dolphin/Source/Core/InputCommon/ControllerInterface/ControllerInterface.cpp
Tony Wasserka 0d989ea82b Restore Wayland compatibility.
It was broken by e15ec56bf0 because it wasn't deemed important. However chances are people will eventually start using Dolphin on that configuration, so we shouldn't frivolously drop compatibility without good reason.
2014-08-04 18:26:03 +02:00

320 lines
7.3 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "Common/Thread.h"
#include "InputCommon/ControllerInterface/ControllerInterface.h"
#if USE_EGL
#include "DolphinWX/GLInterface/GLInterface.h"
#endif
#ifdef CIFACE_USE_XINPUT
#include "InputCommon/ControllerInterface/XInput/XInput.h"
#endif
#ifdef CIFACE_USE_DINPUT
#include "InputCommon/ControllerInterface/DInput/DInput.h"
#endif
#ifdef CIFACE_USE_XLIB
#include "InputCommon/ControllerInterface/Xlib/Xlib.h"
#ifdef CIFACE_USE_X11_XINPUT2
#include "InputCommon/ControllerInterface/Xlib/XInput2.h"
#endif
#endif
#ifdef CIFACE_USE_OSX
#include "InputCommon/ControllerInterface/OSX/OSX.h"
#endif
#ifdef CIFACE_USE_SDL
#include "InputCommon/ControllerInterface/SDL/SDL.h"
#endif
#ifdef CIFACE_USE_ANDROID
#include "InputCommon/ControllerInterface/Android/Android.h"
#endif
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
#if USE_EGL
if (GLWin.platform == EGL_PLATFORM_X11)
#endif
{
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 (!m_is_init)
return;
for (Device* d : m_devices)
{
// Set outputs to ZERO before destroying device
for (Device::Output* o : d->Outputs())
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;
for (Device* d : m_devices)
{
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 (Device* d : m_devices)
{
if (d->UpdateOutput())
++ok_count;
}
return (m_devices.size() == ok_count);
}
//
// InputReference :: State
//
// Gets 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 = nullptr;
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 nullptr
//
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 nullptr;
// 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 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
//
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 nullptr;
}