dolphin/Source/Core/InputCommon/ControllerInterface/ControllerInterface.h

135 lines
3.7 KiB
C++

// Copyright 2010 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <functional>
#include <list>
#include <memory>
#include <mutex>
#include "Common/Matrix.h"
#include "Common/WindowSystemInfo.h"
#include "InputCommon/ControllerInterface/CoreDevice.h"
// enable disable sources
#ifdef _WIN32
#define CIFACE_USE_WIN32
#endif
#ifdef HAVE_X11
#define CIFACE_USE_XLIB
#endif
#if defined(__APPLE__)
#define CIFACE_USE_OSX
#endif
#if defined(HAVE_LIBEVDEV) && defined(HAVE_LIBUDEV)
#define CIFACE_USE_EVDEV
#endif
#if defined(USE_PIPES)
#define CIFACE_USE_PIPES
#endif
#define CIFACE_USE_DUALSHOCKUDPCLIENT
namespace ciface
{
// A thread local "input channel" is maintained to handle the state of relative inputs.
// This allows simultaneous use of relative inputs across different input contexts.
// e.g. binding relative mouse movements to both GameCube controllers and FreeLook.
// These operate at different rates and processing one would break the other without separate state.
enum class InputChannel
{
Host,
SerialInterface,
Bluetooth,
FreeLook,
Count,
};
} // namespace ciface
//
// ControllerInterface
//
// Some crazy shit I made to control different device inputs and outputs
// from lots of different sources, hopefully more easily.
//
class ControllerInterface : public ciface::Core::DeviceContainer
{
public:
using HotplugCallbackHandle = std::list<std::function<void()>>::iterator;
ControllerInterface() : m_is_init(false) {}
void Initialize(const WindowSystemInfo& wsi);
void ChangeWindow(void* hwnd);
void RefreshDevices();
void Shutdown();
void AddDevice(std::shared_ptr<ciface::Core::Device> device);
void RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback);
// This is mandatory to use on device populations functions that can be called concurrently by
// more than one thread, or that are called by a single other thread.
// Without this, our devices list might end up in a mixed state.
void PlatformPopulateDevices(std::function<void()> callback);
bool IsInit() const { return m_is_init; }
void UpdateInput();
// Set adjustment from the full render window aspect-ratio to the drawn aspect-ratio.
// Used to fit mouse cursor inputs to the relevant region of the render window.
void SetAspectRatioAdjustment(float);
// Calculated from the aspect-ratio adjustment.
// Inputs based on window coordinates should be multiplied by this.
Common::Vec2 GetWindowInputScale() const;
HotplugCallbackHandle RegisterDevicesChangedCallback(std::function<void(void)> callback);
void UnregisterDevicesChangedCallback(const HotplugCallbackHandle& handle);
void InvokeDevicesChangedCallbacks() const;
static void SetCurrentInputChannel(ciface::InputChannel);
static ciface::InputChannel GetCurrentInputChannel();
private:
std::list<std::function<void()>> m_devices_changed_callbacks;
mutable std::mutex m_callbacks_mutex;
std::atomic<bool> m_is_init;
std::atomic<bool> m_is_populating_devices{false};
WindowSystemInfo m_wsi;
std::atomic<float> m_aspect_ratio_adjustment = 1;
};
namespace ciface
{
template <typename T>
class RelativeInputState
{
public:
void Update()
{
const auto channel = int(ControllerInterface::GetCurrentInputChannel());
m_value[channel] = m_delta[channel];
m_delta[channel] = {};
}
T GetValue() const
{
const auto channel = int(ControllerInterface::GetCurrentInputChannel());
return m_value[channel];
}
void Move(T delta)
{
for (auto& d : m_delta)
d += delta;
}
private:
std::array<T, int(InputChannel::Count)> m_value;
std::array<T, int(InputChannel::Count)> m_delta;
};
} // namespace ciface
extern ControllerInterface g_controller_interface;