#pragma once #include #include #include #include "Runtime/Input/InputTypes.hpp" #include "Runtime/Input/CFinalInput.hpp" #include "Runtime/Input/CKeyboardMouseController.hpp" namespace metaforce { class CArchitectureQueue; class CInputGenerator /*: public boo::DeviceFinder*/ { enum class EStatusChange { NoChange = 0, Connected = 1, Disconnected = 2 }; /* 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; CKeyboardMouseControllerData m_data; std::array m_state; CFinalInput m_lastUpdate; const CFinalInput& getFinalInput(unsigned idx, float dt); bool m_firstFrame = true; public: CInputGenerator(float leftDiv, float rightDiv) : /*boo::DeviceFinder({dev_typeid(DolphinSmashAdapter)}),*/ m_leftDiv(leftDiv), m_rightDiv(rightDiv) {} // ~CInputGenerator() override { // if (smashAdapter) { // smashAdapter->setCallback(nullptr); // smashAdapter->closeDevice(); // } // } void controllerAdded(uint32_t which) noexcept; void controllerRemoved(uint32_t which) noexcept; void controllerButton(uint32_t which, aurora::ControllerButton button, bool pressed) noexcept; void controllerAxis(uint32_t which, aurora::ControllerAxis axis, int16_t value) noexcept; /* 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. */ void mouseDown(const SWindowCoord&, EMouseButton button, EModifierKey) { m_data.m_mouseButtons[size_t(button)] = true; } void mouseUp(const SWindowCoord&, EMouseButton button, EModifierKey) { m_data.m_mouseButtons[size_t(button)] = false; } void mouseMove(const SWindowCoord& coord) { m_data.m_mouseCoord = coord; } void scroll(const SWindowCoord&, const SScrollDelta& scroll) { m_data.m_accumScroll += scroll; } void charKeyDown(uint8_t charCode, aurora::ModifierKey, bool) { charCode = tolower(charCode); if (charCode > 255) return; m_data.m_charKeys[charCode] = true; } void charKeyUp(uint8_t charCode, aurora::ModifierKey mods) { charCode = tolower(charCode); if (charCode > 255) return; m_data.m_charKeys[charCode] = false; } void specialKeyDown(aurora::SpecialKey key, aurora::ModifierKey, bool) { m_data.m_specialKeys[size_t(key)] = true; } void specialKeyUp(aurora::SpecialKey key, aurora::ModifierKey) { m_data.m_specialKeys[size_t(key)] = false; } void modKeyDown(aurora::ModifierKey mod, bool) { m_data.m_modMask = m_data.m_modMask | mod; } void modKeyUp(aurora::ModifierKey mod) { m_data.m_modMask = m_data.m_modMask & ~mod; } void reset() { m_data.m_accumScroll.zeroOut(); } // /* 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 */ // struct DolphinSmashAdapterCallback : boo::IDolphinSmashAdapterCallback { // std::array, 4> m_statusChanges; // std::array m_connected{}; // std::array m_states; // std::mutex m_stateLock; // void controllerConnected(unsigned idx, boo::EDolphinControllerType) override { // /* Controller thread */ // m_statusChanges[idx].store(EStatusChange::Connected); // } // void controllerDisconnected(unsigned idx) override { // /* Controller thread */ // std::unique_lock lk{m_stateLock}; // m_statusChanges[idx].store(EStatusChange::Disconnected); // m_states[idx].reset(); // } // void controllerUpdate(unsigned idx, boo::EDolphinControllerType, // const boo::DolphinControllerState& state) override { // /* Controller thread */ // std::unique_lock lk{m_stateLock}; // m_states[idx] = state; // } // // std::array m_lastUpdates; // const CFinalInput& getFinalInput(unsigned idx, float dt, float leftDiv, float rightDiv) { // /* Game thread */ // std::unique_lock 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 */ // EStatusChange ch = m_statusChanges[idx].exchange(EStatusChange::NoChange); // if (ch == EStatusChange::Connected) // m_connected[idx] = true; // else if (ch == EStatusChange::Disconnected) // 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 smashAdapter; // void deviceConnected(boo::DeviceToken& tok) override { // /* Device listener thread */ // if (!smashAdapter) { // auto dev = tok.openAndGetDevice(); // if (dev && dev->getTypeHash() == dev_typeid(DolphinSmashAdapter)) { // smashAdapter = std::static_pointer_cast(tok.openAndGetDevice()); // smashAdapter->setCallback(&m_dolphinCb); // } // } // } // void deviceDisconnected(boo::DeviceToken&, boo::DeviceBase* device) override { // if (smashAdapter.get() == device) // smashAdapter.reset(); // } void SetMotorState(EIOPort port, EMotorState state); void ControlAllMotors(const std::array& states) { for (u32 i = 0; i <= size_t(EIOPort::Player4); ++i ) { SetMotorState(EIOPort(i), states[i]); } } /* This is where the game thread enters */ void Update(float dt, CArchitectureQueue& queue); CFinalInput GetLastInput() const { return m_lastUpdate; } }; } // namespace metaforce