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https://github.com/dolphin-emu/dolphin.git
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Light cleanup to a little bit of InputCommon. Replaces much of the iterators that litter this section of the codebase.
Also clean up a little bit of the comments that describe the interface classes.
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b5b02de663
commit
d91a5abba1
13 changed files with 301 additions and 386 deletions
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@ -38,9 +38,9 @@ const float INPUT_DETECT_THRESHOLD = 0.55f;
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ControllerInterface g_controller_interface;
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//
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// Init
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// Init
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//
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// detect devices and inputs outputs / will make refresh function later
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// Detect devices and inputs outputs / will make refresh function later
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//
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void ControllerInterface::Initialize()
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{
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@ -79,31 +79,26 @@ if (GLWin.platform == EGL_PLATFORM_X11) {
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}
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//
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// DeInit
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// DeInit
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//
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// remove all devices/ call library cleanup functions
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// Remove all devices/ call library cleanup functions
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//
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void ControllerInterface::Shutdown()
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{
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if (false == m_is_init)
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if (!m_is_init)
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return;
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std::vector<Device*>::const_iterator
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d = m_devices.begin(),
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de = m_devices.end();
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for ( ;d != de; ++d )
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for (Device* d : m_devices)
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{
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std::vector<Device::Output*>::const_iterator
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o = (*d)->Outputs().begin(),
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oe = (*d)->Outputs().end();
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// set outputs to ZERO before destroying device
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for ( ;o!=oe; ++o)
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(*o)->SetState(0);
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// update output
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(*d)->UpdateOutput();
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// Set outputs to ZERO before destroying device
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for (Device::Output* o : d->Outputs())
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o->SetState(0);
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//delete device
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delete *d;
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// Update output
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d->UpdateOutput();
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// Delete device
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delete d;
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}
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m_devices.clear();
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@ -132,9 +127,9 @@ void ControllerInterface::Shutdown()
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}
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//
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// SetHwnd
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// SetHwnd
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//
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// sets the hwnd used for some crap when initializing, use before calling Init
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// Sets the hwnd used for some crap when initializing, use before calling Init
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//
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void ControllerInterface::SetHwnd( void* const hwnd )
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{
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@ -142,9 +137,9 @@ void ControllerInterface::SetHwnd( void* const hwnd )
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}
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//
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// UpdateInput
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// UpdateInput
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//
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// update input for all devices, return true if all devices returned successful
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// Update input for all devices, return true if all devices returned successful
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//
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bool ControllerInterface::UpdateInput(const bool force)
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{
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@ -153,16 +148,13 @@ bool ControllerInterface::UpdateInput(const bool force)
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if (force)
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lk.lock();
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else if (!lk.try_lock())
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return false;
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return false;
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size_t ok_count = 0;
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std::vector<Device*>::const_iterator
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d = m_devices.begin(),
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e = m_devices.end();
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for ( ;d != e; ++d )
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for (Device* d : m_devices)
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{
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if ((*d)->UpdateInput())
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if (d->UpdateInput())
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++ok_count;
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//else
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// disabled. it might be causing problems
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@ -173,9 +165,9 @@ bool ControllerInterface::UpdateInput(const bool force)
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}
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//
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// UpdateOutput
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// UpdateOutput
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//
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// update output for all devices, return true if all devices returned successful
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// Update output for all devices, return true if all devices returned successful
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//
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bool ControllerInterface::UpdateOutput(const bool force)
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{
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@ -188,9 +180,9 @@ bool ControllerInterface::UpdateOutput(const bool force)
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size_t ok_count = 0;
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for (auto d = m_devices.cbegin(); d != m_devices.cend(); ++d)
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for (Device* d : m_devices)
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{
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if ((*d)->UpdateOutput())
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if (d->UpdateOutput())
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++ok_count;
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}
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@ -198,9 +190,9 @@ bool ControllerInterface::UpdateOutput(const bool force)
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}
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//
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// InputReference :: State
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// InputReference :: State
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//
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// get the state of an input reference
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// Gets the state of an input reference
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// override function for ControlReference::State ...
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//
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ControlState ControllerInterface::InputReference::State( const ControlState ignore )
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@ -212,11 +204,11 @@ ControlState ControllerInterface::InputReference::State( const ControlState igno
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}
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//
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// OutputReference :: State
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// OutputReference :: State
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//
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// set the state of all binded outputs
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// overrides ControlReference::State .. combined them so i could make the gui simple / inputs == same as outputs one list
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// i was lazy and it works so watever
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// Set the state of all binded outputs
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// overrides ControlReference::State .. combined them so I could make the GUI simple / inputs == same as outputs one list
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// I was lazy and it works so watever
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//
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ControlState ControllerInterface::OutputReference::State(const ControlState state)
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{
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@ -226,9 +218,9 @@ ControlState ControllerInterface::OutputReference::State(const ControlState stat
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}
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//
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// UpdateReference
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// UpdateReference
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//
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// updates a controlreference's binded devices/controls
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// Updates a controlreference's binded devices/controls
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// need to call this to re-parse a control reference's expression after changing it
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//
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void ControllerInterface::UpdateReference(ControllerInterface::ControlReference* ref
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@ -242,9 +234,9 @@ void ControllerInterface::UpdateReference(ControllerInterface::ControlReference*
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}
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//
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// InputReference :: Detect
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// InputReference :: Detect
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//
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// wait for input on all binded devices
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// Wait for input on all binded devices
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// supports not detecting inputs that were held down at the time of Detect start,
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// which is useful for those crazy flightsticks that have certain buttons that are always held down
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// or some crazy axes or something
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@ -294,7 +286,7 @@ Device::Control* ControllerInterface::InputReference::Detect(const unsigned int
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}
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//
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// OutputReference :: Detect
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// OutputReference :: Detect
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//
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// Totally different from the inputReference detect / I have them combined so it was simpler to make the GUI.
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// The GUI doesn't know the difference between an input and an output / it's odd but I was lazy and it was easy
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