mirror of
https://github.com/dolphin-emu/dolphin
synced 2024-11-04 20:43:44 -05:00
179 lines
5.3 KiB
C++
179 lines
5.3 KiB
C++
// Copyright 2010 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 <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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#include "InputCommon/ControllerInterface/InputBackend.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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#if defined(HAVE_SDL2)
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#define CIFACE_USE_SDL
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#endif
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#if defined(HAVE_HIDAPI)
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#define CIFACE_USE_STEAMDECK
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#endif
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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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enum class WindowChangeReason
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{
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// Application is shutting down
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Exit,
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Other
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};
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enum class RefreshReason
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{
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// Only the window changed.
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WindowChangeOnly,
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// User requested, or any other internal reason (e.g. init).
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// The window might have changed anyway.
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Other
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};
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ControllerInterface() : m_is_init(false) {}
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void Initialize(const WindowSystemInfo& wsi);
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// Only call from one thread at a time.
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void ChangeWindow(void* hwnd, WindowChangeReason reason = WindowChangeReason::Other);
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// Can be called by any thread at any time (when initialized).
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void RefreshDevices(RefreshReason reason = RefreshReason::Other);
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void Shutdown();
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bool AddDevice(std::shared_ptr<ciface::Core::Device> device);
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// Removes all the devices the function returns true to.
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// If all the devices shared ptrs need to be destroyed immediately,
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// set force_devices_release to true.
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void RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback,
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bool force_devices_release = false);
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// This is mandatory to use on device populations functions that can be called concurrently by
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// more than one thread, or that are called by a single other thread.
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// Without this, our devices list might end up in a mixed state.
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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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// Request that the mouse cursor should be centered in the render window at the next opportunity.
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void SetMouseCenteringRequested(bool center);
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bool IsMouseCenteringRequested() 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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WindowSystemInfo GetWindowSystemInfo() const;
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private:
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void ClearDevices();
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std::list<std::function<void()>> m_devices_changed_callbacks;
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mutable std::recursive_mutex m_devices_population_mutex;
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mutable std::mutex m_callbacks_mutex;
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std::atomic<bool> m_is_init;
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// This is now always protected by m_devices_population_mutex, so
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// it doesn't really need to be a counter or atomic anymore (it could be a raw bool),
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// but we keep it so for simplicity, in case we changed the design.
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std::atomic<int> m_populating_devices_counter;
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WindowSystemInfo m_wsi;
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std::atomic<float> m_aspect_ratio_adjustment = 1;
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std::atomic<bool> m_requested_mouse_centering = false;
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std::vector<std::unique_ptr<ciface::InputBackend>> m_input_backends;
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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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