dolphin/Source/Core/InputCommon/ControllerInterface/Pipes/Pipes.h
spxtr d9d6cf8eda GC controller input using named pipes
Currently only works on unix, but can be extended to other systems. Can
also be extended to do wiimotes.

Searches the Pipes folder for readable named pipes and creates a dolphin
input device out of them. Send controller inputs to the game by writing
to the file. Commands are described in Pipes.h.
2015-10-24 20:20:03 -07:00

65 lines
1.8 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <map>
#include <string>
#include <vector>
#include "InputCommon/ControllerInterface/Device.h"
namespace ciface
{
namespace Pipes
{
// To create a piped controller input, create a named pipe in the
// Pipes directory and write commands out to it. Commands are separated
// by a newline character, with spaces separating command tokens.
// Command syntax is as follows, where curly brackets are one-of and square
// brackets are inclusive numeric ranges. Cases are sensitive. Numeric inputs
// are clamped to [0, 1] and otherwise invalid commands are discarded.
// {PRESS, RELEASE} {A, B, X, Y, Z, START, L, R, D_UP, D_DOWN, D_LEFT, D_RIGHT}
// SET {L, R} [0, 1]
// SET {MAIN, C} [0, 1] [0, 1]
void Init(std::vector<Core::Device*>& devices);
class PipeDevice : public Core::Device
{
public:
PipeDevice(int fd, const std::string& name, int id);
~PipeDevice();
void UpdateInput() override;
std::string GetName() const override { return m_name; }
int GetId() const override { return m_id; }
std::string GetSource() const override { return "Pipe"; }
private:
class PipeInput : public Input
{
public:
PipeInput(const std::string& name) : m_name(name), m_state(0.0) {}
std::string GetName() const override { return m_name; }
ControlState GetState() const override { return m_state; }
void SetState(ControlState state) { m_state = state; }
private:
const std::string m_name;
ControlState m_state;
};
void AddAxis(const std::string& name, double value);
void ParseCommand(const std::string& command);
void SetAxis(const std::string& entry, double value);
const int m_fd;
const std::string m_name;
const int m_id;
std::string m_buf;
std::map<std::string, PipeInput*> m_buttons;
std::map<std::string, PipeInput*> m_axes;
};
}
}