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InputManager: Export a few functions
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@ -36,14 +36,6 @@ enum : u32
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LAST_EXTERNAL_INPUT_SOURCE = static_cast<u32>(InputSourceType::Count),
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};
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// ------------------------------------------------------------------------
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// Event Handler Type
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// ------------------------------------------------------------------------
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// This class acts as an adapter to convert from normalized values to
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// binary values when the callback is a binary/button handler. That way
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// you don't need to convert float->bool in your callbacks.
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using InputEventHandler = std::variant<InputAxisEventHandler, InputButtonEventHandler>;
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// ------------------------------------------------------------------------
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// Binding Type
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// ------------------------------------------------------------------------
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@ -107,7 +99,6 @@ static std::optional<InputBindingKey> ParseSensorKey(const std::string_view& sou
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static std::vector<std::string_view> SplitChord(const std::string_view& binding);
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static bool SplitBinding(const std::string_view& binding, std::string_view* source, std::string_view* sub_binding);
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static void AddBindings(const std::vector<std::string>& bindings, const InputEventHandler& handler);
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static bool ParseBindingAndGetSource(const std::string_view& binding, InputBindingKey* key, InputSource** source);
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static bool IsAxisHandler(const InputEventHandler& handler);
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@ -341,45 +332,68 @@ std::string InputManager::ConvertInputBindingKeysToString(const InputBindingKey*
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void InputManager::AddBindings(const std::vector<std::string>& bindings, const InputEventHandler& handler)
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{
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for (const std::string& binding : bindings)
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AddBinding(binding, handler);
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}
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void InputManager::AddBinding(const std::string_view& binding, const InputEventHandler& handler)
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{
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std::shared_ptr<InputBinding> ibinding;
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const std::vector<std::string_view> chord_bindings(SplitChord(binding));
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for (const std::string_view& chord_binding : chord_bindings)
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{
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std::shared_ptr<InputBinding> ibinding;
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const std::vector<std::string_view> chord_bindings(SplitChord(binding));
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for (const std::string_view& chord_binding : chord_bindings)
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std::optional<InputBindingKey> key = ParseInputBindingKey(chord_binding);
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if (!key.has_value())
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{
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std::optional<InputBindingKey> key = ParseInputBindingKey(chord_binding);
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if (!key.has_value())
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{
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Log_ErrorPrintf("Invalid binding: '%s'", binding.c_str());
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ibinding.reset();
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break;
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}
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if (!ibinding)
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{
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ibinding = std::make_shared<InputBinding>();
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ibinding->handler = handler;
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}
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if (ibinding->num_keys == MAX_KEYS_PER_BINDING)
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{
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Log_ErrorPrintf("Too many chord parts, max is %u (%s)", MAX_KEYS_PER_BINDING, binding.c_str());
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ibinding.reset();
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break;
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}
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ibinding->keys[ibinding->num_keys] = key.value();
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ibinding->full_mask |= (static_cast<u8>(1) << ibinding->num_keys);
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ibinding->num_keys++;
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Log_ErrorPrintf("Invalid binding: '%.*s'", static_cast<int>(binding.size()), binding.data());
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ibinding.reset();
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break;
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}
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if (!ibinding)
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continue;
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{
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ibinding = std::make_shared<InputBinding>();
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ibinding->handler = handler;
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}
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// plop it in the input map for all the keys
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for (u32 i = 0; i < ibinding->num_keys; i++)
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s_binding_map.emplace(ibinding->keys[i].MaskDirection(), ibinding);
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if (ibinding->num_keys == MAX_KEYS_PER_BINDING)
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{
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Log_ErrorPrintf("Too many chord parts, max is %u (%.*s)", MAX_KEYS_PER_BINDING, static_cast<int>(binding.size()),
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binding.data());
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ibinding.reset();
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break;
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}
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ibinding->keys[ibinding->num_keys] = key.value();
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ibinding->full_mask |= (static_cast<u8>(1) << ibinding->num_keys);
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ibinding->num_keys++;
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}
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if (!ibinding)
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return;
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// plop it in the input map for all the keys
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for (u32 i = 0; i < ibinding->num_keys; i++)
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s_binding_map.emplace(ibinding->keys[i].MaskDirection(), ibinding);
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}
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void InputManager::AddVibrationBinding(u32 pad_index, const InputBindingKey* motor_0_binding,
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InputSource* motor_0_source, const InputBindingKey* motor_1_binding,
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InputSource* motor_1_source)
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{
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PadVibrationBinding vib;
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vib.pad_index = pad_index;
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if (motor_0_binding)
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{
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vib.motors[0].binding = *motor_0_binding;
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vib.motors[0].source = motor_0_source;
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}
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if (motor_1_binding)
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{
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vib.motors[1].binding = *motor_1_binding;
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vib.motors[1].source = motor_1_source;
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}
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s_pad_vibration_array.push_back(std::move(vib));
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}
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// ------------------------------------------------------------------------
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@ -1356,10 +1370,9 @@ void InputManager::ReloadBindings(SettingsInterface& si, SettingsInterface& bind
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if (!cinfo || cinfo->type == ControllerType::None)
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continue;
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// NOTE: Macros can be overridden per-game.
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const std::string section(Controller::GetSettingsSection(pad));
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AddPadBindings(binding_si, section, pad, cinfo);
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LoadMacroButtonConfig(si, section, pad, cinfo);
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LoadMacroButtonConfig(binding_si, section, pad, cinfo);
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}
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for (u32 axis = 0; axis < static_cast<u32>(InputPointerAxis::Count); axis++)
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@ -91,6 +91,14 @@ using InputButtonEventHandler = std::function<void(s32 value)>;
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/// Callback types for a normalized event. Usually used for pads.
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using InputAxisEventHandler = std::function<void(float value)>;
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/// ------------------------------------------------------------------------
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/// Event Handler Type
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/// ------------------------------------------------------------------------
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/// This class acts as an adapter to convert from normalized values to
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/// binary values when the callback is a binary/button handler. That way
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/// you don't need to convert float->bool in your callbacks.
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using InputEventHandler = std::variant<InputAxisEventHandler, InputButtonEventHandler>;
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/// Input monitoring for external access.
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struct InputInterceptHook
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{
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@ -226,6 +234,16 @@ bool HasAnyBindingsForKey(InputBindingKey key);
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/// Can be safely called on another thread.
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bool HasAnyBindingsForSource(InputBindingKey key);
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/// Parses a string binding into its components. Use with external AddBinding().
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bool ParseBindingAndGetSource(const std::string_view& binding, InputBindingKey* key, InputSource** source);
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/// Externally adds a fixed binding. Be sure to call *after* ReloadBindings() otherwise it will be lost.
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void AddBinding(const std::string_view& binding, const InputEventHandler& handler);
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/// Adds an external vibration binding.
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void AddVibrationBinding(u32 pad_index, const InputBindingKey* motor_0_binding, InputSource* motor_0_source,
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const InputBindingKey* motor_1_binding, InputSource* motor_1_source);
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/// Updates internal state for any binds for this key, and fires callbacks as needed.
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/// Returns true if anything was bound to this key, otherwise false.
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bool InvokeEvents(InputBindingKey key, float value, GenericInputBinding generic_key);
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