110 lines
2.4 KiB
C++
110 lines
2.4 KiB
C++
// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "InputCommon/ControlReference/ControlReference.h"
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// For InputGateOn()
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// This is a bad layering violation, but it's the cleanest
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// place I could find to put it.
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#include "Core/ConfigManager.h"
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#include "Core/Host.h"
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using namespace ciface::ExpressionParser;
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bool ControlReference::InputGateOn()
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{
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return (SConfig::GetInstance().m_BackgroundInput || Host_RendererHasFocus() ||
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Host_UINeedsControllerState()) &&
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!Host_UIBlocksControllerState();
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}
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//
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// UpdateReference
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//
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// Updates a controlreference's binded devices/controls
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// need to call this to re-bind a control reference after changing its expression
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//
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void ControlReference::UpdateReference(ciface::ExpressionParser::ControlEnvironment& env)
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{
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if (m_parsed_expression)
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{
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m_parsed_expression->UpdateReferences(env);
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}
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}
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int ControlReference::BoundCount() const
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{
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if (m_parsed_expression)
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return m_parsed_expression->CountNumControls();
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else
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return 0;
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}
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ParseStatus ControlReference::GetParseStatus() const
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{
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return m_parse_status;
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}
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std::string ControlReference::GetExpression() const
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{
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return m_expression;
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}
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void ControlReference::SetExpression(std::string expr)
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{
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m_expression = std::move(expr);
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std::tie(m_parse_status, m_parsed_expression) = ParseExpression(m_expression);
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}
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ControlReference::ControlReference() : range(1), m_parsed_expression(nullptr)
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{
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}
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ControlReference::~ControlReference() = default;
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InputReference::InputReference() : ControlReference()
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{
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}
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OutputReference::OutputReference() : ControlReference()
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{
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}
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bool InputReference::IsInput() const
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{
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return true;
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}
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bool OutputReference::IsInput() const
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{
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return false;
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}
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//
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// InputReference :: State
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//
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// Gets the state of an input reference
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// override function for ControlReference::State ...
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//
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ControlState InputReference::State(const ControlState ignore)
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{
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if (m_parsed_expression && InputGateOn())
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return m_parsed_expression->GetValue() * range;
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return 0.0;
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}
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//
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// OutputReference :: State
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//
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// Set the state of all binded outputs
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// overrides ControlReference::State .. combined them so I could make the GUI simple / inputs ==
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// same as outputs one list
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// I was lazy and it works so watever
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//
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ControlState OutputReference::State(const ControlState state)
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{
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if (m_parsed_expression)
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m_parsed_expression->SetValue(state * range);
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return 0.0;
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}
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