forked from dolphin-emu/dolphin
		
	git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5625 8ced0084-cf51-0410-be5f-012b33b47a6e
		
			
				
	
	
		
			565 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			565 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "ControllerInterface.h"
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namespace ciface {
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}
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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_DIRECTINPUT
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	#include "DirectInput/DirectInput.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 MAX_DOUBLE_TAP_TIME			400
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//#define MAX_HOLD_DOWN_TIME			400
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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_XINPUT
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	ciface::XInput::Init( m_devices );
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#endif
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#ifdef CIFACE_USE_DIRECTINPUT
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	ciface::DirectInput::Init( m_devices/*, (HWND)m_hwnd*/ );
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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 d = m_devices.begin(),
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		Devices_end = m_devices.end();
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	for ( ;d != Devices_end; ++d )
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	{
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		std::vector<Device::Output*>::const_iterator o = (*d)->Outputs().begin(),
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		e = (*d)->Outputs().end();
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		// set outputs to ZERO before destroying device
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		for ( ;o!=e; ++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 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_DIRECTINPUT
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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()
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{
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	size_t ok_count = 0;
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	std::vector<Device*>::const_iterator 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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	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()
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{
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	size_t ok_count = 0;
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	std::vector<Device*>::const_iterator 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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	return ( m_devices.size() == ok_count );
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}
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//
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//		Devices
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//
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// i dont really like this but,
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// return : constant copy of the devices vector
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//
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const std::vector<ControllerInterface::Device*>& ControllerInterface::Devices()
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{
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	return m_devices;
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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 i = inputs.begin(),
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	e = 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 o = outputs.begin(),
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	e = 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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//
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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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//		Device :: Inputs
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//
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// get a const version of the device's input vector
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//
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const std::vector<ControllerInterface::Device::Input*>& ControllerInterface::Device::Inputs()
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{
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	return inputs;
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}
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//
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//		Device :: Outputs
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//
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// get a const version of the device's outputs vector
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//
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const std::vector<ControllerInterface::Device::Output*>& ControllerInterface::Device::Outputs()
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{
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	return outputs;
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}
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//
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//		HasInit
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//
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// check if interface is inited
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//
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bool ControllerInterface::IsInit()
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{
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	return m_is_init;
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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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	switch ( mode )
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	{
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	// OR
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	case 0 :
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		{
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		state = 0;
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		std::vector<Device::Control*>::const_iterator ci = controls.begin(),
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			ce = controls.end();
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		for ( ; ci != ce; ++ci )
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			state = std::max( state, device->GetInputState( (Device::Input*)*ci ) );	// meh casting
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		break;
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		}
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	// AND
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	case 1 :
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		{
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			// TODO: i think i can remove the if here
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			state = 1;
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			bool is_bound = false;
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			std::vector<Device::Control*>::const_iterator ci = controls.begin(),
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				ce = controls.end();
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			for ( ; ci != ce; ++ci )
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			{
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				is_bound = true;
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				state = std::min( state, device->GetInputState( (Device::Input*)*ci ) );	// meh casting
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			}
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			if ( !is_bound )
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				state = 0;
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		break;
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		}
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	// NOT
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	case 2 :
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		{
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		state = 0;
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		std::vector<Device::Control*>::const_iterator ci = controls.begin(),
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			ce = controls.end();
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		for ( ; ci != ce; ++ci )
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			state = std::max( state, device->GetInputState( (Device::Input*)*ci ) );	// meh casting
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		state = std::max( 0.0, 1.0 - state );
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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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	std::vector<Device::Control*>::iterator ci = controls.begin(),
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		ce = controls.end();
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	for ( ; ci != ce; ++ci )
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		device->SetOutputState( (Device::Output*)*ci, state * range );		// casting again
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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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	// good
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	std::getline( ss, source = "", '/' );
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	// dum
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	std::getline( ss, name, '/' );
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	std::istringstream(name) >> (cid = -1);
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	// good
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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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//
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//		DeviceQualifier = = Device*
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//
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// check if a device matches a device qualifier
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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->GetName() == name )
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		if ( dev->GetId() == cid )
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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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//
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//		ControlQualifier = FromControl
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//
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// set a control qualifier from a device control
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//
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void ControllerInterface::ControlQualifier::FromControl(const ControllerInterface::Device::Control* const c)
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{
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	// hardly needs a function for this
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	name = c->GetName();
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}
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//
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//		ControlQualifier = = Device :: Control*
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//
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// check if a control qualifier matches a device control
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// also |control1|control2| form, || matches all
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//
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bool ControllerInterface::ControlQualifier::operator==(const ControllerInterface::Device::Control* const control) const
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{
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	if ( name.size() )
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	{
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		if ( '|' == name[0] && '|' == (*name.rbegin()) )		// check if using |button1|button2| format
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		{
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			return ( name.find( '|' + control->GetName() + '|' ) != name.npos || "||" == name );
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		}
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	}
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	return (control->GetName() == name);
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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 then update binded controls
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// need to call this after changing a device qualifier on a control reference
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// if the device qualifier hasnt changed, the below functions: "UpdateControls" can be used
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//
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void ControllerInterface::UpdateReference( ControllerInterface::ControlReference* ref )
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{
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	ref->device = NULL;
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	std::vector<Device*>::const_iterator d = m_devices.begin(),
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		e = m_devices.end();
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	for ( ; d!=e; ++d )
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		if ( ref->device_qualifier == *d )
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		{
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			ref->device = *d;
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			break;
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		}
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	ref->UpdateControls();
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}
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//
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//		InputReference :: UpdateControls
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//
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// after changing a control qualifier, need to call this to rebind the new matching controls
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//
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void ControllerInterface::InputReference::UpdateControls()
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{
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	controls.clear();
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	if ( device )
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	{
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		std::vector<Device::Input*>::const_iterator i = device->Inputs().begin(),
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			e = device->Inputs().end();
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		for ( ;i != e; ++i )
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			if ( control_qualifier == *i )
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				controls.push_back( *i );
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	}
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}
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//
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//		OutputReference :: UpdateControls
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//
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// same as the inputRef version
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// after changing a control qualifier, need to call this to rebind the new matching controls
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//
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void ControllerInterface::OutputReference::UpdateControls()
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{
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	controls.clear();
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	if ( device )
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	{
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		std::vector<Device::Output*>::const_iterator i = device->Outputs().begin(),
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			e = device->Outputs().end();
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		for ( ;i != e; ++i )
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			if ( control_qualifier == *i )
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				controls.push_back( *i );
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	}
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}
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//
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//		InputReference :: Detect
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//
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// wait for input on all binded devices
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// supports waiting for n number of inputs
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// supports not detecting inputs that were held down at the time of Detect start,
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// which is useful for those crazy flightsticks that have certain buttons that are always held down
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// or some crazy axes or something
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// upon input, set control qualifier, update controls and return true
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// else return false
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//
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bool ControllerInterface::InputReference::Detect( const unsigned int ms, const unsigned int count )
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{
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	unsigned int time = 0;
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	// don't wait if we don't have a device
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	if ( device )
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	{
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		bool* const states = new bool[device->Inputs().size()];
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 | 
						|
		std::vector<Device::Input*>::const_iterator i = device->Inputs().begin(),
 | 
						|
			e = device->Inputs().end();
 | 
						|
		for ( unsigned int n=0;i != e; ++i,++n )
 | 
						|
			states[n] = ( device->GetInputState( *i ) > INPUT_DETECT_THRESHOLD );
 | 
						|
 | 
						|
		std::vector<Device::Control*>	detected;
 | 
						|
 | 
						|
		while ( (time < ms) && (detected.size() < count) )
 | 
						|
		{
 | 
						|
			device->UpdateInput();
 | 
						|
			i = device->Inputs().begin();
 | 
						|
			e = device->Inputs().end();
 | 
						|
			
 | 
						|
			for ( unsigned int n=0;i != e; ++i,++n )
 | 
						|
			{
 | 
						|
				if ( device->GetInputState( *i ) > INPUT_DETECT_THRESHOLD )
 | 
						|
				{
 | 
						|
					if ( false == states[n] )
 | 
						|
						if ( std::find( detected.begin(), detected.end(), *i ) == detected.end() )
 | 
						|
							detected.push_back( *i );
 | 
						|
				}
 | 
						|
				else
 | 
						|
					states[n] = false;
 | 
						|
			}
 | 
						|
			Common::SleepCurrentThread( 10 ); time += 10;
 | 
						|
		}
 | 
						|
 | 
						|
		delete states;
 | 
						|
 | 
						|
		if ( detected.size() == count )
 | 
						|
		{
 | 
						|
			controls = detected;
 | 
						|
 | 
						|
			if ( controls.size() > 1 )
 | 
						|
			{
 | 
						|
				control_qualifier.name = '|';
 | 
						|
				std::vector<Device::Control*>::const_iterator c_i = controls.begin(),
 | 
						|
					c_e = controls.end();
 | 
						|
				for ( ; c_i != c_e; ++c_i )
 | 
						|
					control_qualifier.name += (*c_i)->GetName() + '|';
 | 
						|
			}
 | 
						|
			else
 | 
						|
				control_qualifier.FromControl( controls[0] );
 | 
						|
 | 
						|
			return true;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return false;
 | 
						|
}
 | 
						|
 | 
						|
//
 | 
						|
//		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
 | 
						|
//
 | 
						|
bool ControllerInterface::OutputReference::Detect( const unsigned int ms, const unsigned int ignored )
 | 
						|
{
 | 
						|
	// dont hang if we dont even have any controls mapped
 | 
						|
	if ( controls.size() )
 | 
						|
	{
 | 
						|
		State( 1 );
 | 
						|
		unsigned int slept = 0;
 | 
						|
		// this loop is to make stuff like flashing keyboard LEDs work
 | 
						|
		while ( ms > ( slept += 10 ) )
 | 
						|
		{
 | 
						|
			device->UpdateOutput();
 | 
						|
			Common::SleepCurrentThread( 10 );
 | 
						|
		}
 | 
						|
		
 | 
						|
		State( 0 );
 | 
						|
		device->UpdateOutput();
 | 
						|
	}
 | 
						|
	return false;
 | 
						|
}
 |