forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5980 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			555 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			555 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "ControllerInterface.h"
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#ifdef CIFACE_USE_XINPUT
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	#include "XInput/XInput.h"
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#endif
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#ifdef CIFACE_USE_DINPUT
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	#include "DInput/DInput.h"
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#endif
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#ifdef CIFACE_USE_XLIB
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	#include "Xlib/Xlib.h"
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#endif
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#ifdef CIFACE_USE_OSX
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	#include "OSX/OSX.h"
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#endif
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#ifdef CIFACE_USE_SDL
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	#include "SDL/SDL.h"
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#endif
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#include "Thread.h"
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#define INPUT_DETECT_THRESHOLD			0.85
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//
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//		Init
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//
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// detect devices and inputs outputs / will make refresh function later
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//
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void ControllerInterface::Init()
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{
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	if ( m_is_init )
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		return;
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#ifdef CIFACE_USE_DINPUT
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	ciface::DInput::Init(m_devices, (HWND)m_hwnd);
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#endif
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#ifdef CIFACE_USE_XINPUT
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	ciface::XInput::Init(m_devices);
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#endif
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#ifdef CIFACE_USE_XLIB
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	ciface::Xlib::Init(m_devices, m_hwnd);
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#endif
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#ifdef CIFACE_USE_OSX
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	ciface::OSX::Init(m_devices);
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#endif
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#ifdef CIFACE_USE_SDL
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	ciface::SDL::Init(m_devices);
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#endif
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	m_is_init = true;
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}
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//
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//		DeInit
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//
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// remove all devices/ call library cleanup functions
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//
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void ControllerInterface::DeInit(const bool hacks_no_sdl_quit)
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{
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	if ( false == m_is_init )
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		return;
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	std::vector<Device*>::const_iterator
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		d = m_devices.begin(),
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		de = m_devices.end();
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	for ( ;d != de; ++d )
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	{
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		std::vector<Device::Output*>::const_iterator
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			o = (*d)->Outputs().begin(),
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			oe = (*d)->Outputs().end();
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		// set outputs to ZERO before destroying device
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		for ( ;o!=oe; ++o)
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			(*d)->SetOutputState(*o, 0);
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		// update output
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		(*d)->UpdateOutput();
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		// TODO: remove this
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		// major hacks/memleaks to prevent gcpad/wiimote new from crashing eachother
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		if (hacks_no_sdl_quit)
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			if ((*d)->GetSource() == "SDL")
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				continue;
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		//delete device
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		delete *d;
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	}
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	m_devices.clear();
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#ifdef CIFACE_USE_XINPUT
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	// nothing needed
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#endif
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#ifdef CIFACE_USE_DINPUT
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	// nothing needed
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#endif
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#ifdef CIFACE_USE_XLIB
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	// nothing needed
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#endif
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#ifdef CIFACE_USE_OSX
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	ciface::OSX::DeInit();
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#endif
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#ifdef CIFACE_USE_SDL
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	// TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
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	if (false == hacks_no_sdl_quit)
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		SDL_Quit();
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#endif
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	m_is_init = false;
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}
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//
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//		SetHwnd
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//
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// sets the hwnd used for some crap when initializing, use before calling Init
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//
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void ControllerInterface::SetHwnd( void* const hwnd )
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{
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	m_hwnd = hwnd;
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}
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//
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//		UpdateInput
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//
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// update input for all devices, return true if all devices returned successful
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//
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bool ControllerInterface::UpdateInput(const bool force)
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{
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	if (force)
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		update_lock.Enter();
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	else if (false == update_lock.TryEnter())
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		return false;
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	size_t ok_count = 0;
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	std::vector<Device*>::const_iterator
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		d = m_devices.begin(),
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		e = m_devices.end();
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	for ( ;d != e; ++d )
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	{
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		if ((*d)->UpdateInput())
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			++ok_count;
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		//else
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		// disabled. it might be causing problems
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			//(*d)->ClearInputState();
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	}
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	update_lock.Leave();
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	return (m_devices.size() == ok_count);
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}
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//
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//		UpdateOutput
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//
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// update output for all devices, return true if all devices returned successful
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//
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bool ControllerInterface::UpdateOutput(const bool force)
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{
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	if (force)
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		update_lock.Enter();
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	else if (false == update_lock.TryEnter())
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		return false;
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	size_t ok_count = 0;
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	std::vector<Device*>::const_iterator
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		d = m_devices.begin(),
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		e = m_devices.end();
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	for (;d != e; ++d)
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		(*d)->UpdateOutput();
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	update_lock.Leave();
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	return (m_devices.size() == ok_count);
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}
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//
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//		Device :: ~Device
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//
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// dtor, delete all inputs/outputs on device destruction
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//
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ControllerInterface::Device::~Device()
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{
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	{
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	// delete inputs
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	std::vector<Device::Input*>::iterator
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		i = m_inputs.begin(),
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		e = m_inputs.end();
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	for ( ;i!=e; ++i)
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		delete *i;
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	}
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	{
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	// delete outputs
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	std::vector<Device::Output*>::iterator
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		o = m_outputs.begin(),
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		e = m_outputs.end();
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	for ( ;o!=e; ++o)
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		delete *o;
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	}
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}
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void ControllerInterface::Device::AddInput(Input* const i)
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{
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	m_inputs.push_back(i);
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}
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void ControllerInterface::Device::AddOutput(Output* const o)
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{
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	m_outputs.push_back(o);
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}
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//
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//		Device :: ClearInputState
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//
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// device classes should override this func
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// ControllerInterface will call this when the device returns failure durring UpdateInput
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// used to try to set all buttons and axes to their default state when user unplugs a gamepad durring play
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// buttons/axes that were held down at the time of unplugging should be seen as not pressed after unplugging
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//
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void ControllerInterface::Device::ClearInputState()
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{
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	// this is going to be called for every UpdateInput call that fails
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	// kinda slow but, w/e, should only happen when user unplugs a device while playing
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}
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//
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//		InputReference :: State
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//
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// get the state of an input reference
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// override function for ControlReference::State ...
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//
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ControlState ControllerInterface::InputReference::State( const ControlState ignore )
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{
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	//if (NULL == device)
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		//return 0;
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	ControlState state = 0;
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	std::vector<DeviceControl>::const_iterator
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		ci = m_controls.begin(),
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		ce = m_controls.end();
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	// bit of hax for NOT to work at start of expression
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	if (ci != ce)
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		if (ci->mode == 2)
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			state = 1;
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	for (; ci!=ce; ++ci)
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	{
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		const ControlState istate = ci->device->GetInputState((Device::Input*)ci->control);
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		switch (ci->mode)
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		{
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		// OR
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		case 0 :
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			state = std::max(state, istate);
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			break;
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		// AND
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		case 1 :
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			state = std::min(state, istate);
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			break;
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		// NOT
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		case 2 :
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			state = std::max(std::min(state, 1.0f - istate), 0.0f);
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			break;
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		// ADD
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		case 3 :
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			state += istate;
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			break;
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		}
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	}
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	return std::min(1.0f, state * range);
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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 == 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 ControllerInterface::OutputReference::State(const ControlState state)
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{
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	const ControlState tmp_state = std::min(1.0f, state * range);
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	// output ref just ignores the modes ( |&!... )
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	std::vector<DeviceControl>::iterator
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		ci = m_controls.begin(),
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		ce = m_controls.end();
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	for (; ci != ce; ++ci)
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		ci->device->SetOutputState((Device::Output*)ci->control, tmp_state);
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	return state;	// just return the output, watever
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}
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//
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//		DeviceQualifier :: ToString
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//
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// get string from a device qualifier / serialize
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//
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std::string ControllerInterface::DeviceQualifier::ToString() const
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{
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	if (source.empty() && (cid < 0) && name.empty())
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		return "";
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	std::ostringstream ss;
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	ss << source << '/';
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	if ( cid > -1 )
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		ss << cid;
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	ss << '/' << name;
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	return ss.str();
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}
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//
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//		DeviceQualifier	::	FromString
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//
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// set a device qualifier from a string / unserialize
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//
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void ControllerInterface::DeviceQualifier::FromString(const std::string& str)
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{
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	std::istringstream ss(str);
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	std::getline(ss, source = "", '/');
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	// silly
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	std::getline(ss, name, '/');
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	std::istringstream(name) >> (cid = -1);
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	std::getline(ss, name = "");
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}
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//
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//		DeviceQualifier :: FromDevice
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//
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// set a device qualifier from a device
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//
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void ControllerInterface::DeviceQualifier::FromDevice(const ControllerInterface::Device* const dev)
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{
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	name = dev->GetName();
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	cid = dev->GetId();
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	source= dev->GetSource();
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}
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bool ControllerInterface::DeviceQualifier::operator==(const ControllerInterface::Device* const dev) const
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{
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	if (dev->GetId() == cid)
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		if (dev->GetName() == name)
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			if (dev->GetSource() == source)
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				return true;
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	return false;
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}
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bool ControllerInterface::Device::Control::operator==(const std::string& name) const
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{
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	return GetName() == name;
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}
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bool ControllerInterface::DeviceQualifier::operator==(const ControllerInterface::DeviceQualifier& devq) const
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{
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	if (cid == devq.cid)
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		if (name == devq.name)
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			if (source == devq.source)
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				return true;
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	return false;	
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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-parse a control reference's expression after changing it
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//
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void ControllerInterface::UpdateReference(ControllerInterface::ControlReference* ref
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	, const ControllerInterface::DeviceQualifier& default_device) const
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{
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	ref->m_controls.clear();
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	// adding | to parse the last item, silly
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	std::istringstream ss(ref->expression + '|');
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	const std::string mode_chars("|&!^");
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	ControlReference::DeviceControl	devc;
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	std::string	dev_str;
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	std::string ctrl_str;
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	char c = 0;
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	while (ss.read(&c, 1))
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	{
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		const size_t f = mode_chars.find(c);
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		if (mode_chars.npos != f)
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		{
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			// add ctrl
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			if (ctrl_str.size())
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			{
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				DeviceQualifier	devq;
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				// using default device or alterate device inside `backticks`
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				if (dev_str.empty())
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					devq = default_device;
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				else
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					devq.FromString(dev_str);
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				// find device
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				devc.device = FindDevice(devq);
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				if (devc.device)
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				{
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					// control
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					// inputs or outputs, i don't like this
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					if (ref->is_input)
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					{
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						std::vector<Device::Input*>::const_iterator i;
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						|
						
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						// FIXME: Use std::find instead of a for loop
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						// i = std::find(devc.device->Inputs().begin(), devc.device->Inputs().end(), ctrl_str);
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						for(i = devc.device->Inputs().begin(); i < devc.device->Inputs().end(); ++i)
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							if(*(*i) == ctrl_str)
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								break;
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						if (devc.device->Inputs().end() != i)
 | 
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						{
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							devc.control = *i;
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							ref->m_controls.push_back(devc);
 | 
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						}
 | 
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					}
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					else
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					{
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						|
						std::vector<Device::Output*>::const_iterator i;
 | 
						|
						
 | 
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						// FIXME: Use std::find instead of a for loop
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						// i = std::find(devc.device->Outputs().begin(), devc.device->Outputs().end(), ctrl_str);
 | 
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						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);
 | 
						|
						}
 | 
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					}
 | 
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 | 
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				}
 | 
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			}
 | 
						|
			// reset stuff for next ctrl
 | 
						|
			devc.mode = (int)f;
 | 
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			devc.device = NULL;
 | 
						|
			ctrl_str.clear();
 | 
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		}
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		else if ('`' == c)
 | 
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		{
 | 
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			// different device
 | 
						|
			if (false == std::getline(ss, dev_str, '`'))
 | 
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				break;
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		}
 | 
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		else
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			ctrl_str += c;
 | 
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	}
 | 
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}
 | 
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ControllerInterface::Device* ControllerInterface::FindDevice(const ControllerInterface::DeviceQualifier& devq) const
 | 
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{
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	std::vector<ControllerInterface::Device*>::const_iterator
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		di = m_devices.begin(),
 | 
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		de = m_devices.end();
 | 
						|
	for (; di!=de; ++di)
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		if (devq == *di)
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			return *di;
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 | 
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	return NULL;
 | 
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}
 | 
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 | 
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//
 | 
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//		InputReference :: Detect
 | 
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//
 | 
						|
// 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
 | 
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// else return NULL
 | 
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//
 | 
						|
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;
 | 
						|
}
 |