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423018f811
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7294 8ced0084-cf51-0410-be5f-012b33b47a6e
236 lines
5.3 KiB
C++
236 lines
5.3 KiB
C++
#ifndef _DEVICEINTERFACE_H_
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#define _DEVICEINTERFACE_H_
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#include <vector>
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#include <string>
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#include <sstream>
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#include <map>
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#include <algorithm>
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#include "Common.h"
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#include "Thread.h"
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// enable disable sources
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#ifdef _WIN32
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#define CIFACE_USE_XINPUT
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#define CIFACE_USE_DINPUT_JOYSTICK
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#define CIFACE_USE_DINPUT_KBM
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#define CIFACE_USE_DINPUT
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//#ifndef CIFACE_USE_DINPUT_JOYSTICK
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// enable SDL 1.2 in addition to DirectInput on windows,
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// to support a few gamepads that aren't behaving with DInput
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#define CIFACE_USE_SDL
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//#endif
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#endif
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#if defined(HAVE_X11) && HAVE_X11
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#define CIFACE_USE_XLIB
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#define CIFACE_USE_SDL
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#endif
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#if defined(__APPLE__)
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#define CIFACE_USE_OSX
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#endif
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// idk in case i wanted to change it to double or somethin, idk what's best
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typedef float ControlState;
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//
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// ControllerInterface
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//
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// some crazy shit i made to control different device inputs and outputs
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// from lots of different sources, hopefully more easily
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//
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class ControllerInterface
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{
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public:
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// Forward declarations
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class DeviceQualifier;
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//
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// Device
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//
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// a device class
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//
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class Device
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{
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public:
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//
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// Control
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//
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// control includes inputs and outputs
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//
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class Control // input or output
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{
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public:
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virtual std::string GetName() const = 0;
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virtual ~Control() {}
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bool operator==(const std::string& name) const;
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};
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//
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// Input
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//
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// an input on a device
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//
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class Input : public Control
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{
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public:
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// things like absolute axes/ absolute mouse position will override this
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virtual bool IsDetectable() { return true; }
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};
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//
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// Output
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//
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// an output on a device
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//
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class Output : public Control
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{
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public:
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virtual ~Output() {}
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};
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virtual ~Device();
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virtual std::string GetName() const = 0;
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virtual int GetId() const = 0;
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virtual std::string GetSource() const = 0;
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virtual ControlState GetInputState( const Input* const input ) const = 0;
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virtual void SetOutputState( const Output* const output, const ControlState state ) = 0;
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virtual bool UpdateInput() = 0;
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virtual bool UpdateOutput() = 0;
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virtual void ClearInputState();
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const std::vector<Input*>& Inputs() const { return m_inputs; }
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const std::vector<Output*>& Outputs() const { return m_outputs; }
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protected:
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void AddInput(Input* const i);
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void AddOutput(Output* const o);
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private:
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std::vector<Input*> m_inputs;
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std::vector<Output*> m_outputs;
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};
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//
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// DeviceQualifier
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//
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// device qualifier used to match devices
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// currently has ( source, id, name ) properties which match a device
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//
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class DeviceQualifier
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{
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public:
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DeviceQualifier() : cid(-1) {}
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DeviceQualifier(const std::string& _source, const int _id, const std::string& _name)
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: source(_source), cid(_id), name(_name) {}
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void FromDevice(const Device* const dev);
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void FromString(const std::string& str);
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std::string ToString() const;
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bool operator==(const DeviceQualifier& devq) const;
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bool operator==(const Device* const dev) const;
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std::string source;
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int cid;
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std::string name;
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};
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//
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// ControlReference
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//
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// these are what you create to actually use the inputs, InputReference or OutputReference
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//
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// after being binded to devices and controls with ControllerInterface::UpdateReference,
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// each one can link to multiple devices and controls
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// when you change a ControlReference's expression,
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// you must use ControllerInterface::UpdateReference on it to rebind controls
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//
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class ControlReference
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{
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friend class ControllerInterface;
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public:
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virtual ~ControlReference() {}
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virtual ControlState State(const ControlState state = 0) = 0;
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virtual Device::Control* Detect(const unsigned int ms, Device* const device) = 0;
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size_t BoundCount() const { return m_controls.size(); }
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ControlState range;
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std::string expression;
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const bool is_input;
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protected:
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ControlReference(const bool _is_input) : range(1), is_input(_is_input) {}
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struct DeviceControl
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{
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DeviceControl() : device(NULL), control(NULL), mode(0) {}
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Device* device;
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Device::Control* control;
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int mode;
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};
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std::vector<DeviceControl> m_controls;
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};
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//
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// InputReference
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//
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// control reference for inputs
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//
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class InputReference : public ControlReference
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{
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public:
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InputReference() : ControlReference(true) {}
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ControlState State(const ControlState state);
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Device::Control* Detect(const unsigned int ms, Device* const device);
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};
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//
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// OutputReference
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//
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// control reference for outputs
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//
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class OutputReference : public ControlReference
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{
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public:
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OutputReference() : ControlReference(false) {}
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ControlState State(const ControlState state);
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Device::Control* Detect(const unsigned int ms, Device* const device);
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};
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ControllerInterface() : m_is_init(false), m_hwnd(NULL) {}
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void SetHwnd(void* const hwnd);
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void Initialize();
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// TODO: remove this hack param
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void Shutdown();
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bool IsInit() const { return m_is_init; }
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void UpdateReference(ControlReference* control, const DeviceQualifier& default_device) const;
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bool UpdateInput(const bool force = false);
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bool UpdateOutput(const bool force = false);
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const std::vector<Device*>& Devices() const { return m_devices; }
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Device* FindDevice(const DeviceQualifier& devq) const;
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std::mutex update_lock;
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private:
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bool m_is_init;
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std::vector<Device*> m_devices;
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void* m_hwnd;
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};
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extern ControllerInterface g_controller_interface;
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#endif
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