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