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36acb17700
This functionality was added in Android 12 to let apps get motion data for gamepads.
251 lines
8.1 KiB
C++
251 lines
8.1 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <chrono>
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#include <memory>
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#include <mutex>
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#include <optional>
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#include <string>
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#include <string_view>
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#include <vector>
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#include "Common/CommonTypes.h"
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// idk in case I wanted to change it to double or something, idk what's best
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typedef double ControlState;
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namespace ciface
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{
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// 100Hz which homebrew docs very roughly imply is within WiiMote normal
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// range, used for periodic haptic effects though often ignored by devices
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// TODO: Make this configurable.
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constexpr int RUMBLE_PERIOD_MS = 10;
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// This needs to be at least as long as the longest rumble that might ever be played.
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// Too short and it's going to stop in the middle of a long effect.
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// Infinite values are invalid for ramp effects and probably not sensible.
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constexpr int RUMBLE_LENGTH_MS = 1000 * 10;
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// All inputs (other than accel/gyro) return 1.0 as their maximum value.
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// Battery inputs will almost always be mapped to the "Battery" setting which is a percentage.
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// If someone actually wants to map a battery input to a regular control they can divide by 100.
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// I think this is better than requiring multiplication by 100 for the most common usage.
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constexpr ControlState BATTERY_INPUT_MAX_VALUE = 100.0;
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namespace Core
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{
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class Device
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{
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public:
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class Input;
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class Output;
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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 ~Control() = default;
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virtual std::string GetName() const = 0;
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virtual Input* ToInput() { return nullptr; }
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virtual Output* ToOutput() { return nullptr; }
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// May be overridden to allow multiple valid names.
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// Useful for backwards-compatible configurations when names change.
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virtual bool IsMatchingName(std::string_view 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 should override this to prevent
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// undesirable behavior in our mapping logic.
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virtual bool IsDetectable() const { return true; }
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// Implementations should return a value from 0.0 to 1.0 across their normal range.
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// One input should be provided for each "direction". (e.g. 2 for each axis)
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// If possible, negative values may be returned in situations where an opposing input is
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// activated. (e.g. When an underlying axis, X, is currently negative, "Axis X-", will return a
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// positive value and "Axis X+" may return a negative value.)
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// Doing so is solely to allow our input detection logic to better detect false positives.
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// This is necessary when making use of "FullAnalogSurface" as multiple inputs will be seen
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// increasing from 0.0 to 1.0 as a user tries to map just one. The negative values provide a
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// view of the underlying axis. (Negative values are clamped off before they reach
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// expression-parser or controller-emu)
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virtual ControlState GetState() const = 0;
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Input* ToInput() override { return this; }
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// Overridden by CombinedInput,
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// so hotkey logic knows Ctrl, L_Ctrl, and R_Ctrl are the same,
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// and so input detection can return the parent name.
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virtual bool IsChild(const Input*) const { return false; }
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};
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class RelativeInput : public Input
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{
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public:
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bool IsDetectable() const override { return false; }
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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() = default;
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virtual void SetState(ControlState state) = 0;
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Output* ToOutput() override { return this; }
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};
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virtual ~Device();
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int GetId() const { return m_id; }
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void SetId(int id) { m_id = id; }
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virtual std::string GetName() const = 0;
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virtual std::string GetSource() const = 0;
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std::string GetQualifiedName() const;
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virtual void UpdateInput() {}
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// May be overridden to implement hotplug removal.
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// Currently handled on a per-backend basis but this could change.
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virtual bool IsValid() const { return true; }
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// Returns true whether this device is "virtual/emulated", not linked
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// to any actual physical device. Mostly used by keyboard and mouse devices,
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// and to avoid uselessly recreating the device unless really necessary.
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// Doesn't necessarily need to be set to true if the device is virtual.
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virtual bool IsVirtualDevice() const { return false; }
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// (e.g. Xbox 360 controllers have controller number LEDs which should match the ID we use.)
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virtual std::optional<int> GetPreferredId() const;
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// Use this to change the order in which devices are sorted in their list.
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// A higher priority means it will be one of the first ones (smaller index), making it more
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// likely to be index 0, which is automatically set as the default device when there isn't one.
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// Every platform should have at least one device with priority >= 0.
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virtual int GetSortPriority() const { return 0; }
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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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Input* GetParentMostInput(Input* input) const;
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Input* FindInput(std::string_view name) const;
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Output* FindOutput(std::string_view name) const;
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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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class FullAnalogSurface final : public Input
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{
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public:
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FullAnalogSurface(Input* low, Input* high) : m_low(*low), m_high(*high) {}
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ControlState GetState() const override;
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std::string GetName() const override;
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bool IsMatchingName(std::string_view name) const override;
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private:
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Input& m_low;
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Input& m_high;
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};
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void AddAnalogInputs(Input* low, Input* high)
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{
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AddInput(low);
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AddInput(high);
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AddInput(new FullAnalogSurface(low, high));
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AddInput(new FullAnalogSurface(high, low));
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}
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void AddCombinedInput(std::string name, const std::pair<std::string, std::string>& inputs);
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private:
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int m_id = 0;
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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(std::string source_, const int id_, std::string name_)
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: source(std::move(source_)), cid(id_), name(std::move(name_))
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{
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}
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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 DeviceQualifier& devq) const;
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bool operator==(const Device* dev) const;
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bool operator!=(const Device* 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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class DeviceContainer
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{
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public:
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using Clock = std::chrono::steady_clock;
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struct InputDetection
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{
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std::shared_ptr<Device> device;
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Device::Input* input = nullptr;
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Clock::time_point press_time;
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std::optional<Clock::time_point> release_time;
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ControlState smoothness = 0;
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};
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Device::Input* FindInput(std::string_view name, const Device* def_dev) const;
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Device::Output* FindOutput(std::string_view name, const Device* def_dev) const;
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std::vector<std::shared_ptr<Device>> GetAllDevices() const;
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std::vector<std::string> GetAllDeviceStrings() const;
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bool HasDefaultDevice() const;
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std::string GetDefaultDeviceString() const;
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std::shared_ptr<Device> FindDevice(const DeviceQualifier& devq) const;
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bool HasConnectedDevice(const DeviceQualifier& qualifier) const;
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std::vector<InputDetection> DetectInput(const std::vector<std::string>& device_strings,
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std::chrono::milliseconds initial_wait,
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std::chrono::milliseconds confirmation_wait,
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std::chrono::milliseconds maximum_wait) const;
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std::recursive_mutex& GetDevicesMutex() const { return m_devices_mutex; }
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protected:
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// Exclusively needed when reading/writing "m_devices"
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mutable std::recursive_mutex m_devices_mutex;
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std::vector<std::shared_ptr<Device>> m_devices;
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};
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} // namespace Core
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} // namespace ciface
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