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

321 lines
7.3 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Common/Thread.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#if USE_EGL
#include "DolphinWX/GLInterface/GLInterface.h"
#endif
#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/Xlib.h"
#ifdef CIFACE_USE_X11_XINPUT2
#include "InputCommon/ControllerInterface/Xlib/XInput2.h"
#endif
#endif
#ifdef CIFACE_USE_OSX
#include "InputCommon/ControllerInterface/OSX/OSX.h"
#endif
#ifdef CIFACE_USE_SDL
#include "InputCommon/ControllerInterface/SDL/SDL.h"
#endif
#ifdef CIFACE_USE_ANDROID
#include "InputCommon/ControllerInterface/Android/Android.h"
#endif
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
#if USE_EGL
if (GLWin.platform == EGL_PLATFORM_X11)
#endif
{
ciface::Xlib::Init(m_devices, m_hwnd);
#ifdef CIFACE_USE_X11_XINPUT2
ciface::XInput2::Init(m_devices, m_hwnd);
#endif
}
#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 (!m_is_init)
return;
for (Device* d : m_devices)
{
// Set outputs to ZERO before destroying device
for (Device::Output* o : d->Outputs())
o->SetState(0);
// Update output
d->UpdateOutput();
// Delete device
delete d;
}
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();
#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<std::recursive_mutex> lk(update_lock, std::defer_lock);
if (force)
lk.lock();
else if (!lk.try_lock())
return false;
size_t ok_count = 0;
for (Device* d : m_devices)
{
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<std::recursive_mutex> lk(update_lock, std::defer_lock);
if (force)
lk.lock();
else if (!lk.try_lock())
return false;
size_t ok_count = 0;
for (Device* d : m_devices)
{
if (d->UpdateOutput())
++ok_count;
}
return (m_devices.size() == ok_count);
}
//
// 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 0.0f;
}
//
// 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 = 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
//
Device::Control* ControllerInterface::InputReference::Detect(const unsigned int ms, Device* const device)
{
unsigned int time = 0;
std::vector<bool> 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<Device::Input*>::const_iterator
i = device->Inputs().begin(),
e = device->Inputs().end();
for (std::vector<bool>::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<bool>::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 <range> 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 nullptr;
}