rpcs3/rpcs3/pad_thread.cpp

122 lines
3.2 KiB
C++

#include "pad_thread.h"
#include "rpcs3qt/gamepads_settings_dialog.h"
#include "../ds4_pad_handler.h"
#ifdef _WIN32
#include "../xinput_pad_handler.h"
#include "../mm_joystick_handler.h"
#elif HAVE_LIBEVDEV
#include "../evdev_joystick_handler.h"
#endif
#include "../keyboard_pad_handler.h"
#include "../Emu/Io/Null/NullPadHandler.h"
pad_thread::pad_thread(void *_curthread, void *_curwindow) : curthread(_curthread), curwindow(_curwindow)
{
}
pad_thread::~pad_thread()
{
active = false;
thread->join();
handlers.clear();
}
void pad_thread::Init(const u32 max_connect)
{
std::memset(&m_info, 0, sizeof(m_info));
m_info.max_connect = max_connect;
m_info.now_connect = std::min(max_connect, (u32)7); // max 7 pads
input_cfg.load();
std::shared_ptr<keyboard_pad_handler> keyptr;
//Always have a Null Pad Handler
std::shared_ptr<NullPadHandler> nullpad = std::make_shared<NullPadHandler>();
handlers.emplace(pad_handler::null, nullpad);
for (u32 i = 0; i < m_info.now_connect; i++)
{
std::shared_ptr<PadHandlerBase> cur_pad_handler;
if (handlers.count(input_cfg.player_input[i]) != 0)
{
cur_pad_handler = handlers[input_cfg.player_input[i]];
}
else
{
switch (input_cfg.player_input[i])
{
case pad_handler::keyboard:
keyptr = std::make_shared<keyboard_pad_handler>();
keyptr->moveToThread((QThread *)curthread);
keyptr->SetTargetWindow((QWindow *)curwindow);
cur_pad_handler = keyptr;
break;
case pad_handler::ds4:
cur_pad_handler = std::make_shared<ds4_pad_handler>();
break;
#ifdef _MSC_VER
case pad_handler::xinput:
cur_pad_handler = std::make_shared<xinput_pad_handler>();
break;
#endif
#ifdef _WIN32
case pad_handler::mm:
cur_pad_handler = std::make_shared<mm_joystick_handler>();
break;
#endif
#ifdef HAVE_LIBEVDEV
case pad_handler::evdev:
cur_pad_handler = std::make_shared<evdev_joystick_handler>();
break;
#endif
}
handlers.emplace(input_cfg.player_input[i], cur_pad_handler);
}
cur_pad_handler->Init();
m_pads.push_back(std::make_shared<Pad>(
CELL_PAD_STATUS_DISCONNECTED,
CELL_PAD_SETTING_PRESS_OFF | CELL_PAD_SETTING_SENSOR_OFF,
CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE | CELL_PAD_CAPABILITY_ACTUATOR,
CELL_PAD_DEV_TYPE_STANDARD));
if (cur_pad_handler->bindPadToDevice(m_pads.back(), input_cfg.player_device[i]->to_string()) == false)
{
//Failed to bind the device to cur_pad_handler so binds to NullPadHandler
LOG_ERROR(GENERAL, "Failed to bind device %s to handler %s", input_cfg.player_device[i]->to_string(), input_cfg.player_input[i].to_string());
nullpad->bindPadToDevice(m_pads.back(), input_cfg.player_device[i]->to_string());
}
}
thread = std::make_shared<std::thread>(&pad_thread::ThreadFunc, this);
}
void pad_thread::SetRumble(const u32 pad, u8 largeMotor, bool smallMotor) {
if (pad > m_pads.size())
return;
if (m_pads[pad]->m_vibrateMotors.size() >= 2)
{
m_pads[pad]->m_vibrateMotors[0].m_value = largeMotor;
m_pads[pad]->m_vibrateMotors[1].m_value = smallMotor ? 255 : 0;
}
}
void pad_thread::ThreadFunc()
{
active = true;
while (active)
{
for (auto& cur_pad_handler : handlers)
{
cur_pad_handler.second->ThreadProc();
}
std::this_thread::sleep_for(1ms);
}
}