HID demo.

This commit is contained in:
Ben Vanik 2015-11-07 12:30:58 -08:00
parent 4af6c41740
commit 1d9f73ad13
2 changed files with 300 additions and 0 deletions

254
src/xenia/hid/hid_demo.cc Normal file
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@ -0,0 +1,254 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include <gflags/gflags.h>
#include <cstring>
#include "third_party/imgui/imgui.h"
#include "xenia/base/clock.h"
#include "xenia/base/logging.h"
#include "xenia/base/main.h"
#include "xenia/base/platform_win.h"
#include "xenia/base/threading.h"
#include "xenia/hid/input_system.h"
#include "xenia/ui/gl/gl_context.h"
#include "xenia/ui/imgui_drawer.h"
#include "xenia/ui/window.h"
namespace xe {
namespace hid {
std::unique_ptr<xe::ui::ImGuiDrawer> imgui_drawer_;
std::unique_ptr<xe::hid::InputSystem> input_system_;
std::unique_ptr<xe::ui::GraphicsContext> CreateDemoContext(
xe::ui::Window* window) {
return xe::ui::gl::GLContext::Create(window);
}
void DrawInputStatus();
int hid_demo_main(const std::vector<std::wstring>& args) {
// Create run loop and the window.
auto loop = ui::Loop::Create();
auto window = xe::ui::Window::Create(loop.get(), GetEntryInfo().name);
loop->PostSynchronous([&window]() {
xe::threading::set_name("Win32 Loop");
if (!window->Initialize()) {
FatalError("Failed to initialize main window");
return;
}
});
window->on_closed.AddListener([&loop](xe::ui::UIEvent* e) {
loop->Quit();
XELOGI("User-initiated death!");
imgui_drawer_.reset();
exit(1);
});
loop->on_quit.AddListener([&window](xe::ui::UIEvent* e) { window.reset(); });
// Initial size setting, done here so that it knows the menu exists.
window->Resize(600, 500);
// Create the graphics context used for drawing and setup the window.
loop->PostSynchronous([&window]() {
// Create context and give it to the window.
// The window will finish initialization wtih the context (loading
// resources, etc).
auto context = CreateDemoContext(window.get());
window->set_context(std::move(context));
// Initialize the ImGui renderer we'll use.
imgui_drawer_ = std::make_unique<xe::ui::ImGuiDrawer>(window.get());
// Initialize input system and all drivers.
input_system_ = xe::hid::InputSystem::Create(window.get());
});
window->on_key_char.AddListener([](xe::ui::KeyEvent* e) {
auto& io = ImGui::GetIO();
if (e->key_code() > 0 && e->key_code() < 0x10000) {
io.AddInputCharacter(e->key_code());
}
e->set_handled(true);
});
window->on_key_down.AddListener([](xe::ui::KeyEvent* e) {
auto& io = ImGui::GetIO();
io.KeysDown[e->key_code()] = true;
switch (e->key_code()) {
case 16: {
io.KeyShift = true;
} break;
case 17: {
io.KeyCtrl = true;
} break;
}
});
window->on_key_up.AddListener([](xe::ui::KeyEvent* e) {
auto& io = ImGui::GetIO();
io.KeysDown[e->key_code()] = false;
switch (e->key_code()) {
case 16: {
io.KeyShift = false;
} break;
case 17: {
io.KeyCtrl = false;
} break;
}
});
window->on_mouse_down.AddListener([](xe::ui::MouseEvent* e) {
auto& io = ImGui::GetIO();
io.MousePos = ImVec2(float(e->x()), float(e->y()));
switch (e->button()) {
case xe::ui::MouseEvent::Button::kLeft: {
io.MouseDown[0] = true;
} break;
case xe::ui::MouseEvent::Button::kRight: {
io.MouseDown[1] = true;
} break;
}
});
window->on_mouse_move.AddListener([](xe::ui::MouseEvent* e) {
auto& io = ImGui::GetIO();
io.MousePos = ImVec2(float(e->x()), float(e->y()));
});
window->on_mouse_up.AddListener([](xe::ui::MouseEvent* e) {
auto& io = ImGui::GetIO();
io.MousePos = ImVec2(float(e->x()), float(e->y()));
switch (e->button()) {
case xe::ui::MouseEvent::Button::kLeft: {
io.MouseDown[0] = false;
} break;
case xe::ui::MouseEvent::Button::kRight: {
io.MouseDown[1] = false;
} break;
}
});
window->on_mouse_wheel.AddListener([](xe::ui::MouseEvent* e) {
auto& io = ImGui::GetIO();
io.MousePos = ImVec2(float(e->x()), float(e->y()));
io.MouseWheel += float(e->dy() / 120.0f);
});
window->on_painting.AddListener([&](xe::ui::UIEvent* e) {
auto& io = ImGui::GetIO();
auto current_tick_count = Clock::QueryHostTickCount();
static uint64_t last_draw_tick_count = 0;
io.DeltaTime = (current_tick_count - last_draw_tick_count) /
static_cast<float>(Clock::host_tick_frequency());
last_draw_tick_count = current_tick_count;
io.DisplaySize = ImVec2(static_cast<float>(window->width()),
static_cast<float>(window->height()));
ImGui::NewFrame();
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(-1, 0));
ImGui::Begin("main_window", nullptr, ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoScrollbar |
ImGuiWindowFlags_NoSavedSettings);
ImGui::SetWindowPos(ImVec2(0, 0));
ImGui::SetWindowSize(io.DisplaySize);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(4, 4));
DrawInputStatus();
ImGui::PopStyleVar();
ImGui::End();
ImGui::PopStyleVar();
ImGui::Render();
// Continuous paint.
window->Invalidate();
});
// Wait until we are exited.
loop->AwaitQuit();
imgui_drawer_.reset();
input_system_.reset();
window.reset();
loop.reset();
return 0;
}
void DrawUserInputStatus(uint32_t user_index) {
ImGui::Text("User %u:", user_index);
X_INPUT_STATE state;
if (input_system_->GetState(user_index, &state) != X_ERROR_SUCCESS) {
ImGui::Text(" No controller detected");
return;
}
ImGui::Text(" Packet Number: %u", static_cast<uint32_t>(state.packet_number));
auto& gamepad = state.gamepad;
ImGui::Text(" Buttons: [%c][%c][%c][%c] [%s][%s]",
gamepad.buttons & X_INPUT_GAMEPAD_A ? 'A' : ' ',
gamepad.buttons & X_INPUT_GAMEPAD_B ? 'B' : ' ',
gamepad.buttons & X_INPUT_GAMEPAD_X ? 'X' : ' ',
gamepad.buttons & X_INPUT_GAMEPAD_Y ? 'Y' : ' ',
gamepad.buttons & X_INPUT_GAMEPAD_START ? "start" : " ",
gamepad.buttons & X_INPUT_GAMEPAD_BACK ? "back" : " ");
ImGui::Text(" D-pad: [%c][%c][%c][%c]",
gamepad.buttons & X_INPUT_GAMEPAD_DPAD_UP ? 'U' : ' ',
gamepad.buttons & X_INPUT_GAMEPAD_DPAD_DOWN ? 'D' : ' ',
gamepad.buttons & X_INPUT_GAMEPAD_DPAD_LEFT ? 'L' : ' ',
gamepad.buttons & X_INPUT_GAMEPAD_DPAD_RIGHT ? 'R' : ' ');
ImGui::Text(" Thumbs: [%c][%c]",
gamepad.buttons & X_INPUT_GAMEPAD_LEFT_THUMB ? 'L' : ' ',
gamepad.buttons & X_INPUT_GAMEPAD_RIGHT_THUMB ? 'R' : ' ');
ImGui::Text(" Shoulders: [%c][%c]",
gamepad.buttons & X_INPUT_GAMEPAD_LEFT_SHOULDER ? 'L' : ' ',
gamepad.buttons & X_INPUT_GAMEPAD_RIGHT_SHOULDER ? 'R' : ' ');
ImGui::Text(" Left Trigger: %3u", gamepad.left_trigger);
ImGui::Text(" Right Trigger: %3u", gamepad.right_trigger);
ImGui::Text(" Left Thumb: %6d, %6d",
static_cast<int32_t>(gamepad.thumb_lx),
static_cast<int32_t>(gamepad.thumb_ly));
ImGui::Text(" Right Thumb: %6d, %6d",
static_cast<int32_t>(gamepad.thumb_rx),
static_cast<int32_t>(gamepad.thumb_ry));
X_INPUT_VIBRATION vibration;
vibration.left_motor_speed = static_cast<uint16_t>(
float(static_cast<uint16_t>(gamepad.left_trigger)) / 255.0f * UINT16_MAX);
vibration.right_motor_speed = static_cast<uint16_t>(
float(static_cast<uint16_t>(gamepad.right_trigger)) / 255.0f *
UINT16_MAX);
input_system_->SetState(user_index, &vibration);
ImGui::Text(" Motor Speeds: L %5u, R %5u",
static_cast<uint32_t>(vibration.left_motor_speed),
static_cast<uint32_t>(vibration.right_motor_speed));
ImGui::Text(" ");
}
void DrawInputStatus() {
ImGui::BeginChild("##input_status", ImVec2(0, 0), true);
for (uint32_t user_index = 0; user_index < 4; ++user_index) {
DrawUserInputStatus(user_index);
}
ImGui::EndChild();
}
} // namespace hid
} // namespace xe
DEFINE_ENTRY_POINT(L"xenia-hid-demo", L"xenia-hid-demo",
xe::hid::hid_demo_main);

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@ -15,3 +15,49 @@ project("xenia-hid")
project_root.."/build_tools/third_party/gflags/src",
})
local_platform_files()
removefiles({"*_demo.cc"})
group("demos")
project("xenia-hid-demo")
uuid("a56a209c-16d5-4913-85f9-86976fe7fddf")
kind("WindowedApp")
language("C++")
links({
"elemental-forms",
"gflags",
"glew",
"imgui",
"xenia-base",
"xenia-hid",
"xenia-hid-nop",
"xenia-ui",
"xenia-ui-gl",
})
flags({
"WinMain", -- Use WinMain instead of main.
})
defines({
"GLEW_STATIC=1",
"GLEW_MX=1",
})
includedirs({
project_root.."/third_party/elemental-forms/src",
project_root.."/build_tools/third_party/gflags/src",
})
files({
"hid_demo.cc",
project_root.."/src/xenia/base/main_"..platform_suffix..".cc",
})
files({
project_root.."/third_party/elemental-forms/resources.rc",
})
resincludedirs({
project_root,
project_root.."/third_party/elemental-forms",
})
filter("platforms:Windows")
links({
"xenia-hid-winkey",
"xenia-hid-xinput",
})