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

550 lines
12 KiB
C++

#include "ControllerInterface.h"
#ifdef CIFACE_USE_XINPUT
#include "XInput/XInput.h"
#endif
#ifdef CIFACE_USE_DINPUT
#include "DInput/DInput.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 INPUT_DETECT_THRESHOLD 0.85
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
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::Shutdown()
{
if (false == m_is_init)
return;
std::vector<Device*>::const_iterator
d = m_devices.begin(),
de = m_devices.end();
for ( ;d != de; ++d )
{
std::vector<Device::Output*>::const_iterator
o = (*d)->Outputs().begin(),
oe = (*d)->Outputs().end();
// set outputs to ZERO before destroying device
for ( ;o!=oe; ++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_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
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)
{
if (force)
update_lock.Enter();
else if (false == update_lock.TryEnter())
return false;
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();
}
update_lock.Leave();
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)
{
if (force)
update_lock.Enter();
else if (false == update_lock.TryEnter())
return false;
size_t ok_count = 0;
std::vector<Device*>::const_iterator
d = m_devices.begin(),
e = m_devices.end();
for (;d != e; ++d)
(*d)->UpdateOutput();
update_lock.Leave();
return (m_devices.size() == ok_count);
}
//
// Device :: ~Device
//
// dtor, delete all inputs/outputs on device destruction
//
ControllerInterface::Device::~Device()
{
{
// delete inputs
std::vector<Device::Input*>::iterator
i = m_inputs.begin(),
e = m_inputs.end();
for ( ;i!=e; ++i)
delete *i;
}
{
// delete outputs
std::vector<Device::Output*>::iterator
o = m_outputs.begin(),
e = m_outputs.end();
for ( ;o!=e; ++o)
delete *o;
}
}
void ControllerInterface::Device::AddInput(Input* const i)
{
m_inputs.push_back(i);
}
void ControllerInterface::Device::AddOutput(Output* const o)
{
m_outputs.push_back(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
}
//
// 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;
std::vector<DeviceControl>::const_iterator
ci = m_controls.begin(),
ce = m_controls.end();
// bit of hax for NOT to work at start of expression
if (ci != ce)
if (ci->mode == 2)
state = 1;
for (; ci!=ce; ++ci)
{
const ControlState istate = ci->device->GetInputState((Device::Input*)ci->control);
switch (ci->mode)
{
// OR
case 0 :
state = std::max(state, istate);
break;
// AND
case 1 :
state = std::min(state, istate);
break;
// NOT
case 2 :
state = std::max(std::min(state, 1.0f - istate), 0.0f);
break;
// ADD
case 3 :
state += istate;
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)
{
const ControlState tmp_state = std::min(1.0f, state * range);
// output ref just ignores the modes ( |&!... )
std::vector<DeviceControl>::iterator
ci = m_controls.begin(),
ce = m_controls.end();
for (; ci != ce; ++ci)
ci->device->SetOutputState((Device::Output*)ci->control, tmp_state);
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);
std::getline(ss, source = "", '/');
// silly
std::getline(ss, name, '/');
std::istringstream(name) >> (cid = -1);
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();
}
bool ControllerInterface::DeviceQualifier::operator==(const ControllerInterface::Device* const dev) const
{
if (dev->GetId() == cid)
if (dev->GetName() == name)
if (dev->GetSource() == source)
return true;
return false;
}
bool ControllerInterface::Device::Control::operator==(const std::string& name) const
{
return GetName() == name;
}
bool ControllerInterface::DeviceQualifier::operator==(const ControllerInterface::DeviceQualifier& devq) const
{
if (cid == devq.cid)
if (name == devq.name)
if (source == devq.source)
return true;
return false;
}
//
// 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 ControllerInterface::DeviceQualifier& default_device) const
{
ref->m_controls.clear();
// adding | to parse the last item, silly
std::istringstream ss(ref->expression + '|');
const std::string mode_chars("|&!^");
ControlReference::DeviceControl devc;
std::string dev_str;
std::string ctrl_str;
char c = 0;
while (ss.read(&c, 1))
{
const size_t f = mode_chars.find(c);
if (mode_chars.npos != f)
{
// add ctrl
if (ctrl_str.size())
{
DeviceQualifier devq;
// using default device or alterate device inside `backticks`
if (dev_str.empty())
devq = default_device;
else
devq.FromString(dev_str);
// find device
devc.device = FindDevice(devq);
if (devc.device)
{
// control
// inputs or outputs, i don't like this
if (ref->is_input)
{
std::vector<Device::Input*>::const_iterator i;
// FIXME: Use std::find instead of a for loop
// i = std::find(devc.device->Inputs().begin(), devc.device->Inputs().end(), ctrl_str);
for(i = devc.device->Inputs().begin(); i < devc.device->Inputs().end(); ++i)
if(*(*i) == ctrl_str)
break;
if (devc.device->Inputs().end() != i)
{
devc.control = *i;
ref->m_controls.push_back(devc);
}
}
else
{
std::vector<Device::Output*>::const_iterator i;
// FIXME: Use std::find instead of a for loop
// i = std::find(devc.device->Outputs().begin(), devc.device->Outputs().end(), ctrl_str);
for(i = devc.device->Outputs().begin(); i < devc.device->Outputs().end(); ++i)
if(*(*i) == ctrl_str)
break;
if (devc.device->Outputs().end() != i)
{
devc.control = *i;
ref->m_controls.push_back(devc);
}
}
}
}
// reset stuff for next ctrl
devc.mode = (int)f;
devc.device = NULL;
ctrl_str.clear();
}
else if ('`' == c)
{
// different device
if (false == std::getline(ss, dev_str, '`'))
break;
}
else
ctrl_str += c;
}
}
ControllerInterface::Device* ControllerInterface::FindDevice(const ControllerInterface::DeviceQualifier& devq) const
{
std::vector<ControllerInterface::Device*>::const_iterator
di = m_devices.begin(),
de = m_devices.end();
for (; di!=de; ++di)
if (devq == *di)
return *di;
return NULL;
}
//
// 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 NULL
//
ControllerInterface::Device::Control* ControllerInterface::InputReference::Detect(const unsigned int ms, Device* const device)
{
unsigned int time = 0;
bool* const states = new bool[device->Inputs().size()];
// 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 (bool* state=states; i != e; ++i)
*state++ = (device->GetInputState(*i) > INPUT_DETECT_THRESHOLD);
while (time < ms)
{
device->UpdateInput();
i = device->Inputs().begin();
for (bool* state=states; i != e; ++i,++state)
{
// detected an input
if ((*i)->IsDetectable() && device->GetInputState(*i) > INPUT_DETECT_THRESHOLD)
{
// input was released at some point during Detect call
// return the detected input
if (false == *state)
return *i;
}
else
*state = false;
}
Common::SleepCurrentThread(10); time += 10;
}
delete[] states;
// no input was detected
return NULL;
}
//
// 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
//
ControllerInterface::Device::Control* ControllerInterface::OutputReference::Detect(const unsigned int ms, Device* const device)
{
// ignore device
// dont hang if we dont even have any controls mapped
if (m_controls.size())
{
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 NULL;
}