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// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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namespace Common {
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class ParamPackage;
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}
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namespace Settings::NativeAnalog {
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enum Values : int;
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}
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namespace Settings::NativeButton {
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enum Values : int;
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}
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namespace Settings::NativeMotion {
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enum Values : int;
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}
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namespace MouseInput {
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class Mouse;
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}
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namespace TasInput {
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class Tas;
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}
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2020-12-28 19:15:37 +04:00
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namespace InputCommon {
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namespace Polling {
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enum class DeviceType { Button, AnalogPreferred, Motion };
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/**
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* A class that can be used to get inputs from an input device like controllers without having to
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* poll the device's status yourself
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*/
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class DevicePoller {
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public:
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virtual ~DevicePoller() = default;
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/// Setup and start polling for inputs, should be called before GetNextInput
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/// If a device_id is provided, events should be filtered to only include events from this
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/// device id
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virtual void Start(const std::string& device_id = "") = 0;
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/// Stop polling
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virtual void Stop() = 0;
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/**
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* Every call to this function returns the next input recorded since calling Start
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* @return A ParamPackage of the recorded input, which can be used to create an InputDevice.
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* If there has been no input, the package is empty
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*/
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virtual Common::ParamPackage GetNextInput() = 0;
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};
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} // namespace Polling
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class GCAnalogFactory;
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class GCButtonFactory;
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class UDPMotionFactory;
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class UDPTouchFactory;
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class MouseButtonFactory;
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class MouseAnalogFactory;
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class MouseMotionFactory;
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class MouseTouchFactory;
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class TasButtonFactory;
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class TasAnalogFactory;
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class Keyboard;
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/**
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* Given a ParamPackage for a Device returned from `GetInputDevices`, attempt to get the default
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* mapping for the device. This is currently only implemented for the SDL backend devices.
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*/
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using AnalogMapping = std::unordered_map<Settings::NativeAnalog::Values, Common::ParamPackage>;
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using ButtonMapping = std::unordered_map<Settings::NativeButton::Values, Common::ParamPackage>;
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using MotionMapping = std::unordered_map<Settings::NativeMotion::Values, Common::ParamPackage>;
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class InputSubsystem {
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public:
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explicit InputSubsystem();
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~InputSubsystem();
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InputSubsystem(const InputSubsystem&) = delete;
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InputSubsystem& operator=(const InputSubsystem&) = delete;
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InputSubsystem(InputSubsystem&&) = delete;
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InputSubsystem& operator=(InputSubsystem&&) = delete;
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/// Initializes and registers all built-in input device factories.
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void Initialize();
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/// Unregisters all built-in input device factories and shuts them down.
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void Shutdown();
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/// Retrieves the underlying keyboard device.
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[[nodiscard]] Keyboard* GetKeyboard();
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/// Retrieves the underlying keyboard device.
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[[nodiscard]] const Keyboard* GetKeyboard() const;
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/// Retrieves the underlying mouse device.
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[[nodiscard]] MouseInput::Mouse* GetMouse();
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/// Retrieves the underlying mouse device.
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[[nodiscard]] const MouseInput::Mouse* GetMouse() const;
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/// Retrieves the underlying tas device.
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[[nodiscard]] TasInput::Tas* GetTas();
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/// Retrieves the underlying tas device.
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[[nodiscard]] const TasInput::Tas* GetTas() const;
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/**
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* Returns all available input devices that this Factory can create a new device with.
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* Each returned ParamPackage should have a `display` field used for display, a class field for
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* backends to determine if this backend is meant to service the request and any other
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* information needed to identify this in the backend later.
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*/
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[[nodiscard]] std::vector<Common::ParamPackage> GetInputDevices() const;
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/// Retrieves the analog mappings for the given device.
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[[nodiscard]] AnalogMapping GetAnalogMappingForDevice(const Common::ParamPackage& device) const;
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/// Retrieves the button mappings for the given device.
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[[nodiscard]] ButtonMapping GetButtonMappingForDevice(const Common::ParamPackage& device) const;
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/// Retrieves the motion mappings for the given device.
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[[nodiscard]] MotionMapping GetMotionMappingForDevice(const Common::ParamPackage& device) const;
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/// Retrieves the underlying GameCube analog handler.
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[[nodiscard]] GCAnalogFactory* GetGCAnalogs();
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/// Retrieves the underlying GameCube analog handler.
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[[nodiscard]] const GCAnalogFactory* GetGCAnalogs() const;
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/// Retrieves the underlying GameCube button handler.
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[[nodiscard]] GCButtonFactory* GetGCButtons();
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/// Retrieves the underlying GameCube button handler.
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[[nodiscard]] const GCButtonFactory* GetGCButtons() const;
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/// Retrieves the underlying udp motion handler.
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[[nodiscard]] UDPMotionFactory* GetUDPMotions();
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/// Retrieves the underlying udp motion handler.
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[[nodiscard]] const UDPMotionFactory* GetUDPMotions() const;
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/// Retrieves the underlying udp touch handler.
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[[nodiscard]] UDPTouchFactory* GetUDPTouch();
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/// Retrieves the underlying udp touch handler.
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[[nodiscard]] const UDPTouchFactory* GetUDPTouch() const;
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/// Retrieves the underlying mouse button handler.
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[[nodiscard]] MouseButtonFactory* GetMouseButtons();
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/// Retrieves the underlying mouse button handler.
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[[nodiscard]] const MouseButtonFactory* GetMouseButtons() const;
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/// Retrieves the underlying mouse analog handler.
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[[nodiscard]] MouseAnalogFactory* GetMouseAnalogs();
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/// Retrieves the underlying mouse analog handler.
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[[nodiscard]] const MouseAnalogFactory* GetMouseAnalogs() const;
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/// Retrieves the underlying mouse motion handler.
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[[nodiscard]] MouseMotionFactory* GetMouseMotions();
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/// Retrieves the underlying mouse motion handler.
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[[nodiscard]] const MouseMotionFactory* GetMouseMotions() const;
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/// Retrieves the underlying mouse touch handler.
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[[nodiscard]] MouseTouchFactory* GetMouseTouch();
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/// Retrieves the underlying mouse touch handler.
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[[nodiscard]] const MouseTouchFactory* GetMouseTouch() const;
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/// Retrieves the underlying tas button handler.
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[[nodiscard]] TasButtonFactory* GetTasButtons();
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/// Retrieves the underlying tas button handler.
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[[nodiscard]] const TasButtonFactory* GetTasButtons() const;
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/// Retrieves the underlying tas analogs handler.
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[[nodiscard]] TasAnalogFactory* GetTasAnalogs();
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/// Retrieves the underlying tas analogs handler.
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[[nodiscard]] const TasAnalogFactory* GetTasAnalogs() const;
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/// Reloads the input devices
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void ReloadInputDevices();
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/// Get all DevicePoller from all backends for a specific device type
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[[nodiscard]] std::vector<std::unique_ptr<Polling::DevicePoller>> GetPollers(
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Polling::DeviceType type) const;
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private:
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struct Impl;
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std::unique_ptr<Impl> impl;
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};
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/// Generates a serialized param package for creating a keyboard button device
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std::string GenerateKeyboardParam(int key_code);
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/// Generates a serialized param package for creating an analog device taking input from keyboard
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std::string GenerateAnalogParamFromKeys(int key_up, int key_down, int key_left, int key_right,
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int key_modifier, float modifier_scale);
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} // namespace InputCommon
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