Duckstation/src/core/controller.h
Connor McLaughlin b6f871d2b9
JIT optimizations and refactoring (#675)
* CPU/Recompiler: Use rel32 call where possible for no-args

* JitCodeBuffer: Support using preallocated buffer

* CPU/Recompiler/AArch64: Use bl instead of blr for short branches

* CPU/CodeCache: Allocate recompiler buffer in program space

This means we don't need 64-bit moves for every call out of the
recompiler.

* GTE: Don't store as u16 and load as u32

* CPU/Recompiler: Add methods to emit global load/stores

* GTE: Convert class to namespace

* CPU/Recompiler: Call GTE functions directly

* Settings: Turn into a global variable

* GPU: Replace local pointers with global

* InterruptController: Turn into a global pointer

* System: Replace local pointers with global

* Timers: Turn into a global instance

* DMA: Turn into a global instance

* SPU: Turn into a global instance

* CDROM: Turn into a global instance

* MDEC: Turn into a global instance

* Pad: Turn into a global instance

* SIO: Turn into a global instance

* CDROM: Move audio FIFO to the heap

* CPU/Recompiler: Drop ASMFunctions

No longer needed since we have code in the same 4GB window.

* CPUCodeCache: Turn class into namespace

* Bus: Local pointer -> global pointers

* CPU: Turn class into namespace

* Bus: Turn into namespace

* GTE: Store registers in CPU state struct

Allows relative addressing on ARM.

* CPU/Recompiler: Align code storage to page size

* CPU/Recompiler: Fix relative branches on A64

* HostInterface: Local references to global

* System: Turn into a namespace, move events out

* Add guard pages

* Android: Fix build
2020-07-31 17:09:18 +10:00

81 lines
2.8 KiB
C++

#pragma once
#include "common/image.h"
#include "settings.h"
#include "types.h"
#include <memory>
#include <optional>
#include <string>
#include <string_view>
#include <vector>
class StateWrapper;
class HostInterface;
class Controller
{
public:
using ButtonList = std::vector<std::pair<std::string, s32>>;
using AxisList = std::vector<std::pair<std::string, s32>>;
using SettingList = std::vector<SettingInfo>;
Controller();
virtual ~Controller();
/// Returns the type of controller.
virtual ControllerType GetType() const = 0;
/// Gets the integer code for an axis in the specified controller type.
virtual std::optional<s32> GetAxisCodeByName(std::string_view axis_name) const;
/// Gets the integer code for a button in the specified controller type.
virtual std::optional<s32> GetButtonCodeByName(std::string_view button_name) const;
virtual void Reset();
virtual bool DoState(StateWrapper& sw);
// Resets all state for the transferring to/from the device.
virtual void ResetTransferState();
// Returns the value of ACK, as well as filling out_data.
virtual bool Transfer(const u8 data_in, u8* data_out);
/// Changes the specified axis state. Values are normalized from -1..1.
virtual void SetAxisState(s32 axis_code, float value);
/// Changes the specified button state.
virtual void SetButtonState(s32 button_code, bool pressed);
/// Returns the number of vibration motors.
virtual u32 GetVibrationMotorCount() const;
/// Queries the state of the specified vibration motor. Values are normalized from 0..1.
virtual float GetVibrationMotorStrength(u32 motor);
/// Loads/refreshes any per-controller settings.
virtual void LoadSettings(const char* section);
/// Returns the software cursor to use for this controller, if any.
virtual bool GetSoftwareCursor(const Common::RGBA8Image** image, float* image_scale);
/// Creates a new controller of the specified type.
static std::unique_ptr<Controller> Create(ControllerType type, u32 index);
/// Gets the integer code for an axis in the specified controller type.
static std::optional<s32> GetAxisCodeByName(ControllerType type, std::string_view axis_name);
/// Gets the integer code for a button in the specified controller type.
static std::optional<s32> GetButtonCodeByName(ControllerType type, std::string_view button_name);
/// Returns a list of axises for the specified controller type.
static AxisList GetAxisNames(ControllerType type);
/// Returns a list of buttons for the specified controller type.
static ButtonList GetButtonNames(ControllerType type);
/// Returns the number of vibration motors.
static u32 GetVibrationMotorCount(ControllerType type);
/// Returns settings for the controller.
static SettingList GetSettings(ControllerType type);
};