
//
// 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;
switch ( mode )
{
// OR
case 0 :
{
state = 0;
std::vector<Device::Control*>::const_iterator ci = controls.begin(),
ce = controls.end();
for ( ; ci != ce; ++ci )
state = std::max( state, device->GetInputState( (Device::Input*)*ci ) ); // meh casting
break;
}
// AND
case 1 :
{
// TODO: i think i can remove the if here
state = 1;
bool is_bound = false;
std::vector<Device::Control*>::const_iterator ci = controls.begin(),
ce = controls.end();
for ( ; ci != ce; ++ci )
{
is_bound = true;
state = std::min( state, device->GetInputState( (Device::Input*)*ci ) ); // meh casting
}
if ( !is_bound )
state = 0;
break;
}
// NOT
case 2 :
{
state = 0;
std::vector<Device::Control*>::const_iterator ci = controls.begin(),
ce = controls.end();
for ( ; ci != ce; ++ci )
state = std::max( state, device->GetInputState( (Device::Input*)*ci ) ); // meh casting
state = std::max( 0.0, 1.0 - state );
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 )
{
std::vector<Device::Control*>::iterator ci = controls.begin(),
ce = controls.end();
for ( ; ci != ce; ++ci )
device->SetOutputState( (Device::Output*)*ci, state * range ); // casting again
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);
// good
std::getline( ss, source = "", '/' );
// dum
std::getline( ss, name, '/' );
std::istringstream(name) >> (cid = -1);
// good
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();
}
//
// DeviceQualifier = = Device*
//
// check if a device matches a device qualifier
//
bool ControllerInterface::DeviceQualifier::operator==(const ControllerInterface::Device* const dev) const
{
if ( dev->GetName() == name )
if ( dev->GetId() == cid )
if ( dev->GetSource() == source )
return true;
return false;
}
//
// ControlQualifier = FromControl
//
// set a control qualifier from a device control
//
void ControllerInterface::ControlQualifier::FromControl(const ControllerInterface::Device::Control* const c)
{
// hardly needs a function for this
name = c->GetName();
}
//
// ControlQualifier = = Device :: Control*
//
// check if a control qualifier matches a device control
// also |control1|control2| form, || matches all
//
bool ControllerInterface::ControlQualifier::operator==(const ControllerInterface::Device::Control* const control) const
{
if ( name.size() )
{
if ( '|' == name[0] && '|' == (*name.rbegin()) ) // check if using |button1|button2| format
{
return ( name.find( '|' + control->GetName() + '|' ) != name.npos || "||" == name );
}
}
return (control->GetName() == name);
}
//
// UpdateReference
//
// updates a controlreference's binded devices then update binded controls
// need to call this after changing a device qualifier on a control reference
// if the device qualifier hasnt changed, the below functions: "UpdateControls" can be used
//
void ControllerInterface::UpdateReference( ControllerInterface::ControlReference* ref )
{
ref->device = NULL;
std::vector<Device*>::const_iterator d = m_devices.begin(),
e = m_devices.end();
for ( ; d!=e; ++d )
if ( ref->device_qualifier == *d )
{
ref->device = *d;
break;
}
ref->UpdateControls();
}
//
// InputReference :: UpdateControls
//
// after changing a control qualifier, need to call this to rebind the new matching controls
//
void ControllerInterface::InputReference::UpdateControls()
{
controls.clear();
if ( device )
{
std::vector<Device::Input*>::const_iterator i = device->Inputs().begin(),
e = device->Inputs().end();
for ( ;i != e; ++i )
if ( control_qualifier == *i )
controls.push_back( *i );
}
}
//
// OutputReference :: UpdateControls
//
// same as the inputRef version
// after changing a control qualifier, need to call this to rebind the new matching controls
//
void ControllerInterface::OutputReference::UpdateControls()
{
controls.clear();
if ( device )
{
std::vector<Device::Output*>::const_iterator i = device->Outputs().begin(),
e = device->Outputs().end();
for ( ;i != e; ++i )
if ( control_qualifier == *i )
controls.push_back( *i );
}
}
//
// InputReference :: Detect
//
// wait for input on all binded devices
// supports waiting for n number of inputs
// 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, set control qualifier, update controls and return true
// else return false
//
bool ControllerInterface::InputReference::Detect( const unsigned int ms, const unsigned int count )
{
unsigned int time = 0;
// don't wait if we don't have a device
if ( device )
{
bool* const states = new bool[device->Inputs().size()];
std::vector<Device::Input*>::const_iterator i = device->Inputs().begin(),
e = device->Inputs().end();
for ( unsigned int n=0;i != e; ++i,++n )
states[n] = ( device->GetInputState( *i ) > INPUT_DETECT_THRESHOLD );
std::vector<Device::Control*> detected;
while ( (time < ms) && (detected.size() < count) )
{
device->UpdateInput();
i = device->Inputs().begin();
e = device->Inputs().end();
for ( unsigned int n=0;i != e; ++i,++n )
{
if ( device->GetInputState( *i ) > INPUT_DETECT_THRESHOLD )
{
if ( false == states[n] )
if ( std::find( detected.begin(), detected.end(), *i ) == detected.end() )
detected.push_back( *i );
}
else
states[n] = false;
}
Common::SleepCurrentThread( 10 ); time += 10;
}
delete states;
if ( detected.size() == count )
{
controls = detected;
if ( controls.size() > 1 )
{
control_qualifier.name = '|';
std::vector<Device::Control*>::const_iterator c_i = controls.begin(),
c_e = controls.end();
for ( ; c_i != c_e; ++c_i )
control_qualifier.name += (*c_i)->GetName() + '|';
}
else
control_qualifier.FromControl( controls[0] );
return true;
}
}
return false;
}
//
// 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 <range> power for x milliseconds return false
//
bool ControllerInterface::OutputReference::Detect( const unsigned int ms, const unsigned int ignored )
{
// dont hang if we dont even have any controls mapped
if ( controls.size() )
{
State( 1 );
unsigned int slept = 0;
// this loop is to make stuff like flashing keyboard LEDs work
while ( ms > ( slept += 10 ) )
{
device->UpdateOutput();
Common::SleepCurrentThread( 10 );
}
State( 0 );
device->UpdateOutput();
}
return false;
}