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Xenia-Canary/src/xenia/hid/sdl/sdl_input_driver.h
2020-04-23 15:44:58 -05:00

92 lines
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C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2020 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_HID_SDL_SDL_INPUT_DRIVER_H_
#define XENIA_HID_SDL_SDL_INPUT_DRIVER_H_
#include <array>
#include <atomic>
#include <mutex>
#include "SDL.h"
#include "xenia/hid/input_driver.h"
#define HID_SDL_USER_COUNT 4
#define HID_SDL_THUMB_THRES 0x4E00
#define HID_SDL_TRIGG_THRES 0x1F
#define HID_SDL_REPEAT_DELAY 400
#define HID_SDL_REPEAT_RATE 100
namespace xe {
namespace hid {
namespace sdl {
class SDLInputDriver : public InputDriver {
public:
explicit SDLInputDriver(xe::ui::Window* window);
~SDLInputDriver() override;
X_STATUS Setup() override;
X_RESULT GetCapabilities(uint32_t user_index, uint32_t flags,
X_INPUT_CAPABILITIES* out_caps) override;
X_RESULT GetState(uint32_t user_index, X_INPUT_STATE* out_state) override;
X_RESULT SetState(uint32_t user_index, X_INPUT_VIBRATION* vibration) override;
X_RESULT GetKeystroke(uint32_t user_index, uint32_t flags,
X_INPUT_KEYSTROKE* out_keystroke) override;
protected:
struct ControllerState {
SDL_GameController* sdl;
bool state_changed;
X_INPUT_STATE state;
};
enum class RepeatState {
Idle, // no buttons pressed or repeating has ended
Waiting, // a button is held and the delay is awaited
Repeating, // actively repeating at a rate
};
struct KeystrokeState {
uint64_t buttons;
RepeatState repeat_state;
// the button number that was pressed last:
uint8_t repeat_butt_idx;
// the last time (ms) a down (and/or repeat) event for that button was send:
uint32_t repeat_time;
};
protected:
void OnControllerDeviceAdded(SDL_Event* event);
void OnControllerDeviceRemoved(SDL_Event* event);
void OnControllerDeviceAxisMotion(SDL_Event* event);
void OnControllerDeviceButtonChanged(SDL_Event* event);
std::pair<bool, size_t> GetControllerIndexFromInstanceID(
SDL_JoystickID instance_id);
ControllerState* GetControllerState(uint32_t user_index);
bool TestSDLVersion() const;
void QueueControllerUpdate();
inline uint64_t AnalogToKeyfield(const X_INPUT_GAMEPAD& gamepad) const;
protected:
bool sdl_events_initialized_;
bool sdl_gamecontroller_initialized_;
int sdl_events_unflushed_;
std::atomic<bool> sdl_pumpevents_queued_;
std::array<ControllerState, HID_SDL_USER_COUNT> controllers_;
std::mutex controllers_mutex_;
std::array<KeystrokeState, HID_SDL_USER_COUNT> keystroke_states_;
};
} // namespace sdl
} // namespace hid
} // namespace xe
#endif // XENIA_HID_SDL_SDL_INPUT_DRIVER_H_