forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			317 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			317 lines
		
	
	
		
			7.0 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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	#ifdef CIFACE_USE_X11_XINPUT2
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		#include "Xlib/XInput2.h"
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	#endif
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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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#ifdef CIFACE_USE_ANDROID
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	#include "Android/Android.h"
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#endif
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#include "Thread.h"
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using namespace ciface::ExpressionParser;
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namespace
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{
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const float INPUT_DETECT_THRESHOLD = 0.55f;
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}
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ControllerInterface g_controller_interface;
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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::Initialize()
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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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	#ifdef CIFACE_USE_X11_XINPUT2
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		ciface::XInput2::Init(m_devices, m_hwnd);
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	#endif
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#endif
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#ifdef CIFACE_USE_OSX
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	ciface::OSX::Init(m_devices, m_hwnd);
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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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#ifdef CIFACE_USE_ANDROID
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	ciface::Android::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::Shutdown()
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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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			(*o)->SetState(0);
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		// update output
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		(*d)->UpdateOutput();
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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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	ciface::XInput::DeInit();
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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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	SDL_Quit();
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#endif
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#ifdef CIFACE_USE_ANDROID
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	// nothing needed
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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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	std::unique_lock<std::recursive_mutex> lk(update_lock, std::defer_lock);
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	if (force)
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		lk.lock();
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	else if (!lk.try_lock())
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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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	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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	std::unique_lock<std::recursive_mutex> lk(update_lock, std::defer_lock);
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	if (force)
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		lk.lock();
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	else if (!lk.try_lock())
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		return false;
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	size_t ok_count = 0;
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	for (auto d = m_devices.cbegin(); d != m_devices.cend(); ++d)
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	{
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		if ((*d)->UpdateOutput())
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			++ok_count;
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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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//		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 (parsed_expression)
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		return parsed_expression->GetValue() * range;
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	else
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		return 0.0f;
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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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	if (parsed_expression)
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		parsed_expression->SetValue(state);
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	return 0.0f;
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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 DeviceQualifier& default_device) const
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{
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	delete ref->parsed_expression;
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	ref->parsed_expression = NULL;
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	ControlFinder finder(*this, default_device, ref->is_input);
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	ref->parse_error = ParseExpression(ref->expression, finder, &ref->parsed_expression);
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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 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, return pointer to detected Control
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// else return NULL
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//
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Device::Control* ControllerInterface::InputReference::Detect(const unsigned int ms, Device* const device)
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{
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	unsigned int time = 0;
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	std::vector<bool> states(device->Inputs().size());
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	if (device->Inputs().size() == 0)
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		return NULL;
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	// get starting state of all inputs,
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	// so we can ignore those that were activated at time of Detect start
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	std::vector<Device::Input*>::const_iterator
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		i = device->Inputs().begin(),
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		e = device->Inputs().end();
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	for (std::vector<bool>::iterator state = states.begin(); i != e; ++i)
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		*state++ = ((*i)->GetState() > (1 - INPUT_DETECT_THRESHOLD));
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	while (time < ms)
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	{
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		device->UpdateInput();
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		i = device->Inputs().begin();
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		for (std::vector<bool>::iterator state = states.begin(); i != e; ++i,++state)
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		{
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			// detected an input
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			if ((*i)->IsDetectable() && (*i)->GetState() > INPUT_DETECT_THRESHOLD)
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			{
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				// input was released at some point during Detect call
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				// return the detected input
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				if (false == *state)
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					return *i;
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			}
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			else if ((*i)->GetState() < (1 - INPUT_DETECT_THRESHOLD))
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			{
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				*state = false;
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			}
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		}
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		Common::SleepCurrentThread(10); time += 10;
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	}
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	// no input was detected
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	return NULL;
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}
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//
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//		OutputReference :: Detect
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//
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// Totally different from the inputReference detect / I have them combined so it was simpler to make the GUI.
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// The GUI doesn't know the difference between an input and an output / it's odd but I was lazy and it was easy
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//
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// set all binded outputs to <range> power for x milliseconds return false
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//
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Device::Control* ControllerInterface::OutputReference::Detect(const unsigned int ms, Device* const device)
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{
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	// ignore device
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	// don't hang if we don't even have any controls mapped
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	if (BoundCount() > 0)
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	{
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		State(1);
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		unsigned int slept = 0;
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		// this loop is to make stuff like flashing keyboard LEDs work
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		while (ms > (slept += 10))
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		{
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			// TODO: improve this to update more than just the default device's output
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			device->UpdateOutput();
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			Common::SleepCurrentThread(10);
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		}
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		State(0);
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		device->UpdateOutput();
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	}
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	return NULL;
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}
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