260 lines
5.8 KiB
C++
260 lines
5.8 KiB
C++
#ifndef _DEVICEINTERFACE_H_
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#define _DEVICEINTERFACE_H_
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#include <vector>
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#include <string>
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#include <sstream>
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#include <map>
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#include <algorithm>
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#include "Common.h"
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// enable disable sources
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#ifdef _WIN32
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#define CIFACE_USE_XINPUT
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#define CIFACE_USE_DIRECTINPUT_JOYSTICK
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#define CIFACE_USE_DIRECTINPUT_KBM
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#define CIFACE_USE_DIRECTINPUT
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#endif
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#if defined(HAVE_X11) && HAVE_X11
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#define CIFACE_USE_XLIB
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#endif
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//#ifndef CIFACE_USE_DIRECTINPUT_JOYSTICK
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// enable SDL 1.2 in addition to DirectInput on windows,
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// to support a few gamepads that aren't behaving with DInput
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#define CIFACE_USE_SDL
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//#endif
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#if defined(__APPLE__)
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#define CIFACE_USE_OSX
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#endif
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// idk in case i wanted to change it to double or somethin, idk what's best
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typedef float ControlState;
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//
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// ControllerInterface
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//
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// some crazy shit i made to control different device inputs and outputs
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// from lots of different sources, hopefully more easily
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//
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class ControllerInterface
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{
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public:
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//
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// Device
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//
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// Pretty obviously, a device class
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//
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class Device
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{
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public:
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//
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// Control
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//
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// control includes inputs and outputs
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//
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class Control // input or output
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{
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public:
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virtual std::string GetName() const = 0;
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virtual ~Control() {}
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};
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//
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// Input
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//
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// an input on a device
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//
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class Input : public Control
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{
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public:
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virtual ~Input() {}
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};
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//
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// Output
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//
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// an output on a device
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//
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class Output : public Control
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{
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public:
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virtual ~Output() {}
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};
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virtual ~Device();
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virtual std::string GetName() const = 0;
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virtual int GetId() const = 0;
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virtual std::string GetSource() const = 0;
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virtual ControlState GetInputState( const Input* const input ) = 0;
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virtual void SetOutputState( const Output* const output, const ControlState state ) = 0;
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virtual bool UpdateInput() = 0;
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virtual bool UpdateOutput() = 0;
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virtual void ClearInputState();
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const std::vector< Input* >& Inputs();
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const std::vector< Output* >& Outputs();
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protected:
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std::vector<Input*> inputs;
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std::vector<Output*> outputs;
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};
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//
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// DeviceQualifier
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//
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// device qualifier used to match devices
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// currently has ( source, id, name ) properties which match a device
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//
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class DeviceQualifier
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{
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public:
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DeviceQualifier() : cid(-1){}
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DeviceQualifier( const std::string& _source, const int _id, const std::string& _name )
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: source(_source), cid(_id), name(_name) {}
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bool operator==(const Device* const dev) const;
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void FromDevice(const Device* const dev);
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void FromString(const std::string& str);
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std::string ToString() const;
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std::string source;
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int cid;
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std::string name;
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};
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//
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// ControlQualifier
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//
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// control qualifier includes input and output qualifiers
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// used to match controls on devices, only has name property
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// |input1|input2| form as well, || matches anything, might change this to * or something
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//
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class ControlQualifier
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{
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public:
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ControlQualifier() {};
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ControlQualifier( const std::string& _name ) : name(_name) {}
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virtual ~ControlQualifier() {}
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virtual bool operator==(const Device::Control* const in) const;
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void FromControl(const Device::Control* const in);
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std::string name;
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};
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//
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// InputQualifier
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//
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// ControlQualifier for inputs
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//
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class InputQualifier : public ControlQualifier
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{
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public:
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InputQualifier() {};
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InputQualifier( const std::string& _name ) : ControlQualifier(_name) {}
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};
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//
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// OutputQualifier
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//
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// ControlQualifier for outputs
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//
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class OutputQualifier : public ControlQualifier
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{
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public:
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OutputQualifier() {};
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OutputQualifier( const std::string& _name ) : ControlQualifier(_name) {}
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};
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//
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// ControlReference
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//
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// these are what you create to actually use the inputs, InputReference or OutputReference
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// they have a DeviceQualifier and ControlQualifier used to match 1 or more inputs
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//
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// after being binded to devices and controls with ControllerInterface::UpdateReference,
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// each one can binded to a devices, and 0+ controls the device
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// ControlReference can update its own controls when you change its control qualifier
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// using ControlReference::UpdateControls but when you change its device qualifer
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// you must use ControllerInterface::UpdateReference
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//
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class ControlReference
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{
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public:
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ControlReference( const bool _is_input ) : range(1), is_input(_is_input), device(NULL) {}
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virtual ~ControlReference() {}
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virtual ControlState State( const ControlState state = 0 ) = 0;
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virtual bool Detect( const unsigned int ms, const unsigned int count = 1 ) = 0;
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virtual void UpdateControls() = 0;
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ControlState range;
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DeviceQualifier device_qualifier;
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ControlQualifier control_qualifier;
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const bool is_input;
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Device* device;
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std::vector<Device::Control*> controls;
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};
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//
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// InputReference
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//
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// control reference for inputs
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//
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class InputReference : public ControlReference
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{
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public:
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InputReference() : ControlReference(true), mode(0) {}
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ControlState State( const ControlState state );
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bool Detect( const unsigned int ms, const unsigned int count );
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void UpdateControls();
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unsigned int mode;
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};
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//
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// OutputReference
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//
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// control reference for outputs
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//
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class OutputReference : public ControlReference
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{
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public:
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OutputReference() : ControlReference( false ) {}
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ControlState State( const ControlState state );
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bool Detect( const unsigned int ms, const unsigned int count );
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void UpdateControls();
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};
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ControllerInterface() : m_is_init(false) {}
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void SetHwnd( void* const hwnd );
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void Init();
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// TODO: remove this hack param
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void DeInit(const bool hacks_no_sdl_quit = false);
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bool IsInit();
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void UpdateReference( ControlReference* control );
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bool UpdateInput();
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bool UpdateOutput();
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const std::vector<Device*>& Devices();
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private:
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bool m_is_init;
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std::vector<Device*> m_devices;
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void* m_hwnd;
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};
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#endif
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