dolphin/Source/Core/InputCommon/ControllerInterface/ControllerInterface.h

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#ifndef _DEVICEINTERFACE_H_
#define _DEVICEINTERFACE_H_
#include <vector>
#include <string>
#include <sstream>
#include <map>
#include <algorithm>
#include "Common.h"
#include "Thread.h"
#include "ExpressionParser.h"
#include "Device.h"
// enable disable sources
#ifdef _WIN32
#define CIFACE_USE_XINPUT
#define CIFACE_USE_DINPUT
#define CIFACE_USE_SDL
#endif
#if defined(HAVE_X11) && HAVE_X11
#define CIFACE_USE_XLIB
#define CIFACE_USE_SDL
#if defined(HAVE_X11_XINPUT2) && HAVE_X11_XINPUT2
#define CIFACE_USE_X11_XINPUT2
#endif
#endif
#if defined(__APPLE__)
#define CIFACE_USE_OSX
#endif
#ifdef ANDROID
#define CIFACE_USE_ANDROID
#endif
using namespace ciface::Core;
//
// ControllerInterface
//
// some crazy shit I made to control different device inputs and outputs
// from lots of different sources, hopefully more easily
//
class ControllerInterface : public DeviceContainer
{
public:
//
// ControlReference
//
// these are what you create to actually use the inputs, InputReference or OutputReference
//
// after being bound to devices and controls with ControllerInterface::UpdateReference,
// each one can link to multiple devices and controls
// when you change a ControlReference's expression,
// you must use ControllerInterface::UpdateReference on it to rebind controls
//
class ControlReference
{
friend class ControllerInterface;
public:
virtual ControlState State(const ControlState state = 0) = 0;
virtual Device::Control* Detect(const unsigned int ms, Device* const device) = 0;
ControlState range;
std::string expression;
const bool is_input;
ciface::ExpressionParser::ExpressionParseStatus parse_error;
virtual ~ControlReference() {
delete parsed_expression;
}
int BoundCount() {
if (parsed_expression)
return parsed_expression->num_controls;
else
return 0;
}
protected:
ControlReference(const bool _is_input) : range(1), is_input(_is_input), parsed_expression(NULL) {}
ciface::ExpressionParser::Expression *parsed_expression;
};
//
// InputReference
//
// control reference for inputs
//
class InputReference : public ControlReference
{
public:
InputReference() : ControlReference(true) {}
ControlState State(const ControlState state);
Device::Control* Detect(const unsigned int ms, Device* const device);
};
//
// OutputReference
//
// control reference for outputs
//
class OutputReference : public ControlReference
{
public:
OutputReference() : ControlReference(false) {}
ControlState State(const ControlState state);
Device::Control* Detect(const unsigned int ms, Device* const device);
};
ControllerInterface() : m_is_init(false), m_hwnd(NULL) {}
void SetHwnd(void* const hwnd);
void Initialize();
void Shutdown();
bool IsInit() const { return m_is_init; }
void UpdateReference(ControlReference* control, const DeviceQualifier& default_device) const;
bool UpdateInput(const bool force = false);
bool UpdateOutput(const bool force = false);
std::recursive_mutex update_lock;
private:
bool m_is_init;
void* m_hwnd;
};
extern ControllerInterface g_controller_interface;
#endif