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-rw-r--r--Source/Core/InputCommon/ControllerInterface/ControllerInterface.cpp316
1 files changed, 316 insertions, 0 deletions
diff --git a/Source/Core/InputCommon/ControllerInterface/ControllerInterface.cpp b/Source/Core/InputCommon/ControllerInterface/ControllerInterface.cpp
new file mode 100644
index 0000000000..7287c380d5
--- /dev/null
+++ b/Source/Core/InputCommon/ControllerInterface/ControllerInterface.cpp
@@ -0,0 +1,316 @@
+#include "ControllerInterface.h"
+
+#ifdef CIFACE_USE_XINPUT
+ #include "XInput/XInput.h"
+#endif
+#ifdef CIFACE_USE_DINPUT
+ #include "DInput/DInput.h"
+#endif
+#ifdef CIFACE_USE_XLIB
+ #include "Xlib/Xlib.h"
+ #ifdef CIFACE_USE_X11_XINPUT2
+ #include "Xlib/XInput2.h"
+ #endif
+#endif
+#ifdef CIFACE_USE_OSX
+ #include "OSX/OSX.h"
+#endif
+#ifdef CIFACE_USE_SDL
+ #include "SDL/SDL.h"
+#endif
+#ifdef CIFACE_USE_ANDROID
+ #include "Android/Android.h"
+#endif
+
+#include "Thread.h"
+
+using namespace ciface::ExpressionParser;
+
+namespace
+{
+const float INPUT_DETECT_THRESHOLD = 0.55f;
+}
+
+ControllerInterface g_controller_interface;
+
+//
+// Init
+//
+// detect devices and inputs outputs / will make refresh function later
+//
+void ControllerInterface::Initialize()
+{
+ if (m_is_init)
+ return;
+
+#ifdef CIFACE_USE_DINPUT
+ ciface::DInput::Init(m_devices, (HWND)m_hwnd);
+#endif
+#ifdef CIFACE_USE_XINPUT
+ ciface::XInput::Init(m_devices);
+#endif
+#ifdef CIFACE_USE_XLIB
+ ciface::Xlib::Init(m_devices, m_hwnd);
+ #ifdef CIFACE_USE_X11_XINPUT2
+ ciface::XInput2::Init(m_devices, m_hwnd);
+ #endif
+#endif
+#ifdef CIFACE_USE_OSX
+ ciface::OSX::Init(m_devices, m_hwnd);
+#endif
+#ifdef CIFACE_USE_SDL
+ ciface::SDL::Init(m_devices);
+#endif
+#ifdef CIFACE_USE_ANDROID
+ ciface::Android::Init(m_devices);
+#endif
+
+ m_is_init = true;
+}
+
+//
+// DeInit
+//
+// remove all devices/ call library cleanup functions
+//
+void ControllerInterface::Shutdown()
+{
+ if (false == m_is_init)
+ return;
+
+ std::vector<Device*>::const_iterator
+ d = m_devices.begin(),
+ de = m_devices.end();
+ for ( ;d != de; ++d )
+ {
+ std::vector<Device::Output*>::const_iterator
+ o = (*d)->Outputs().begin(),
+ oe = (*d)->Outputs().end();
+ // set outputs to ZERO before destroying device
+ for ( ;o!=oe; ++o)
+ (*o)->SetState(0);
+ // update output
+ (*d)->UpdateOutput();
+
+ //delete device
+ delete *d;
+ }
+
+ m_devices.clear();
+
+#ifdef CIFACE_USE_XINPUT
+ ciface::XInput::DeInit();
+#endif
+#ifdef CIFACE_USE_DINPUT
+ // nothing needed
+#endif
+#ifdef CIFACE_USE_XLIB
+ // nothing needed
+#endif
+#ifdef CIFACE_USE_OSX
+ ciface::OSX::DeInit();
+#endif
+#ifdef CIFACE_USE_SDL
+ // TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
+ SDL_Quit();
+#endif
+#ifdef CIFACE_USE_ANDROID
+ // nothing needed
+#endif
+
+ m_is_init = false;
+}
+
+//
+// SetHwnd
+//
+// sets the hwnd used for some crap when initializing, use before calling Init
+//
+void ControllerInterface::SetHwnd( void* const hwnd )
+{
+ m_hwnd = hwnd;
+}
+
+//
+// UpdateInput
+//
+// update input for all devices, return true if all devices returned successful
+//
+bool ControllerInterface::UpdateInput(const bool force)
+{
+ std::unique_lock<std::recursive_mutex> lk(update_lock, std::defer_lock);
+
+ if (force)
+ lk.lock();
+ else if (!lk.try_lock())
+ return false;
+
+ size_t ok_count = 0;
+
+ std::vector<Device*>::const_iterator
+ d = m_devices.begin(),
+ e = m_devices.end();
+ for ( ;d != e; ++d )
+ {
+ if ((*d)->UpdateInput())
+ ++ok_count;
+ //else
+ // disabled. it might be causing problems
+ //(*d)->ClearInputState();
+ }
+
+ return (m_devices.size() == ok_count);
+}
+
+//
+// UpdateOutput
+//
+// update output for all devices, return true if all devices returned successful
+//
+bool ControllerInterface::UpdateOutput(const bool force)
+{
+ std::unique_lock<std::recursive_mutex> lk(update_lock, std::defer_lock);
+
+ if (force)
+ lk.lock();
+ else if (!lk.try_lock())
+ return false;
+
+ size_t ok_count = 0;
+
+ for (auto d = m_devices.cbegin(); d != m_devices.cend(); ++d)
+ {
+ if ((*d)->UpdateOutput())
+ ++ok_count;
+ }
+
+ return (m_devices.size() == ok_count);
+}
+
+//
+// InputReference :: State
+//
+// get the state of an input reference
+// override function for ControlReference::State ...
+//
+ControlState ControllerInterface::InputReference::State( const ControlState ignore )
+{
+ if (parsed_expression)
+ return parsed_expression->GetValue() * range;
+ else
+ return 0.0f;
+}
+
+//
+// OutputReference :: State
+//
+// set the state of all binded outputs
+// overrides ControlReference::State .. combined them so i could make the gui simple / inputs == same as outputs one list
+// i was lazy and it works so watever
+//
+ControlState ControllerInterface::OutputReference::State(const ControlState state)
+{
+ if (parsed_expression)
+ parsed_expression->SetValue(state);
+ return 0.0f;
+}
+
+//
+// UpdateReference
+//
+// updates a controlreference's binded devices/controls
+// need to call this to re-parse a control reference's expression after changing it
+//
+void ControllerInterface::UpdateReference(ControllerInterface::ControlReference* ref
+ , const DeviceQualifier& default_device) const
+{
+ delete ref->parsed_expression;
+ ref->parsed_expression = NULL;
+
+ ControlFinder finder(*this, default_device, ref->is_input);
+ ref->parse_error = ParseExpression(ref->expression, finder, &ref->parsed_expression);
+}
+
+//
+// InputReference :: Detect
+//
+// wait for input on all binded devices
+// supports not detecting inputs that were held down at the time of Detect start,
+// which is useful for those crazy flightsticks that have certain buttons that are always held down
+// or some crazy axes or something
+// upon input, return pointer to detected Control
+// else return NULL
+//
+Device::Control* ControllerInterface::InputReference::Detect(const unsigned int ms, Device* const device)
+{
+ unsigned int time = 0;
+ std::vector<bool> states(device->Inputs().size());
+
+ if (device->Inputs().size() == 0)
+ return NULL;
+
+ // get starting state of all inputs,
+ // so we can ignore those that were activated at time of Detect start
+ std::vector<Device::Input*>::const_iterator
+ i = device->Inputs().begin(),
+ e = device->Inputs().end();
+ for (std::vector<bool>::iterator state = states.begin(); i != e; ++i)
+ *state++ = ((*i)->GetState() > (1 - INPUT_DETECT_THRESHOLD));
+
+ while (time < ms)
+ {
+ device->UpdateInput();
+ i = device->Inputs().begin();
+ for (std::vector<bool>::iterator state = states.begin(); i != e; ++i,++state)
+ {
+ // detected an input
+ if ((*i)->IsDetectable() && (*i)->GetState() > INPUT_DETECT_THRESHOLD)
+ {
+ // input was released at some point during Detect call
+ // return the detected input
+ if (false == *state)
+ return *i;
+ }
+ else if ((*i)->GetState() < (1 - INPUT_DETECT_THRESHOLD))
+ {
+ *state = false;
+ }
+ }
+ Common::SleepCurrentThread(10); time += 10;
+ }
+
+ // no input was detected
+ return NULL;
+}
+
+//
+// OutputReference :: Detect
+//
+// Totally different from the inputReference detect / I have them combined so it was simpler to make the GUI.
+// The GUI doesn't know the difference between an input and an output / it's odd but I was lazy and it was easy
+//
+// set all binded outputs to <range> power for x milliseconds return false
+//
+Device::Control* ControllerInterface::OutputReference::Detect(const unsigned int ms, Device* const device)
+{
+ // ignore device
+
+ // don't hang if we don't even have any controls mapped
+ if (BoundCount() > 0)
+ {
+ State(1);
+ unsigned int slept = 0;
+
+ // this loop is to make stuff like flashing keyboard LEDs work
+ while (ms > (slept += 10))
+ {
+ // TODO: improve this to update more than just the default device's output
+ device->UpdateOutput();
+ Common::SleepCurrentThread(10);
+ }
+
+ State(0);
+ device->UpdateOutput();
+ }
+ return NULL;
+}