dolphin/Source/Core/InputCommon/ControllerInterface/Device.cpp
Jasper St. Pierre 44307c9508 Host: Add a new "UIHasFocus" hook to determine if the UI has focus
We can't use RendererHasFocus for this purpose because of some issues
with exclusive fullscreen, and the new RendererHasFocus implementation
didn't work for non-Render to Main Window cases, since the renderer
window wasn't managed by wx.
2014-07-16 10:27:21 -04:00

200 lines
3.8 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <sstream>
#include <string>
// For InputGateOn()
// This is a really bad layering violation, but it's the cleanest
// place I could find to put it.
#include "Core/ConfigManager.h"
#include "Core/Host.h"
#include "InputCommon/ControllerInterface/Device.h"
namespace ciface
{
namespace Core
{
//
// Device :: ~Device
//
// Destructor, delete all inputs/outputs on device destruction
//
Device::~Device()
{
// delete inputs
for (Device::Input* input : m_inputs)
delete input;
// delete outputs
for (Device::Output* output: m_outputs)
delete output;
}
void Device::AddInput(Device::Input* const i)
{
m_inputs.push_back(i);
}
void Device::AddOutput(Device::Output* const o)
{
m_outputs.push_back(o);
}
Device::Input* Device::FindInput(const std::string &name) const
{
for (Input* input : m_inputs)
{
if (input->GetName() == name)
return input;
}
return nullptr;
}
Device::Output* Device::FindOutput(const std::string &name) const
{
for (Output* output : m_outputs)
{
if (output->GetName() == name)
return output;
}
return nullptr;
}
//
// Device :: ClearInputState
//
// Device classes should override this function
// ControllerInterface will call this when the device returns failure during UpdateInput
// used to try to set all buttons and axes to their default state when user unplugs a gamepad during play
// buttons/axes that were held down at the time of unplugging should be seen as not pressed after unplugging
//
void Device::ClearInputState()
{
// this is going to be called for every UpdateInput call that fails
// kinda slow but, w/e, should only happen when user unplugs a device while playing
}
bool Device::Control::InputGateOn()
{
if (SConfig::GetInstance().m_BackgroundInput)
return true;
else if (Host_RendererHasFocus() || Host_UIHasFocus())
return true;
else
return false;
}
//
// DeviceQualifier :: ToString
//
// Get string from a device qualifier / serialize
//
std::string DeviceQualifier::ToString() const
{
if (source.empty() && (cid < 0) && name.empty())
return "";
std::ostringstream ss;
ss << source << '/';
if (cid > -1)
ss << cid;
ss << '/' << name;
return ss.str();
}
//
// DeviceQualifier :: FromString
//
// Set a device qualifier from a string / unserialize
//
void DeviceQualifier::FromString(const std::string& str)
{
std::istringstream ss(str);
std::getline(ss, source = "", '/');
// silly
std::getline(ss, name, '/');
std::istringstream(name) >> (cid = -1);
std::getline(ss, name = "");
}
//
// DeviceQualifier :: FromDevice
//
// Set a device qualifier from a device
//
void DeviceQualifier::FromDevice(const Device* const dev)
{
name = dev->GetName();
cid = dev->GetId();
source= dev->GetSource();
}
bool DeviceQualifier::operator==(const Device* const dev) const
{
if (dev->GetId() == cid)
if (dev->GetName() == name)
if (dev->GetSource() == source)
return true;
return false;
}
bool DeviceQualifier::operator==(const DeviceQualifier& devq) const
{
if (cid == devq.cid)
if (name == devq.name)
if (source == devq.source)
return true;
return false;
}
Device* DeviceContainer::FindDevice(const DeviceQualifier& devq) const
{
for (Device* d : m_devices)
{
if (devq == d)
return d;
}
return nullptr;
}
Device::Input* DeviceContainer::FindInput(const std::string& name, const Device* def_dev) const
{
if (def_dev)
{
Device::Input* const inp = def_dev->FindInput(name);
if (inp)
return inp;
}
for (Device* d : m_devices)
{
Device::Input* const i = d->FindInput(name);
if (i)
return i;
}
return nullptr;
}
Device::Output* DeviceContainer::FindOutput(const std::string& name, const Device* def_dev) const
{
return def_dev->FindOutput(name);
}
}
}