forked from dolphin-emu/dolphin
		
	Small cleanup by using std::shared_ptr and getting rid of ciface.Devices() which just returned the m_devices (which defeats the point of making m_devices protected). Incidentally, this should make the code safer when we have different threads accessing devices in the future (for hotplug?). A lot of code use Device references directly so there is no easy way to remove FindDevice() and make those unique_ptrs.
		
			
				
	
	
		
			290 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			290 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2010 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 <mutex>
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| 
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| #include "Common/Thread.h"
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| #include "InputCommon/ControllerInterface/ControllerInterface.h"
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| 
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| #ifdef CIFACE_USE_XINPUT
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| #include "InputCommon/ControllerInterface/XInput/XInput.h"
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| #endif
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| #ifdef CIFACE_USE_DINPUT
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| #include "InputCommon/ControllerInterface/DInput/DInput.h"
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| #endif
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| #ifdef CIFACE_USE_XLIB
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| #include "InputCommon/ControllerInterface/Xlib/Xlib.h"
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| #ifdef CIFACE_USE_X11_XINPUT2
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| #include "InputCommon/ControllerInterface/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 "InputCommon/ControllerInterface/OSX/OSX.h"
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| #endif
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| #ifdef CIFACE_USE_SDL
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| #include "InputCommon/ControllerInterface/SDL/SDL.h"
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| #endif
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| #ifdef CIFACE_USE_ANDROID
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| #include "InputCommon/ControllerInterface/Android/Android.h"
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| #endif
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| #ifdef CIFACE_USE_EVDEV
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| #include "InputCommon/ControllerInterface/evdev/evdev.h"
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| #endif
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| #ifdef CIFACE_USE_PIPES
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| #include "InputCommon/ControllerInterface/Pipes/Pipes.h"
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| #endif
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| 
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| using namespace ciface::ExpressionParser;
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| 
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| namespace
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| {
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| const ControlState INPUT_DETECT_THRESHOLD = 0.55;
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| }
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| 
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| ControllerInterface g_controller_interface;
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| 
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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(void* const hwnd)
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| {
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|   if (m_is_init)
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|     return;
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| 
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|   m_hwnd = hwnd;
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| 
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| #ifdef CIFACE_USE_DINPUT
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|   ciface::DInput::Init((HWND)hwnd);
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| #endif
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| #ifdef CIFACE_USE_XINPUT
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|   ciface::XInput::Init();
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| #endif
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| #ifdef CIFACE_USE_XLIB
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|   ciface::Xlib::Init(hwnd);
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| #ifdef CIFACE_USE_X11_XINPUT2
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|   ciface::XInput2::Init(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(hwnd);
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| #endif
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| #ifdef CIFACE_USE_SDL
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|   ciface::SDL::Init();
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| #endif
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| #ifdef CIFACE_USE_ANDROID
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|   ciface::Android::Init();
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| #endif
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| #ifdef CIFACE_USE_EVDEV
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|   ciface::evdev::Init();
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| #endif
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| #ifdef CIFACE_USE_PIPES
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|   ciface::Pipes::Init();
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| #endif
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| 
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|   m_is_init = true;
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| }
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| 
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| void ControllerInterface::Reinitialize()
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| {
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|   if (!m_is_init)
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|     return;
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| 
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|   Shutdown();
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|   Initialize(m_hwnd);
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| }
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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 (!m_is_init)
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|     return;
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| 
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|   std::lock_guard<std::mutex> lk(m_devices_mutex);
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| 
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|   for (const auto& d : m_devices)
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|   {
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|     // Set outputs to ZERO before destroying device
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|     for (ciface::Core::Device::Output* o : d->Outputs())
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|       o->SetState(0);
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|   }
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| 
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|   m_devices.clear();
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| 
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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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| 
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|   m_is_init = false;
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| }
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| 
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| void ControllerInterface::AddDevice(std::shared_ptr<ciface::Core::Device> device)
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| {
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|   std::lock_guard<std::mutex> lk(m_devices_mutex);
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|   m_devices.emplace_back(std::move(device));
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| }
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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
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| //
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| void ControllerInterface::UpdateInput()
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| {
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|   std::lock_guard<std::mutex> lk(m_devices_mutex);
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|   for (const auto& d : m_devices)
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|     d->UpdateInput();
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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 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 0.0;
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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 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 0.0;
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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 ControllerInterface::UpdateReference(ControllerInterface::ControlReference* ref,
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|                                           const ciface::Core::DeviceQualifier& default_device) const
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| {
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|   delete ref->parsed_expression;
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|   ref->parsed_expression = nullptr;
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| 
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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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| //
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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*
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| ControllerInterface::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*
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| ControllerInterface::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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