mirror of
https://github.com/dolphin-emu/dolphin
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110 lines
2.5 KiB
C++
110 lines
2.5 KiB
C++
// Copyright 2016 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 <cmath>
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#include <memory>
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#include "InputCommon/ControlReference/ExpressionParser.h"
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#include "InputCommon/ControllerInterface/CoreDevice.h"
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namespace ControllerEmu
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{
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template <typename T>
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T ControlStateCast(ControlState value);
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}
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// ControlReference
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//
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// These are what you create to actually use the inputs, InputReference or OutputReference.
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//
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// After being bound to devices and controls with UpdateReference,
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// each one can link to multiple devices and controls
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// when you change a ControlReference's expression,
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// you must use UpdateReference on it to rebind controls
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//
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class ControlReference
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{
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public:
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// Note: this is per thread.
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static void SetInputGate(bool enable);
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static bool GetInputGate();
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virtual ~ControlReference();
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virtual ControlState State(const ControlState state = 0) = 0;
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virtual bool IsInput() const = 0;
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template <typename T>
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T GetState()
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{
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return ControllerEmu::ControlStateCast<T>(State());
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}
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int BoundCount() const;
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ciface::ExpressionParser::ParseStatus GetParseStatus() const;
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void UpdateReference(ciface::ExpressionParser::ControlEnvironment& env);
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std::string GetExpression() const;
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// Returns a human-readable error description when the given expression is invalid.
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std::optional<std::string> SetExpression(std::string expr);
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ControlState range = 1;
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protected:
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ControlReference();
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std::string m_expression;
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std::unique_ptr<ciface::ExpressionParser::Expression> m_parsed_expression;
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ciface::ExpressionParser::ParseStatus m_parse_status =
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ciface::ExpressionParser::ParseStatus::EmptyExpression;
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};
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namespace ControllerEmu
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{
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template <>
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inline bool ControlStateCast<bool>(ControlState value)
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{
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// Round to nearest of 0 or 1.
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return std::lround(value) > 0;
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}
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template <>
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inline int ControlStateCast<int>(ControlState value)
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{
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return std::lround(value);
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}
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template <>
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inline ControlState ControlStateCast<ControlState>(ControlState value)
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{
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return value;
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}
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} // namespace ControllerEmu
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//
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// InputReference
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//
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// Control reference for inputs
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//
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class InputReference : public ControlReference
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{
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public:
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InputReference();
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bool IsInput() const override;
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ControlState State(const ControlState state) override;
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};
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//
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// OutputReference
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//
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// Control reference for outputs
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//
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class OutputReference : public ControlReference
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{
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public:
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OutputReference();
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bool IsInput() const override;
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ControlState State(const ControlState state) override;
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};
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