forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			184 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			184 lines
		
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2016 Dolphin Emulator Project
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| // Licensed under GPLv2+
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| // Refer to the license.txt file included.
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| 
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| #include "Common/Thread.h"
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| // For InputGateOn()
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| // This is a bad layering violation, but it's the cleanest
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| // place I could find to put it.
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| #include "Core/ConfigManager.h"
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| #include "Core/Host.h"
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| 
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| #include "InputCommon/ControlReference/ControlReference.h"
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| 
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| using namespace ciface::ExpressionParser;
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| 
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| constexpr ControlState INPUT_DETECT_THRESHOLD = 0.55;
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| 
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| bool ControlReference::InputGateOn()
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| {
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|   return SConfig::GetInstance().m_BackgroundInput || Host_RendererHasFocus() || Host_UIHasFocus();
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| }
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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 ControlReference::UpdateReference(const ciface::Core::DeviceContainer& devices,
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|                                        const ciface::Core::DeviceQualifier& default_device)
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| {
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|   Expression* expr;
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|   ControlFinder finder(devices, default_device, IsInput());
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|   m_parse_status = ParseExpression(expression, finder, &expr);
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|   m_parsed_expression.reset(expr);
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| }
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| 
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| int ControlReference::BoundCount() const
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| {
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|   if (m_parsed_expression)
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|     return m_parsed_expression->num_controls;
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|   else
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|     return 0;
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| }
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| 
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| ExpressionParseStatus ControlReference::GetParseStatus() const
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| {
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|   return m_parse_status;
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| }
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| 
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| ControlReference::ControlReference() : range(1), m_parsed_expression(nullptr)
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| {
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| }
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| 
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| ControlReference::~ControlReference() = default;
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| 
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| InputReference::InputReference() : ControlReference()
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| {
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| }
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| 
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| OutputReference::OutputReference() : ControlReference()
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| {
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| }
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| 
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| bool InputReference::IsInput() const
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| {
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|   return true;
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| }
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| bool OutputReference::IsInput() const
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| {
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|   return false;
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| }
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| 
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| //
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| // InputReference :: State
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| //
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| // Gets the state of an input reference
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| // override function for ControlReference::State ...
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| //
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| ControlState InputReference::State(const ControlState ignore)
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| {
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|   if (m_parsed_expression && InputGateOn())
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|     return m_parsed_expression->GetValue() * range;
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|   return 0.0;
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| }
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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 ==
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| // 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 OutputReference::State(const ControlState state)
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| {
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|   if (m_parsed_expression && InputGateOn())
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|     m_parsed_expression->SetValue(state);
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|   return 0.0;
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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 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 nullptr
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| //
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| ciface::Core::Device::Control* InputReference::Detect(const unsigned int ms,
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|                                                       ciface::Core::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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| 
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|   if (device->Inputs().size() == 0)
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|     return nullptr;
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| 
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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<ciface::Core::Device::Input *>::const_iterator 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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| 
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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);
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|     time += 10;
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|   }
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| 
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|   // no input was detected
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|   return nullptr;
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| }
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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
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| // 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
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| // 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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| ciface::Core::Device::Control* OutputReference::Detect(const unsigned int ms,
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|                                                        ciface::Core::Device* const device)
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| {
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|   // ignore device
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| 
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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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| 
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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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|       Common::SleepCurrentThread(10);
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| 
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|     State(0);
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|   }
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|   return nullptr;
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| }
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