dolphin/Source/Core/InputCommon/ControlReference/ControlReference.cpp

185 lines
5.0 KiB
C++

// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Thread.h"
// For InputGateOn()
// This is a bad layering violation, but it's the cleanest
// place I could find to put it.
#include "Core/ConfigManager.h"
#include "Core/Host.h"
#include "InputCommon/ControlReference/ControlReference.h"
using namespace ciface::ExpressionParser;
constexpr ControlState INPUT_DETECT_THRESHOLD = 0.55;
bool ControlReference::InputGateOn()
{
return SConfig::GetInstance().m_BackgroundInput || Host_RendererHasFocus() ||
Host_UINeedsControllerState();
}
//
// UpdateReference
//
// Updates a controlreference's binded devices/controls
// need to call this to re-parse a control reference's expression after changing it
//
void ControlReference::UpdateReference(const ciface::Core::DeviceContainer& devices,
const ciface::Core::DeviceQualifier& default_device)
{
ControlFinder finder(devices, default_device, IsInput());
std::tie(m_parse_status, m_parsed_expression) = ParseExpression(expression);
if (m_parsed_expression)
m_parsed_expression->UpdateReferences(finder);
}
int ControlReference::BoundCount() const
{
if (m_parsed_expression)
return m_parsed_expression->CountNumControls();
else
return 0;
}
ParseStatus ControlReference::GetParseStatus() const
{
return m_parse_status;
}
ControlReference::ControlReference() : range(1), m_parsed_expression(nullptr)
{
}
ControlReference::~ControlReference() = default;
InputReference::InputReference() : ControlReference()
{
}
OutputReference::OutputReference() : ControlReference()
{
}
bool InputReference::IsInput() const
{
return true;
}
bool OutputReference::IsInput() const
{
return false;
}
//
// InputReference :: State
//
// Gets the state of an input reference
// override function for ControlReference::State ...
//
ControlState InputReference::State(const ControlState ignore)
{
if (m_parsed_expression && InputGateOn())
return m_parsed_expression->GetValue() * range;
return 0.0;
}
//
// 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 OutputReference::State(const ControlState state)
{
if (m_parsed_expression && InputGateOn())
m_parsed_expression->SetValue(state);
return 0.0;
}
//
// 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
//
ciface::Core::Device::Control* InputReference::Detect(const unsigned int ms,
ciface::Core::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<ciface::Core::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
//
ciface::Core::Device::Control* OutputReference::Detect(const unsigned int ms,
ciface::Core::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))
Common::SleepCurrentThread(10);
State(0);
}
return nullptr;
}