GCPad/New Wiimote Plugin: Individual keyboard and mouse devices are now listed on Windows(2 player with 2 keyboards possible). Improved the ability to map multiple inputs to the same control. Inputs from different devices can be mapped to the same button (example: Mouse Left and XInput A). More advanced mappings such as "Button 1 or 2 and NOT button 3" are possible. I hope the GUI after right clicking a button isn't too confusing(may change it to be a bit more user friendly). Hopefully, I didn't break OSX stuff by 'const'ing a few functions.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5757 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak
2010-06-21 03:12:16 +00:00
parent fde15c1bc6
commit 9e3b653688
30 changed files with 1232 additions and 1163 deletions

View File

@ -1,7 +1,5 @@
#include "ControllerInterface.h"
namespace ciface {
}
#ifdef CIFACE_USE_XINPUT
#include "XInput/XInput.h"
#endif
@ -19,8 +17,7 @@ namespace ciface {
#endif
#include "Thread.h"
//#define MAX_DOUBLE_TAP_TIME 400
//#define MAX_HOLD_DOWN_TIME 400
#define INPUT_DETECT_THRESHOLD 0.85
//
@ -34,19 +31,19 @@ void ControllerInterface::Init()
return;
#ifdef CIFACE_USE_DIRECTINPUT
ciface::DirectInput::Init( m_devices/*, (HWND)m_hwnd*/ );
ciface::DirectInput::Init(m_devices);
#endif
#ifdef CIFACE_USE_XINPUT
ciface::XInput::Init( m_devices );
ciface::XInput::Init(m_devices);
#endif
#ifdef CIFACE_USE_XLIB
ciface::Xlib::Init( m_devices, m_hwnd );
ciface::Xlib::Init(m_devices, m_hwnd);
#endif
#ifdef CIFACE_USE_OSX
ciface::OSX::Init( m_devices );
ciface::OSX::Init(m_devices);
#endif
#ifdef CIFACE_USE_SDL
ciface::SDL::Init( m_devices );
ciface::SDL::Init(m_devices);
#endif
m_is_init = true;
@ -62,20 +59,22 @@ void ControllerInterface::DeInit(const bool hacks_no_sdl_quit)
if ( false == m_is_init )
return;
std::vector<Device*>::const_iterator d = m_devices.begin(),
Devices_end = m_devices.end();
for ( ;d != Devices_end; ++d )
std::vector<Device*>::const_iterator
d = m_devices.begin(),
de = m_devices.end();
for ( ;d != de; ++d )
{
std::vector<Device::Output*>::const_iterator o = (*d)->Outputs().begin(),
e = (*d)->Outputs().end();
std::vector<Device::Output*>::const_iterator
o = (*d)->Outputs().begin(),
oe = (*d)->Outputs().end();
// set outputs to ZERO before destroying device
for ( ;o!=e; ++o)
(*d)->SetOutputState( *o, 0 );
for ( ;o!=oe; ++o)
(*d)->SetOutputState(*o, 0);
// update output
(*d)->UpdateOutput();
// TODO: remove this
// major hacks to prevent gcpad/wiimote new from crashing eachother
// major hacks/memleaks to prevent gcpad/wiimote new from crashing eachother
if (hacks_no_sdl_quit)
if ((*d)->GetSource() == "SDL")
continue;
@ -126,18 +125,19 @@ bool ControllerInterface::UpdateInput()
{
size_t ok_count = 0;
std::vector<Device*>::const_iterator d = m_devices.begin(),
e = m_devices.end();
std::vector<Device*>::const_iterator
d = m_devices.begin(),
e = m_devices.end();
for ( ;d != e; ++d )
{
if ( (*d)->UpdateInput() )
if ((*d)->UpdateInput())
++ok_count;
//else
// disabled. it might be causing problems
//(*d)->ClearInputState();
}
return ( m_devices.size() == ok_count );
return (m_devices.size() == ok_count);
}
//
@ -149,23 +149,13 @@ bool ControllerInterface::UpdateOutput()
{
size_t ok_count = 0;
std::vector<Device*>::const_iterator d = m_devices.begin(),
e = m_devices.end();
for ( ;d != e; ++d )
std::vector<Device*>::const_iterator
d = m_devices.begin(),
e = m_devices.end();
for (;d != e; ++d)
(*d)->UpdateOutput();
return ( m_devices.size() == ok_count );
}
//
// Devices
//
// i dont really like this but,
// return : constant copy of the devices vector
//
const std::vector<ControllerInterface::Device*>& ControllerInterface::Devices()
{
return m_devices;
return (m_devices.size() == ok_count);
}
//
@ -177,21 +167,33 @@ ControllerInterface::Device::~Device()
{
{
// delete inputs
std::vector<Device::Input*>::iterator i = inputs.begin(),
e = inputs.end();
std::vector<Device::Input*>::iterator
i = m_inputs.begin(),
e = m_inputs.end();
for ( ;i!=e; ++i)
delete *i;
}
{
// delete outputs
std::vector<Device::Output*>::iterator o = outputs.begin(),
e = outputs.end();
std::vector<Device::Output*>::iterator
o = m_outputs.begin(),
e = m_outputs.end();
for ( ;o!=e; ++o)
delete *o;
}
}
void ControllerInterface::Device::AddInput(Input* const i)
{
m_inputs.push_back(i);
}
void ControllerInterface::Device::AddOutput(Output* const o)
{
m_outputs.push_back(o);
}
//
// Device :: ClearInputState
//
@ -206,36 +208,6 @@ void ControllerInterface::Device::ClearInputState()
// kinda slow but, w/e, should only happen when user unplugs a device while playing
}
//
// Device :: Inputs
//
// get a const version of the device's input vector
//
const std::vector<ControllerInterface::Device::Input*>& ControllerInterface::Device::Inputs()
{
return inputs;
}
//
// Device :: Outputs
//
// get a const version of the device's outputs vector
//
const std::vector<ControllerInterface::Device::Output*>& ControllerInterface::Device::Outputs()
{
return outputs;
}
//
// HasInit
//
// check if interface is inited
//
bool ControllerInterface::IsInit()
{
return m_is_init;
}
//
// InputReference :: State
//
@ -244,55 +216,46 @@ bool ControllerInterface::IsInit()
//
ControlState ControllerInterface::InputReference::State( const ControlState ignore )
{
if ( NULL == device )
return 0;
//if (NULL == device)
//return 0;
ControlState state = 0;
switch ( mode )
{
// OR
case 0 :
{
state = 0;
std::vector<Device::Control*>::const_iterator ci = controls.begin(),
ce = controls.end();
for ( ; ci != ce; ++ci )
state = std::max( state, device->GetInputState( (Device::Input*)*ci ) ); // meh casting
break;
}
// AND
case 1 :
{
// TODO: i think i can remove the if here
std::vector<DeviceControl>::const_iterator
ci = m_controls.begin(),
ce = m_controls.end();
// bit of hax for NOT to work at start of expression
if (ci != ce)
if (ci->mode == 2)
state = 1;
bool is_bound = false;
std::vector<Device::Control*>::const_iterator ci = controls.begin(),
ce = controls.end();
for ( ; ci != ce; ++ci )
{
is_bound = true;
state = std::min( state, device->GetInputState( (Device::Input*)*ci ) ); // meh casting
}
if ( !is_bound )
state = 0;
break;
}
// NOT
case 2 :
for (; ci!=ce; ++ci)
{
const ControlState istate = ci->device->GetInputState((Device::Input*)ci->control);
switch (ci->mode)
{
state = 0;
std::vector<Device::Control*>::const_iterator ci = controls.begin(),
ce = controls.end();
for ( ; ci != ce; ++ci )
state = std::max( state, device->GetInputState( (Device::Input*)*ci ) ); // meh casting
state = std::max( 0.0, 1.0 - state );
break;
// OR
case 0 :
state = std::max(state, istate);
break;
// AND
case 1 :
state = std::min(state, istate);
break;
// NOT
case 2 :
state = std::max(std::min(state, 1.0f - istate), 0.0f);
break;
// ADD
case 3 :
state += istate;
break;
}
}
return std::min( 1.0f, state * range );
return std::min(1.0f, state * range);
}
//
@ -302,12 +265,17 @@ ControlState ControllerInterface::InputReference::State( const ControlState igno
// overrides ControlReference::State .. combined them so i could make the gui simple / inputs == same as outputs one list
// i was lazy and it works so watever
//
ControlState ControllerInterface::OutputReference::State( const ControlState state )
ControlState ControllerInterface::OutputReference::State(const ControlState state)
{
std::vector<Device::Control*>::iterator ci = controls.begin(),
ce = controls.end();
for ( ; ci != ce; ++ci )
device->SetOutputState( (Device::Output*)*ci, state * range ); // casting again
const ControlState tmp_state = std::min(1.0f, state * range);
// output ref just ignores the modes ( |&!... )
std::vector<DeviceControl>::iterator
ci = m_controls.begin(),
ce = m_controls.end();
for (; ci != ce; ++ci)
ci->device->SetOutputState((Device::Output*)ci->control, tmp_state);
return state; // just return the output, watever
}
@ -319,7 +287,7 @@ ControlState ControllerInterface::OutputReference::State( const ControlState sta
//
std::string ControllerInterface::DeviceQualifier::ToString() const
{
if ( source.empty() && (cid < 0) && name.empty() )
if (source.empty() && (cid < 0) && name.empty())
return "";
std::ostringstream ss;
ss << source << '/';
@ -338,16 +306,13 @@ void ControllerInterface::DeviceQualifier::FromString(const std::string& str)
{
std::istringstream ss(str);
// good
std::getline( ss, source = "", '/' );
std::getline(ss, source = "", '/');
// dum
std::getline( ss, name, '/' );
// silly
std::getline(ss, name, '/');
std::istringstream(name) >> (cid = -1);
// good
std::getline( ss, name = "");
std::getline(ss, name = "");
}
//
@ -362,177 +327,165 @@ void ControllerInterface::DeviceQualifier::FromDevice(const ControllerInterface:
source= dev->GetSource();
}
//
// DeviceQualifier = = Device*
//
// check if a device matches a device qualifier
//
bool ControllerInterface::DeviceQualifier::operator==(const ControllerInterface::Device* const dev) const
bool operator==(const ControllerInterface::Device* const dev, const ControllerInterface::DeviceQualifier& devq)
{
if ( dev->GetName() == name )
if ( dev->GetId() == cid )
if ( dev->GetSource() == source )
if (dev->GetId() == devq.cid)
if (dev->GetName() == devq.name)
if (dev->GetSource() == devq.source)
return true;
return false;
}
//
// ControlQualifier = FromControl
//
// set a control qualifier from a device control
//
void ControllerInterface::ControlQualifier::FromControl(const ControllerInterface::Device::Control* const c)
bool operator==(const ControllerInterface::Device::Control* const c, const std::string& name)
{
// hardly needs a function for this
name = c->GetName();
return c->GetName() == name;
}
//
// ControlQualifier = = Device :: Control*
//
// check if a control qualifier matches a device control
// also |control1|control2| form, || matches all
//
bool ControllerInterface::ControlQualifier::operator==(const ControllerInterface::Device::Control* const control) const
bool ControllerInterface::DeviceQualifier::operator==(const ControllerInterface::DeviceQualifier& devq) const
{
if ( name.size() )
{
if ( '|' == name[0] && '|' == (*name.rbegin()) ) // check if using |button1|button2| format
{
return ( name.find( '|' + control->GetName() + '|' ) != name.npos || "||" == name );
}
}
return (control->GetName() == name);
if (cid == devq.cid)
if (name == devq.name)
if (source == devq.source)
return true;
return false;
}
//
// UpdateReference
//
// updates a controlreference's binded devices then update binded controls
// need to call this after changing a device qualifier on a control reference
// if the device qualifier hasnt changed, the below functions: "UpdateControls" can be used
// updates a controlreference's binded devices/controls
// need to call this to re-parse a control reference's expression after changing it
//
void ControllerInterface::UpdateReference( ControllerInterface::ControlReference* ref )
void ControllerInterface::UpdateReference(ControllerInterface::ControlReference* ref
, const ControllerInterface::DeviceQualifier& default_device) const
{
ref->device = NULL;
std::vector<Device*>::const_iterator d = m_devices.begin(),
e = m_devices.end();
for ( ; d!=e; ++d )
if ( ref->device_qualifier == *d )
ref->m_controls.clear();
// adding | to parse the last item, silly
std::istringstream ss(ref->expression + '|');
const std::string mode_chars("|&!#");
ControlReference::DeviceControl devc;
std::string dev_str;
std::string ctrl_str;
char c = 0;
while (ss.read(&c, 1))
{
const size_t f = mode_chars.find(c);
if (mode_chars.npos != f)
{
ref->device = *d;
break;
// add ctrl
if (ctrl_str.size())
{
DeviceQualifier devq;
// using default device or alterate device inside `backticks`
if (dev_str.empty())
devq = default_device;
else
devq.FromString(dev_str);
// find device
const std::vector<Device*>::const_iterator di =
std::find(m_devices.begin(), m_devices.end(), devq);
if (m_devices.end() != di)
devc.device = *di;
if (devc.device)
{
// control
// inputs or outputs, i don't like this
if (ref->is_input)
{
const std::vector<Device::Input*>::const_iterator i =
std::find(devc.device->Inputs().begin(), devc.device->Inputs().end(), ctrl_str);
if (devc.device->Inputs().end() != i)
{
devc.control = *i;
ref->m_controls.push_back(devc);
}
}
else
{
const std::vector<Device::Output*>::const_iterator i =
std::find(devc.device->Outputs().begin(), devc.device->Outputs().end(), ctrl_str);
if (devc.device->Outputs().end() != i)
{
devc.control = *i;
ref->m_controls.push_back(devc);
}
}
}
}
// reset stuff for next ctrl
devc.mode = (int)f;
devc.device = NULL;
ctrl_str.clear();
}
ref->UpdateControls();
}
//
// InputReference :: UpdateControls
//
// after changing a control qualifier, need to call this to rebind the new matching controls
//
void ControllerInterface::InputReference::UpdateControls()
{
controls.clear();
if ( device )
{
std::vector<Device::Input*>::const_iterator i = device->Inputs().begin(),
e = device->Inputs().end();
for ( ;i != e; ++i )
if ( control_qualifier == *i )
controls.push_back( *i );
else if ('`' == c)
{
// different device
if (false == std::getline(ss, dev_str, '`'))
break;
}
else
ctrl_str += c;
}
}
//
// OutputReference :: UpdateControls
//
// same as the inputRef version
// after changing a control qualifier, need to call this to rebind the new matching controls
//
void ControllerInterface::OutputReference::UpdateControls()
{
controls.clear();
if ( device )
{
std::vector<Device::Output*>::const_iterator i = device->Outputs().begin(),
e = device->Outputs().end();
for ( ;i != e; ++i )
if ( control_qualifier == *i )
controls.push_back( *i );
}
}
//
// InputReference :: Detect
//
// wait for input on all binded devices
// supports waiting for n number of inputs
// supports not detecting inputs that were held down at the time of Detect start,
// which is useful for those crazy flightsticks that have certain buttons that are always held down
// or some crazy axes or something
// upon input, set control qualifier, update controls and return true
// else return false
// upon input, return pointer to detected Control
// else return NULL
//
bool ControllerInterface::InputReference::Detect( const unsigned int ms, const unsigned int count )
ControllerInterface::Device::Control* ControllerInterface::InputReference::Detect(const unsigned int ms, Device* const device)
{
unsigned int time = 0;
bool* const states = new bool[device->Inputs().size()];
// don't wait if we don't have a device
if ( device )
// get starting state of all inputs,
// so we can ignore those that were activated at time of Detect start
std::vector<Device::Input*>::const_iterator
i = device->Inputs().begin(),
e = device->Inputs().end();
for (bool* state=states; i != e; ++i)
*state++ = (device->GetInputState(*i) > INPUT_DETECT_THRESHOLD);
while (time < ms)
{
bool* const states = new bool[device->Inputs().size()];
std::vector<Device::Input*>::const_iterator i = device->Inputs().begin(),
e = device->Inputs().end();
for ( unsigned int n=0;i != e; ++i,++n )
states[n] = ( device->GetInputState( *i ) > INPUT_DETECT_THRESHOLD );
std::vector<Device::Control*> detected;
while ( (time < ms) && (detected.size() < count) )
device->UpdateInput();
i = device->Inputs().begin();
for (bool* state=states; i != e; ++i,++state)
{
device->UpdateInput();
i = device->Inputs().begin();
e = device->Inputs().end();
for ( unsigned int n=0;i != e; ++i,++n )
// detected an input
if ((*i)->IsDetectable() && device->GetInputState(*i) > INPUT_DETECT_THRESHOLD)
{
if ( device->GetInputState( *i ) > INPUT_DETECT_THRESHOLD )
{
if ( false == states[n] )
if ( std::find( detected.begin(), detected.end(), *i ) == detected.end() )
detected.push_back( *i );
}
else
states[n] = false;
}
Common::SleepCurrentThread( 10 ); time += 10;
}
delete states;
if ( detected.size() == count )
{
controls = detected;
if ( controls.size() > 1 )
{
control_qualifier.name = '|';
std::vector<Device::Control*>::const_iterator c_i = controls.begin(),
c_e = controls.end();
for ( ; c_i != c_e; ++c_i )
control_qualifier.name += (*c_i)->GetName() + '|';
// input was released at some point during Detect call
// return the detected input
if (false == *state)
return *i;
}
else
control_qualifier.FromControl( controls[0] );
return true;
*state = false;
}
Common::SleepCurrentThread(10); time += 10;
}
return false;
delete[] states;
// no input was detected
return NULL;
}
//
@ -543,22 +496,25 @@ bool ControllerInterface::InputReference::Detect( const unsigned int ms, const u
//
// set all binded outputs to <range> power for x milliseconds return false
//
bool ControllerInterface::OutputReference::Detect( const unsigned int ms, const unsigned int ignored )
ControllerInterface::Device::Control* ControllerInterface::OutputReference::Detect(const unsigned int ms, Device* const device)
{
// ignore device
// dont hang if we dont even have any controls mapped
if ( controls.size() )
if (m_controls.size())
{
State( 1 );
State(1);
unsigned int slept = 0;
// this loop is to make stuff like flashing keyboard LEDs work
while ( ms > ( slept += 10 ) )
while (ms > (slept += 10))
{
device->UpdateOutput();
Common::SleepCurrentThread( 10 );
Common::SleepCurrentThread(10);
}
State( 0 );
State(0);
device->UpdateOutput();
}
return false;
return NULL;
}