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44307c9508
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.
200 lines
3.8 KiB
C++
200 lines
3.8 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <sstream>
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#include <string>
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// For InputGateOn()
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// This is a really bad layering violation, but it's the cleanest
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// place I could find to put it.
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#include "Core/ConfigManager.h"
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#include "Core/Host.h"
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#include "InputCommon/ControllerInterface/Device.h"
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namespace ciface
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{
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namespace Core
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{
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//
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// Device :: ~Device
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//
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// Destructor, delete all inputs/outputs on device destruction
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//
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Device::~Device()
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{
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// delete inputs
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for (Device::Input* input : m_inputs)
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delete input;
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// delete outputs
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for (Device::Output* output: m_outputs)
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delete output;
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}
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void Device::AddInput(Device::Input* const i)
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{
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m_inputs.push_back(i);
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}
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void Device::AddOutput(Device::Output* const o)
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{
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m_outputs.push_back(o);
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}
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Device::Input* Device::FindInput(const std::string &name) const
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{
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for (Input* input : m_inputs)
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{
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if (input->GetName() == name)
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return input;
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}
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return nullptr;
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}
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Device::Output* Device::FindOutput(const std::string &name) const
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{
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for (Output* output : m_outputs)
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{
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if (output->GetName() == name)
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return output;
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}
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return nullptr;
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}
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//
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// Device :: ClearInputState
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//
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// Device classes should override this function
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// ControllerInterface will call this when the device returns failure during UpdateInput
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// used to try to set all buttons and axes to their default state when user unplugs a gamepad during play
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// buttons/axes that were held down at the time of unplugging should be seen as not pressed after unplugging
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//
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void Device::ClearInputState()
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{
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// this is going to be called for every UpdateInput call that fails
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// kinda slow but, w/e, should only happen when user unplugs a device while playing
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}
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bool Device::Control::InputGateOn()
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{
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if (SConfig::GetInstance().m_BackgroundInput)
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return true;
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else if (Host_RendererHasFocus() || Host_UIHasFocus())
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return true;
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else
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return false;
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}
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//
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// DeviceQualifier :: ToString
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//
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// Get string from a device qualifier / serialize
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//
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std::string DeviceQualifier::ToString() const
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{
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if (source.empty() && (cid < 0) && name.empty())
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return "";
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std::ostringstream ss;
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ss << source << '/';
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if (cid > -1)
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ss << cid;
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ss << '/' << name;
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return ss.str();
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}
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//
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// DeviceQualifier :: FromString
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//
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// Set a device qualifier from a string / unserialize
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//
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void DeviceQualifier::FromString(const std::string& str)
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{
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std::istringstream ss(str);
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std::getline(ss, source = "", '/');
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// silly
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std::getline(ss, name, '/');
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std::istringstream(name) >> (cid = -1);
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std::getline(ss, name = "");
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}
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//
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// DeviceQualifier :: FromDevice
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//
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// Set a device qualifier from a device
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//
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void DeviceQualifier::FromDevice(const Device* const dev)
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{
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name = dev->GetName();
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cid = dev->GetId();
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source= dev->GetSource();
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}
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bool DeviceQualifier::operator==(const Device* const dev) const
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{
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if (dev->GetId() == cid)
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if (dev->GetName() == name)
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if (dev->GetSource() == source)
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return true;
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return false;
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}
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bool DeviceQualifier::operator==(const DeviceQualifier& devq) const
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{
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if (cid == devq.cid)
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if (name == devq.name)
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if (source == devq.source)
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return true;
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return false;
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}
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Device* DeviceContainer::FindDevice(const DeviceQualifier& devq) const
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{
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for (Device* d : m_devices)
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{
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if (devq == d)
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return d;
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}
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return nullptr;
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}
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Device::Input* DeviceContainer::FindInput(const std::string& name, const Device* def_dev) const
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{
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if (def_dev)
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{
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Device::Input* const inp = def_dev->FindInput(name);
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if (inp)
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return inp;
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}
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for (Device* d : m_devices)
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{
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Device::Input* const i = d->FindInput(name);
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if (i)
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return i;
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}
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return nullptr;
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}
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Device::Output* DeviceContainer::FindOutput(const std::string& name, const Device* def_dev) const
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{
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return def_dev->FindOutput(name);
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}
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}
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}
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