#ifndef __RETRO_CINPUTGENERATOR_HPP__ #define __RETRO_CINPUTGENERATOR_HPP__ #include #include #include "CFinalInput.hpp" #include "CKeyboardMouseController.hpp" namespace Retro { class CArchitectureQueue; class CInputGenerator : public boo::DeviceFinder { enum EStatusChange { StatusNoChange = 0, StatusConnected = 1, StatusDisconnected = 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; 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. */ struct WindowCallback : boo::IWindowCallback { CKeyboardMouseControllerData m_data; void mouseDown(const boo::SWindowCoord&, boo::EMouseButton button, boo::EModifierKey) { m_data.m_mouseButtons[button] = true; } void mouseUp(const boo::SWindowCoord&, boo::EMouseButton button, boo::EModifierKey) { m_data.m_mouseButtons[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; } 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[key] = true; } void specialKeyUp(boo::ESpecialKey key, boo::EModifierKey) { m_data.m_specialKeys[key] = false; } void modKeyDown(boo::EModifierKey mod, bool) { m_data.m_modMask = boo::EModifierKey(m_data.m_modMask | mod); } void modKeyUp(boo::EModifierKey mod) { m_data.m_modMask = boo::EModifierKey(m_data.m_modMask & ~mod); } void reset() { m_data.m_accumScroll.zeroOut(); } CFinalInput m_lastUpdate; const CFinalInput& getFinalInput(unsigned idx, float dt) { m_lastUpdate = CFinalInput(idx, dt, m_data, m_lastUpdate); return m_lastUpdate; } } m_windowCb; /* 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::atomic m_statusChanges[4]; bool m_connected[4] = {}; boo::DolphinControllerState m_states[4]; std::mutex m_stateLock; void controllerConnected(unsigned idx, boo::EDolphinControllerType) { /* Controller thread */ m_statusChanges[idx].store(StatusConnected); } void controllerDisconnected(unsigned idx, boo::EDolphinControllerType) { /* Controller thread */ std::unique_lock lk(m_stateLock); m_statusChanges[idx].store(StatusDisconnected); m_states[idx].reset(); } void controllerUpdate(unsigned idx, boo::EDolphinControllerType, const boo::DolphinControllerState& state) { /* Controller thread */ std::unique_lock 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 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(StatusNoChange); if (ch == StatusConnected) m_connected[idx] = true; else if (ch == StatusDisconnected) 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::unique_ptr smashAdapter = NULL; void deviceConnected(boo::DeviceToken& tok) { /* Device listener thread */ if (!smashAdapter) { smashAdapter.reset(dynamic_cast(tok.openAndGetDevice())); smashAdapter->setCallback(&m_dolphinCb); } } void deviceDisconnected(boo::DeviceToken&, boo::DeviceBase* device) { if (smashAdapter.get() == device) smashAdapter.reset(nullptr); } /* This is where the game thread enters */ void Update(float dt, CArchitectureQueue& queue); }; } #endif // __RETRO_CINPUTGENERATOR_HPP__