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198 lines
5.1 KiB
C++
198 lines
5.1 KiB
C++
// Copyright 2016 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 "InputCommon/ControlReference/ControlReference.h"
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#include <vector>
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#include "Common/Thread.h"
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// For InputGateOn()
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// This is a 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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using namespace ciface::ExpressionParser;
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namespace
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{
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// Compared to an input's current state (ideally 1.0) minus abs(initial_state) (ideally 0.0).
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constexpr ControlState INPUT_DETECT_THRESHOLD = 0.55;
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} // namespace
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bool ControlReference::InputGateOn()
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{
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return SConfig::GetInstance().m_BackgroundInput || Host_RendererHasFocus() ||
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Host_UINeedsControllerState();
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}
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//
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// UpdateReference
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//
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// Updates a controlreference's binded devices/controls
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// need to call this to re-bind a control reference after changing its expression
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//
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void ControlReference::UpdateReference(const ciface::Core::DeviceContainer& devices,
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const ciface::Core::DeviceQualifier& default_device)
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{
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ControlFinder finder(devices, default_device, IsInput());
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if (m_parsed_expression)
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m_parsed_expression->UpdateReferences(finder);
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}
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int ControlReference::BoundCount() const
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{
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if (m_parsed_expression)
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return m_parsed_expression->CountNumControls();
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else
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return 0;
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}
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ParseStatus ControlReference::GetParseStatus() const
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{
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return m_parse_status;
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}
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std::string ControlReference::GetExpression() const
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{
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return m_expression;
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}
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void ControlReference::SetExpression(std::string expr)
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{
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m_expression = std::move(expr);
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std::tie(m_parse_status, m_parsed_expression) = ParseExpression(m_expression);
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}
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ControlReference::ControlReference() : range(1), m_parsed_expression(nullptr)
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{
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}
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ControlReference::~ControlReference() = default;
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InputReference::InputReference() : ControlReference()
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{
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}
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OutputReference::OutputReference() : ControlReference()
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{
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}
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bool InputReference::IsInput() const
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{
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return true;
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}
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bool OutputReference::IsInput() const
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{
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return false;
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}
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//
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// InputReference :: State
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//
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// Gets the state of an input reference
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// override function for ControlReference::State ...
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//
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ControlState InputReference::State(const ControlState ignore)
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{
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if (m_parsed_expression && InputGateOn())
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return m_parsed_expression->GetValue() * range;
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return 0.0;
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}
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//
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// OutputReference :: State
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//
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// Set the state of all binded outputs
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// overrides ControlReference::State .. combined them so I could make the GUI simple / inputs ==
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// same as outputs one list
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// I was lazy and it works so watever
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//
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ControlState OutputReference::State(const ControlState state)
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{
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if (m_parsed_expression)
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m_parsed_expression->SetValue(state * range);
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return 0.0;
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}
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// Wait for input on a particular device.
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// Inputs are considered if they are first seen in a neutral state.
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// This is useful for crazy flightsticks that have certain buttons that are always held down
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// and also properly handles detection when using "FullAnalogSurface" inputs.
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// Upon input, return a pointer to the detected Control, else return nullptr.
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ciface::Core::Device::Control* InputReference::Detect(const unsigned int ms,
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ciface::Core::Device* const device)
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{
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struct InputState
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{
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ciface::Core::Device::Input& input;
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ControlState initial_state;
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};
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std::vector<InputState> input_states;
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for (auto* input : device->Inputs())
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{
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// Don't detect things like absolute cursor position.
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if (!input->IsDetectable())
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continue;
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// Undesirable axes will have negative values here when trying to map a "FullAnalogSurface".
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input_states.push_back({*input, input->GetState()});
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}
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if (input_states.empty())
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return nullptr;
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unsigned int time = 0;
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while (time < ms)
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{
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Common::SleepCurrentThread(10);
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time += 10;
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device->UpdateInput();
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for (auto& input_state : input_states)
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{
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// We want an input that was initially 0.0 and currently 1.0.
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const auto detection_score =
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(input_state.input.GetState() - std::abs(input_state.initial_state));
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if (detection_score > INPUT_DETECT_THRESHOLD)
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return &input_state.input;
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}
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}
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// No input was detected. :'(
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return nullptr;
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}
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//
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// OutputReference :: Detect
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//
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// Totally different from the inputReference detect / I have them combined so it was simpler to make
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// the GUI.
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// The GUI doesn't know the difference between an input and an output / it's odd but I was lazy and
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// it was easy
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//
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// set all binded outputs to <range> power for x milliseconds return false
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//
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ciface::Core::Device::Control* OutputReference::Detect(const unsigned int ms,
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ciface::Core::Device* const device)
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{
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// ignore device
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// don't hang if we don't even have any controls mapped
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if (BoundCount() > 0)
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{
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State(1);
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unsigned int slept = 0;
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// this loop is to make stuff like flashing keyboard LEDs work
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while (ms > (slept += 10))
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Common::SleepCurrentThread(10);
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State(0);
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}
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return nullptr;
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}
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