// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #pragma once #include #include #include #include #include #include #include "Common/CommonTypes.h" // idk in case I wanted to change it to double or something, idk what's best typedef double ControlState; namespace ciface { // 100Hz which homebrew docs very roughly imply is within WiiMote normal // range, used for periodic haptic effects though often ignored by devices // TODO: Make this configurable. constexpr int RUMBLE_PERIOD_MS = 10; // This needs to be at least as long as the longest rumble that might ever be played. // Too short and it's going to stop in the middle of a long effect. // Infinite values are invalid for ramp effects and probably not sensible. constexpr int RUMBLE_LENGTH_MS = 1000 * 10; namespace Core { class Device { public: class Input; class Output; // // Control // // Control includes inputs and outputs // class Control // input or output { public: virtual ~Control() = default; virtual std::string GetName() const = 0; virtual Input* ToInput() { return nullptr; } virtual Output* ToOutput() { return nullptr; } // May be overridden to allow multiple valid names. // Useful for backwards-compatible configurations when names change. virtual bool IsMatchingName(std::string_view name) const; }; // // Input // // An input on a device // class Input : public Control { public: // Things like absolute axes/ absolute mouse position should override this to prevent // undesirable behavior in our mapping logic. virtual bool IsDetectable() { return true; } // Implementations should return a value from 0.0 to 1.0 across their normal range. // One input should be provided for each "direction". (e.g. 2 for each axis) // If possible, negative values may be returned in situations where an opposing input is // activated. (e.g. When an underlying axis, X, is currently negative, "Axis X-", will return a // positive value and "Axis X+" may return a negative value.) // Doing so is solely to allow our input detection logic to better detect false positives. // This is necessary when making use of "FullAnalogSurface" as multiple inputs will be seen // increasing from 0.0 to 1.0 as a user tries to map just one. The negative values provide a // view of the underlying axis. (Negative values are clamped off before they reach // expression-parser or controller-emu) virtual ControlState GetState() const = 0; Input* ToInput() override { return this; } }; // // Output // // An output on a device // class Output : public Control { public: virtual ~Output() = default; virtual void SetState(ControlState state) = 0; Output* ToOutput() override { return this; } }; virtual ~Device(); int GetId() const { return m_id; } void SetId(int id) { m_id = id; } virtual std::string GetName() const = 0; virtual std::string GetSource() const = 0; std::string GetQualifiedName() const; virtual void UpdateInput() {} // May be overridden to implement hotplug removal. // Currently handled on a per-backend basis but this could change. virtual bool IsValid() const { return true; } // (e.g. Xbox 360 controllers have controller number LEDs which should match the ID we use.) virtual std::optional GetPreferredId() const; const std::vector& Inputs() const { return m_inputs; } const std::vector& Outputs() const { return m_outputs; } Input* FindInput(std::string_view name) const; Output* FindOutput(std::string_view name) const; protected: void AddInput(Input* const i); void AddOutput(Output* const o); class FullAnalogSurface final : public Input { public: FullAnalogSurface(Input* low, Input* high) : m_low(*low), m_high(*high) {} ControlState GetState() const override; std::string GetName() const override; bool IsMatchingName(std::string_view name) const override; private: Input& m_low; Input& m_high; }; void AddAnalogInputs(Input* low, Input* high) { AddInput(low); AddInput(high); AddInput(new FullAnalogSurface(low, high)); AddInput(new FullAnalogSurface(high, low)); } private: int m_id; std::vector m_inputs; std::vector m_outputs; }; // // DeviceQualifier // // Device qualifier used to match devices. // Currently has ( source, id, name ) properties which match a device // class DeviceQualifier { public: DeviceQualifier() : cid(-1) {} DeviceQualifier(std::string source_, const int id_, std::string name_) : source(std::move(source_)), cid(id_), name(std::move(name_)) { } void FromDevice(const Device* const dev); void FromString(const std::string& str); std::string ToString() const; bool operator==(const DeviceQualifier& devq) const; bool operator!=(const DeviceQualifier& devq) const; bool operator==(const Device* dev) const; bool operator!=(const Device* dev) const; std::string source; int cid; std::string name; }; class DeviceContainer { public: Device::Input* FindInput(std::string_view name, const Device* def_dev) const; Device::Output* FindOutput(std::string_view name, const Device* def_dev) const; std::vector GetAllDeviceStrings() const; std::string GetDefaultDeviceString() const; std::shared_ptr FindDevice(const DeviceQualifier& devq) const; bool HasConnectedDevice(const DeviceQualifier& qualifier) const; std::pair, Device::Input*> DetectInput(u32 wait_ms, const std::vector& device_strings) const; protected: mutable std::mutex m_devices_mutex; std::vector> m_devices; }; } // namespace Core } // namespace ciface