Lioncash 8a9fcd3014 Kill off dangling else's in the InputCommon project.
Some indentations were also too far for some things. Fixed this.

Also update the license header to show Git instead of SVN.

Got rid of some trailing spaces/tabs too.
2013-04-14 22:53:10 -04:00

580 lines
12 KiB
C++

#include "ControllerInterface.h"
#ifdef CIFACE_USE_XINPUT
#include "XInput/XInput.h"
#endif
#ifdef CIFACE_USE_DINPUT
#include "DInput/DInput.h"
#endif
#ifdef CIFACE_USE_XLIB
#include "Xlib/Xlib.h"
#endif
#ifdef CIFACE_USE_OSX
#include "OSX/OSX.h"
#endif
#ifdef CIFACE_USE_SDL
#include "SDL/SDL.h"
#endif
#include "Thread.h"
namespace
{
const float INPUT_DETECT_THRESHOLD = 0.55f;
}
ControllerInterface g_controller_interface;
//
// Init
//
// detect devices and inputs outputs / will make refresh function later
//
void ControllerInterface::Initialize()
{
if (m_is_init)
return;
#ifdef CIFACE_USE_DINPUT
ciface::DInput::Init(m_devices, (HWND)m_hwnd);
#endif
#ifdef CIFACE_USE_XINPUT
ciface::XInput::Init(m_devices);
#endif
#ifdef CIFACE_USE_XLIB
ciface::Xlib::Init(m_devices, m_hwnd);
#endif
#ifdef CIFACE_USE_OSX
ciface::OSX::Init(m_devices, m_hwnd);
#endif
#ifdef CIFACE_USE_SDL
ciface::SDL::Init(m_devices);
#endif
m_is_init = true;
}
//
// DeInit
//
// remove all devices/ call library cleanup functions
//
void ControllerInterface::Shutdown()
{
if (false == m_is_init)
return;
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(),
oe = (*d)->Outputs().end();
// set outputs to ZERO before destroying device
for ( ;o!=oe; ++o)
(*o)->SetState(0);
// update output
(*d)->UpdateOutput();
//delete device
delete *d;
}
m_devices.clear();
#ifdef CIFACE_USE_XINPUT
// nothing needed
#endif
#ifdef CIFACE_USE_DINPUT
// nothing needed
#endif
#ifdef CIFACE_USE_XLIB
// nothing needed
#endif
#ifdef CIFACE_USE_OSX
ciface::OSX::DeInit();
#endif
#ifdef CIFACE_USE_SDL
// TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
SDL_Quit();
#endif
m_is_init = false;
}
//
// SetHwnd
//
// sets the hwnd used for some crap when initializing, use before calling Init
//
void ControllerInterface::SetHwnd( void* const hwnd )
{
m_hwnd = hwnd;
}
//
// UpdateInput
//
// update input for all devices, return true if all devices returned successful
//
bool ControllerInterface::UpdateInput(const bool force)
{
std::unique_lock<std::recursive_mutex> lk(update_lock, std::defer_lock);
if (force)
lk.lock();
else if (!lk.try_lock())
return false;
size_t ok_count = 0;
std::vector<Device*>::const_iterator
d = m_devices.begin(),
e = m_devices.end();
for ( ;d != e; ++d )
{
if ((*d)->UpdateInput())
++ok_count;
//else
// disabled. it might be causing problems
//(*d)->ClearInputState();
}
return (m_devices.size() == ok_count);
}
//
// UpdateOutput
//
// update output for all devices, return true if all devices returned successful
//
bool ControllerInterface::UpdateOutput(const bool force)
{
std::unique_lock<std::recursive_mutex> lk(update_lock, std::defer_lock);
if (force)
lk.lock();
else if (!lk.try_lock())
return false;
size_t ok_count = 0;
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);
}
//
// Device :: ~Device
//
// Destructor, delete all inputs/outputs on device destruction
//
ControllerInterface::Device::~Device()
{
{
// delete inputs
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 = 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
//
// Device classes should override this function
// ControllerInterface will call this when the device returns failure during UpdateInput
// used to try to set all buttons and axes to their default state when user unplugs a gamepad during play
// buttons/axes that were held down at the time of unplugging should be seen as not pressed after unplugging
//
void ControllerInterface::Device::ClearInputState()
{
// this is going to be called for every UpdateInput call that fails
// kinda slow but, w/e, should only happen when user unplugs a device while playing
}
//
// InputReference :: State
//
// get the state of an input reference
// override function for ControlReference::State ...
//
ControlState ControllerInterface::InputReference::State( const ControlState ignore )
{
//if (NULL == device)
//return 0;
ControlState state = 0;
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;
}
for (; ci!=ce; ++ci)
{
const ControlState istate = ci->control->ToInput()->GetState();
switch (ci->mode)
{
// 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);
}
//
// OutputReference :: State
//
// set the state of all binded outputs
// 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)
{
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->control->ToOutput()->SetState(tmp_state);
return state; // just return the output, watever
}
//
// DeviceQualifier :: ToString
//
// get string from a device qualifier / serialize
//
std::string ControllerInterface::DeviceQualifier::ToString() const
{
if (source.empty() && (cid < 0) && name.empty())
return "";
std::ostringstream ss;
ss << source << '/';
if ( cid > -1 )
ss << cid;
ss << '/' << name;
return ss.str();
}
//
// DeviceQualifier :: FromString
//
// set a device qualifier from a string / unserialize
//
void ControllerInterface::DeviceQualifier::FromString(const std::string& str)
{
std::istringstream ss(str);
std::getline(ss, source = "", '/');
// silly
std::getline(ss, name, '/');
std::istringstream(name) >> (cid = -1);
std::getline(ss, name = "");
}
//
// DeviceQualifier :: FromDevice
//
// set a device qualifier from a device
//
void ControllerInterface::DeviceQualifier::FromDevice(const ControllerInterface::Device* const dev)
{
name = dev->GetName();
cid = dev->GetId();
source= dev->GetSource();
}
bool ControllerInterface::DeviceQualifier::operator==(const ControllerInterface::Device* const dev) const
{
if (dev->GetId() == cid)
if (dev->GetName() == name)
if (dev->GetSource() == source)
return true;
return false;
}
bool ControllerInterface::DeviceQualifier::operator==(const ControllerInterface::DeviceQualifier& devq) const
{
if (cid == devq.cid)
if (name == devq.name)
if (source == devq.source)
return true;
return false;
}
//
// UpdateReference
//
// 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
, const ControllerInterface::DeviceQualifier& default_device) const
{
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)
{
// 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
Device* const def_device = FindDevice(devq);
if (def_device)
{
if (ref->is_input)
devc.control = FindInput(ctrl_str, def_device);
else
devc.control = FindOutput(ctrl_str, def_device);
if (devc.control)
ref->m_controls.push_back(devc);
}
}
// reset stuff for next ctrl
devc.mode = (int)f;
ctrl_str.clear();
}
else if ('`' == c)
{
// different device
if (std::getline(ss, dev_str, '`').eof())
break; // no terminating '`' character
}
else
{
ctrl_str += c;
}
}
}
ControllerInterface::Device* ControllerInterface::FindDevice(const ControllerInterface::DeviceQualifier& devq) const
{
std::vector<ControllerInterface::Device*>::const_iterator
di = m_devices.begin(),
de = m_devices.end();
for (; di!=de; ++di)
if (devq == *di)
return *di;
return NULL;
}
//
// InputReference :: Detect
//
// wait for input on all binded devices
// 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, return pointer to detected Control
// else return NULL
//
ControllerInterface::Device::Control* ControllerInterface::InputReference::Detect(const unsigned int ms, Device* const device)
{
unsigned int time = 0;
std::vector<bool> states(device->Inputs().size());
if (device->Inputs().size() == 0)
return NULL;
// 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 (std::vector<bool>::iterator state = states.begin(); i != e; ++i)
*state++ = ((*i)->GetState() > (1 - INPUT_DETECT_THRESHOLD));
while (time < ms)
{
device->UpdateInput();
i = device->Inputs().begin();
for (std::vector<bool>::iterator state = states.begin(); i != e; ++i,++state)
{
// detected an input
if ((*i)->IsDetectable() && (*i)->GetState() > INPUT_DETECT_THRESHOLD)
{
// input was released at some point during Detect call
// return the detected input
if (false == *state)
return *i;
}
else if ((*i)->GetState() < (1 - INPUT_DETECT_THRESHOLD))
{
*state = false;
}
}
Common::SleepCurrentThread(10); time += 10;
}
// no input was detected
return NULL;
}
//
// OutputReference :: Detect
//
// Totally different from the inputReference detect / I have them combined so it was simpler to make the GUI.
// The GUI doesn't know the difference between an input and an output / it's odd but I was lazy and it was easy
//
// set all binded outputs to <range> power for x milliseconds return false
//
ControllerInterface::Device::Control* ControllerInterface::OutputReference::Detect(const unsigned int ms, Device* const device)
{
// ignore device
// don't hang if we don't even have any controls mapped
if (m_controls.size())
{
State(1);
unsigned int slept = 0;
// this loop is to make stuff like flashing keyboard LEDs work
while (ms > (slept += 10))
{
// TODO: improve this to update more than just the default device's output
device->UpdateOutput();
Common::SleepCurrentThread(10);
}
State(0);
device->UpdateOutput();
}
return NULL;
}
ControllerInterface::Device::Input* ControllerInterface::Device::FindInput(const std::string &name) const
{
std::vector<Input*>::const_iterator
it = m_inputs.begin(),
itend = m_inputs.end();
for (; it != itend; ++it)
if ((*it)->GetName() == name)
return *it;
return NULL;
}
ControllerInterface::Device::Output* ControllerInterface::Device::FindOutput(const std::string &name) const
{
std::vector<Output*>::const_iterator
it = m_outputs.begin(),
itend = m_outputs.end();
for (; it != itend; ++it)
if ((*it)->GetName() == name)
return *it;
return NULL;
}
ControllerInterface::Device::Input* ControllerInterface::FindInput(const std::string& name, const Device* def_dev) const
{
if (def_dev)
{
Device::Input* const inp = def_dev->FindInput(name);
if (inp)
return inp;
}
std::vector<Device*>::const_iterator
di = m_devices.begin(),
de = m_devices.end();
for (; di != de; ++di)
{
Device::Input* const i = (*di)->FindInput(name);
if (i)
return i;
}
return NULL;
}
ControllerInterface::Device::Output* ControllerInterface::FindOutput(const std::string& name, const Device* def_dev) const
{
return def_dev->FindOutput(name);
}