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https://github.com/dolphin-emu/dolphin.git
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db4b4e40cb
Co-authored-by: Jordan Woyak <jordan.woyak@gmail.com>
132 lines
3.5 KiB
C++
132 lines
3.5 KiB
C++
// Copyright 2010 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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#pragma once
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#include <atomic>
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#include <functional>
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#include <list>
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#include <memory>
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#include <mutex>
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#include "Common/Matrix.h"
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#include "Common/WindowSystemInfo.h"
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#include "InputCommon/ControllerInterface/CoreDevice.h"
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// enable disable sources
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#ifdef _WIN32
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#define CIFACE_USE_WIN32
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#endif
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#ifdef HAVE_X11
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#define CIFACE_USE_XLIB
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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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#if defined(HAVE_LIBEVDEV) && defined(HAVE_LIBUDEV)
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#define CIFACE_USE_EVDEV
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#endif
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#if defined(USE_PIPES)
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#define CIFACE_USE_PIPES
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#endif
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#define CIFACE_USE_DUALSHOCKUDPCLIENT
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namespace ciface
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{
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// A thread local "input channel" is maintained to handle the state of relative inputs.
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// This allows simultaneous use of relative inputs across different input contexts.
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// e.g. binding relative mouse movements to both GameCube controllers and FreeLook.
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// These operate at different rates and processing one would break the other without separate state.
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enum class InputChannel
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{
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Host,
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SerialInterface,
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Bluetooth,
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FreeLook,
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Count,
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};
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} // namespace ciface
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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 : public ciface::Core::DeviceContainer
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{
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public:
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using HotplugCallbackHandle = std::list<std::function<void()>>::iterator;
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ControllerInterface() : m_is_init(false) {}
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void Initialize(const WindowSystemInfo& wsi);
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void ChangeWindow(void* hwnd);
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void RefreshDevices();
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void Shutdown();
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void AddDevice(std::shared_ptr<ciface::Core::Device> device);
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void RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback);
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void PlatformPopulateDevices(std::function<void()> callback);
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bool IsInit() const { return m_is_init; }
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void UpdateInput();
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// Set adjustment from the full render window aspect-ratio to the drawn aspect-ratio.
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// Used to fit mouse cursor inputs to the relevant region of the render window.
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void SetAspectRatioAdjustment(float);
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// Calculated from the aspect-ratio adjustment.
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// Inputs based on window coordinates should be multiplied by this.
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Common::Vec2 GetWindowInputScale() const;
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HotplugCallbackHandle RegisterDevicesChangedCallback(std::function<void(void)> callback);
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void UnregisterDevicesChangedCallback(const HotplugCallbackHandle& handle);
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void InvokeDevicesChangedCallbacks() const;
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static void SetCurrentInputChannel(ciface::InputChannel);
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static ciface::InputChannel GetCurrentInputChannel();
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private:
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std::list<std::function<void()>> m_devices_changed_callbacks;
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mutable std::mutex m_callbacks_mutex;
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std::atomic<bool> m_is_init;
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std::atomic<bool> m_is_populating_devices{false};
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WindowSystemInfo m_wsi;
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std::atomic<float> m_aspect_ratio_adjustment = 1;
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};
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namespace ciface
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{
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template <typename T>
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class RelativeInputState
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{
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public:
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void Update()
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{
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const auto channel = int(ControllerInterface::GetCurrentInputChannel());
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m_value[channel] = m_delta[channel];
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m_delta[channel] = {};
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}
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T GetValue() const
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{
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const auto channel = int(ControllerInterface::GetCurrentInputChannel());
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return m_value[channel];
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}
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void Move(T delta)
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{
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for (auto& d : m_delta)
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d += delta;
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}
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private:
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std::array<T, int(InputChannel::Count)> m_value;
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std::array<T, int(InputChannel::Count)> m_delta;
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};
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} // namespace ciface
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extern ControllerInterface g_controller_interface;
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