236 lines
8.4 KiB
C++
236 lines
8.4 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2015 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <gflags/gflags.h>
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#include <cstring>
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#include "third_party/imgui/imgui.h"
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#include "xenia/base/clock.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/main.h"
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#include "xenia/base/platform_win.h"
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#include "xenia/base/threading.h"
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#include "xenia/hid/input_system.h"
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#include "xenia/ui/gl/gl_provider.h"
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#include "xenia/ui/imgui_drawer.h"
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#include "xenia/ui/window.h"
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// Available input drivers:
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#include "xenia/hid/nop/nop_hid.h"
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#if XE_PLATFORM_WIN32
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#include "xenia/hid/winkey/winkey_hid.h"
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#include "xenia/hid/xinput/xinput_hid.h"
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#endif // XE_PLATFORM_WIN32
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DEFINE_string(hid, "any", "Input system. Use: [any, nop, winkey, xinput]");
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namespace xe {
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namespace hid {
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std::unique_ptr<xe::ui::ImGuiDrawer> imgui_drawer_;
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std::unique_ptr<xe::hid::InputSystem> input_system_;
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std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
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ui::Window* window) {
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std::vector<std::unique_ptr<hid::InputDriver>> drivers;
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if (FLAGS_hid.compare("nop") == 0) {
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drivers.emplace_back(xe::hid::nop::Create(window));
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#if XE_PLATFORM_WIN32
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} else if (FLAGS_hid.compare("winkey") == 0) {
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drivers.emplace_back(xe::hid::winkey::Create(window));
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} else if (FLAGS_hid.compare("xinput") == 0) {
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drivers.emplace_back(xe::hid::xinput::Create(window));
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#endif // XE_PLATFORM_WIN32
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} else {
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#if XE_PLATFORM_WIN32
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auto xinput_driver = xe::hid::xinput::Create(window);
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if (xinput_driver) {
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drivers.emplace_back(std::move(xinput_driver));
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}
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auto winkey_driver = xe::hid::winkey::Create(window);
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if (winkey_driver) {
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drivers.emplace_back(std::move(winkey_driver));
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}
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#endif // XE_PLATFORM_WIN32
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if (drivers.empty()) {
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// Fallback to nop if none created.
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drivers.emplace_back(xe::hid::nop::Create(window));
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}
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}
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return drivers;
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}
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std::unique_ptr<xe::ui::GraphicsProvider> CreateDemoGraphicsProvider(
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xe::ui::Window* window) {
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return xe::ui::gl::GLProvider::Create(window);
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}
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void DrawInputStatus();
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int hid_demo_main(const std::vector<std::wstring>& args) {
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// Create run loop and the window.
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auto loop = ui::Loop::Create();
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auto window = xe::ui::Window::Create(loop.get(), GetEntryInfo().name);
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loop->PostSynchronous([&window]() {
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xe::threading::set_name("Win32 Loop");
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if (!window->Initialize()) {
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FatalError("Failed to initialize main window");
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return;
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}
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});
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window->on_closed.AddListener([&loop](xe::ui::UIEvent* e) {
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loop->Quit();
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XELOGI("User-initiated death!");
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imgui_drawer_.reset();
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exit(1);
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});
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loop->on_quit.AddListener([&window](xe::ui::UIEvent* e) { window.reset(); });
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// Initial size setting, done here so that it knows the menu exists.
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window->Resize(600, 500);
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// Create the graphics context used for drawing and setup the window.
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std::unique_ptr<xe::ui::GraphicsProvider> graphics_provider;
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loop->PostSynchronous([&window, &graphics_provider]() {
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// Create context and give it to the window.
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// The window will finish initialization wtih the context (loading
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// resources, etc).
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graphics_provider = CreateDemoGraphicsProvider(window.get());
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window->set_context(graphics_provider->CreateContext(window.get()));
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// Initialize the ImGui renderer we'll use.
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imgui_drawer_ = std::make_unique<xe::ui::ImGuiDrawer>(window.get());
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imgui_drawer_->SetupDefaultInput();
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// Initialize input system and all drivers.
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input_system_ = std::make_unique<xe::hid::InputSystem>(window.get());
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auto drivers = CreateInputDrivers(window.get());
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for (size_t i = 0; i < drivers.size(); ++i) {
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input_system_->AddDriver(std::move(drivers[i]));
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}
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});
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window->on_painting.AddListener([&](xe::ui::UIEvent* e) {
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auto& io = ImGui::GetIO();
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auto current_tick_count = Clock::QueryHostTickCount();
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static uint64_t last_draw_tick_count = 0;
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io.DeltaTime = (current_tick_count - last_draw_tick_count) /
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static_cast<float>(Clock::host_tick_frequency());
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last_draw_tick_count = current_tick_count;
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io.DisplaySize = ImVec2(static_cast<float>(window->width()),
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static_cast<float>(window->height()));
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ImGui::NewFrame();
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(-1, 0));
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ImGui::Begin("main_window", nullptr, ImGuiWindowFlags_NoMove |
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ImGuiWindowFlags_NoResize |
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ImGuiWindowFlags_NoTitleBar |
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ImGuiWindowFlags_NoScrollbar |
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ImGuiWindowFlags_NoSavedSettings);
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ImGui::SetWindowPos(ImVec2(0, 0));
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ImGui::SetWindowSize(io.DisplaySize);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(4, 4));
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DrawInputStatus();
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ImGui::PopStyleVar();
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ImGui::End();
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ImGui::PopStyleVar();
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ImGui::Render();
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// Continuous paint.
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window->Invalidate();
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});
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// Wait until we are exited.
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loop->AwaitQuit();
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imgui_drawer_.reset();
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input_system_.reset();
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loop->PostSynchronous([&graphics_provider]() { graphics_provider.reset(); });
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window.reset();
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loop.reset();
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return 0;
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}
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void DrawUserInputStatus(uint32_t user_index) {
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ImGui::Text("User %u:", user_index);
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X_INPUT_STATE state;
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if (input_system_->GetState(user_index, &state) != X_ERROR_SUCCESS) {
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ImGui::Text(" No controller detected");
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return;
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}
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ImGui::Text(" Packet Number: %u", static_cast<uint32_t>(state.packet_number));
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auto& gamepad = state.gamepad;
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ImGui::Text(" Buttons: [%c][%c][%c][%c] [%s][%s]",
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gamepad.buttons & X_INPUT_GAMEPAD_A ? 'A' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_B ? 'B' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_X ? 'X' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_Y ? 'Y' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_START ? "start" : " ",
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gamepad.buttons & X_INPUT_GAMEPAD_BACK ? "back" : " ");
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ImGui::Text(" D-pad: [%c][%c][%c][%c]",
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gamepad.buttons & X_INPUT_GAMEPAD_DPAD_UP ? 'U' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_DPAD_DOWN ? 'D' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_DPAD_LEFT ? 'L' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_DPAD_RIGHT ? 'R' : ' ');
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ImGui::Text(" Thumbs: [%c][%c]",
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gamepad.buttons & X_INPUT_GAMEPAD_LEFT_THUMB ? 'L' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_RIGHT_THUMB ? 'R' : ' ');
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ImGui::Text(" Shoulders: [%c][%c]",
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gamepad.buttons & X_INPUT_GAMEPAD_LEFT_SHOULDER ? 'L' : ' ',
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gamepad.buttons & X_INPUT_GAMEPAD_RIGHT_SHOULDER ? 'R' : ' ');
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ImGui::Text(" Left Trigger: %3u", gamepad.left_trigger);
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ImGui::Text(" Right Trigger: %3u", gamepad.right_trigger);
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ImGui::Text(" Left Thumb: %6d, %6d",
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static_cast<int32_t>(gamepad.thumb_lx),
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static_cast<int32_t>(gamepad.thumb_ly));
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ImGui::Text(" Right Thumb: %6d, %6d",
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static_cast<int32_t>(gamepad.thumb_rx),
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static_cast<int32_t>(gamepad.thumb_ry));
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X_INPUT_VIBRATION vibration;
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vibration.left_motor_speed = static_cast<uint16_t>(
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float(static_cast<uint16_t>(gamepad.left_trigger)) / 255.0f * UINT16_MAX);
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vibration.right_motor_speed = static_cast<uint16_t>(
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float(static_cast<uint16_t>(gamepad.right_trigger)) / 255.0f *
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UINT16_MAX);
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input_system_->SetState(user_index, &vibration);
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ImGui::Text(" Motor Speeds: L %5u, R %5u",
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static_cast<uint32_t>(vibration.left_motor_speed),
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static_cast<uint32_t>(vibration.right_motor_speed));
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ImGui::Text(" ");
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}
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void DrawInputStatus() {
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ImGui::BeginChild("##input_status", ImVec2(0, 0), true);
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for (uint32_t user_index = 0; user_index < 4; ++user_index) {
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DrawUserInputStatus(user_index);
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}
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ImGui::EndChild();
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}
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} // namespace hid
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} // namespace xe
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DEFINE_ENTRY_POINT(L"xenia-hid-demo", L"xenia-hid-demo",
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xe::hid::hid_demo_main);
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