summaryrefslogtreecommitdiff
path: root/Source/Core/InputCommon/ControlReference/ControlReference.cpp
blob: e4162e22a72df949bad269c6b055e5c81bc110f0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
// Copyright 2016 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#include "Common/Thread.h"
// For InputGateOn()
// This is a bad layering violation, but it's the cleanest
// place I could find to put it.
#include "Core/ConfigManager.h"
#include "Core/Host.h"

#include "InputCommon/ControlReference/ControlReference.h"

using namespace ciface::ExpressionParser;

constexpr ControlState INPUT_DETECT_THRESHOLD = 0.55;

bool ControlReference::InputGateOn()
{
  return SConfig::GetInstance().m_BackgroundInput || Host_RendererHasFocus() ||
         Host_UINeedsControllerState();
}

//
// UpdateReference
//
// Updates a controlreference's binded devices/controls
// need to call this to re-parse a control reference's expression after changing it
//
void ControlReference::UpdateReference(const ciface::Core::DeviceContainer& devices,
                                       const ciface::Core::DeviceQualifier& default_device)
{
  Expression* expr;
  ControlFinder finder(devices, default_device, IsInput());
  m_parse_status = ParseExpression(expression, finder, &expr);
  m_parsed_expression.reset(expr);
}

int ControlReference::BoundCount() const
{
  if (m_parsed_expression)
    return m_parsed_expression->num_controls;
  else
    return 0;
}

ParseStatus ControlReference::GetParseStatus() const
{
  return m_parse_status;
}

ControlReference::ControlReference() : range(1), m_parsed_expression(nullptr)
{
}

ControlReference::~ControlReference() = default;

InputReference::InputReference() : ControlReference()
{
}

OutputReference::OutputReference() : ControlReference()
{
}

bool InputReference::IsInput() const
{
  return true;
}
bool OutputReference::IsInput() const
{
  return false;
}

//
// InputReference :: State
//
// Gets the state of an input reference
// override function for ControlReference::State ...
//
ControlState InputReference::State(const ControlState ignore)
{
  if (m_parsed_expression && InputGateOn())
    return m_parsed_expression->GetValue() * range;
  return 0.0;
}

//
// 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 OutputReference::State(const ControlState state)
{
  if (m_parsed_expression && InputGateOn())
    m_parsed_expression->SetValue(state);
  return 0.0;
}

//
// 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 nullptr
//
ciface::Core::Device::Control* InputReference::Detect(const unsigned int ms,
                                                      ciface::Core::Device* const device)
{
  unsigned int time = 0;
  std::vector<bool> states(device->Inputs().size());

  if (device->Inputs().size() == 0)
    return nullptr;

  // get starting state of all inputs,
  // so we can ignore those that were activated at time of Detect start
  std::vector<ciface::Core::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 nullptr;
}

//
// 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
//
ciface::Core::Device::Control* OutputReference::Detect(const unsigned int ms,
                                                       ciface::Core::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))
      Common::SleepCurrentThread(10);

    State(0);
  }
  return nullptr;
}