metaforce/Runtime/Input/CInputGenerator.hpp

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#ifndef __URDE_CINPUTGENERATOR_HPP__
#define __URDE_CINPUTGENERATOR_HPP__
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#include <atomic>
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#include <boo/boo.hpp>
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#include "CFinalInput.hpp"
#include "CKeyboardMouseController.hpp"
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namespace urde
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{
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class CArchitectureQueue;
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enum class EIOPort
{
Zero,
One,
Two,
Three
};
enum class EMotorState
{
Stop,
Rumble,
StopHard
};
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class CInputGenerator : public boo::DeviceFinder
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{
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enum class EStatusChange
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{
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NoChange = 0,
Connected = 1,
Disconnected = 2
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};
/* When the sticks are used as logical (digital) input,
* these thresholds determine the vector magnitude indicating
* the logical state */
float m_leftDiv;
float m_rightDiv;
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CKeyboardMouseControllerData m_data;
CFinalInput m_lastUpdate;
const CFinalInput& getFinalInput(unsigned idx, float dt)
{
m_lastUpdate = CFinalInput(idx, dt, m_data, m_lastUpdate);
return m_lastUpdate;
}
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bool m_firstFrame = true;
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public:
CInputGenerator(float leftDiv, float rightDiv)
: boo::DeviceFinder({typeid(boo::DolphinSmashAdapter)}),
m_leftDiv(leftDiv),
m_rightDiv(rightDiv) {}
/* Keyboard and mouse events are delivered on the main game
* thread as part of the app's main event loop. The OS is responsible
* for buffering events in its own way, then boo flushes the buffer
* at the start of each frame, invoking these methods. No atomic locking
* is necessary, only absolute state tracking. */
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void mouseDown(const boo::SWindowCoord&, boo::EMouseButton button, boo::EModifierKey)
{
m_data.m_mouseButtons[int(button)] = true;
}
void mouseUp(const boo::SWindowCoord&, boo::EMouseButton button, boo::EModifierKey)
{
m_data.m_mouseButtons[int(button)] = false;
}
void mouseMove(const boo::SWindowCoord& coord)
{
m_data.m_mouseCoord = coord;
}
void scroll(const boo::SWindowCoord&, const boo::SScrollDelta& scroll)
{
m_data.m_accumScroll += scroll;
}
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void charKeyDown(unsigned long charCode, boo::EModifierKey, bool)
{
charCode = tolower(charCode);
if (charCode > 255)
return;
m_data.m_charKeys[charCode] = true;
}
void charKeyUp(unsigned long charCode, boo::EModifierKey mods)
{
charCode = tolower(charCode);
if (charCode > 255)
return;
m_data.m_charKeys[charCode] = false;
}
void specialKeyDown(boo::ESpecialKey key, boo::EModifierKey, bool)
{
m_data.m_specialKeys[int(key)] = true;
}
void specialKeyUp(boo::ESpecialKey key, boo::EModifierKey)
{
m_data.m_specialKeys[int(key)] = false;
}
void modKeyDown(boo::EModifierKey mod, bool)
{
m_data.m_modMask = m_data.m_modMask | mod;
}
void modKeyUp(boo::EModifierKey mod)
{
m_data.m_modMask = m_data.m_modMask & ~mod;
}
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void reset()
{
m_data.m_accumScroll.zeroOut();
}
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/* Input via the smash adapter is received asynchronously on a USB
* report thread. This class atomically exchanges that data to the
* game thread as needed */
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struct DolphinSmashAdapterCallback : boo::IDolphinSmashAdapterCallback
{
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std::atomic<EStatusChange> m_statusChanges[4];
bool m_connected[4] = {};
boo::DolphinControllerState m_states[4];
std::mutex m_stateLock;
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void controllerConnected(unsigned idx, boo::EDolphinControllerType)
{
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/* Controller thread */
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m_statusChanges[idx].store(EStatusChange::Connected);
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}
void controllerDisconnected(unsigned idx)
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{
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/* Controller thread */
std::unique_lock<std::mutex> lk(m_stateLock);
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m_statusChanges[idx].store(EStatusChange::Disconnected);
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m_states[idx].reset();
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}
void controllerUpdate(unsigned idx, boo::EDolphinControllerType,
const boo::DolphinControllerState& state)
{
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/* Controller thread */
std::unique_lock<std::mutex> lk(m_stateLock);
m_states[idx] = state;
}
CFinalInput m_lastUpdates[4];
const CFinalInput& getFinalInput(unsigned idx, float dt,
float leftDiv, float rightDiv)
{
/* Game thread */
std::unique_lock<std::mutex> lk(m_stateLock);
boo::DolphinControllerState state = m_states[idx];
lk.unlock();
state.clamp(); /* PADClamp equivalent */
m_lastUpdates[idx] = CFinalInput(idx, dt, state, m_lastUpdates[idx], leftDiv, rightDiv);
return m_lastUpdates[idx];
}
EStatusChange getStatusChange(unsigned idx, bool& connected)
{
/* Game thread */
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EStatusChange ch = m_statusChanges[idx].exchange(EStatusChange::NoChange);
if (ch == EStatusChange::Connected)
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m_connected[idx] = true;
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else if (ch == EStatusChange::Disconnected)
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m_connected[idx] = false;
connected = m_connected[idx];
return ch;
}
} m_dolphinCb;
/* Device connection/disconnection events are handled on a separate thread
* using the relevant OS API. This thread blocks in a loop until an event is
* received. Device pointers should only be manipulated by this thread using
* the deviceConnected() and deviceDisconnected() callbacks. */
std::shared_ptr<boo::DolphinSmashAdapter> smashAdapter;
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void deviceConnected(boo::DeviceToken& tok)
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{
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/* Device listener thread */
if (!smashAdapter)
{
smashAdapter = std::dynamic_pointer_cast<boo::DolphinSmashAdapter>(tok.openAndGetDevice());
if (smashAdapter)
smashAdapter->setCallback(&m_dolphinCb);
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}
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}
void deviceDisconnected(boo::DeviceToken&, boo::DeviceBase* device)
{
if (smashAdapter.get() == device)
smashAdapter.reset();
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}
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void SetMotorState(EIOPort port, EMotorState state)
{
if (smashAdapter)
{
switch (state)
{
case EMotorState::Stop:
smashAdapter->stopRumble(unsigned(port));
break;
case EMotorState::Rumble:
smashAdapter->startRumble(unsigned(port));
break;
case EMotorState::StopHard:
smashAdapter->stopRumble(unsigned(port), true);
break;
}
}
}
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/* This is where the game thread enters */
void Update(float dt, CArchitectureQueue& queue);
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};
}
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#endif // __URDE_CINPUTGENERATOR_HPP__