yuzu/src/input_common/main.h
Lioncash 9e1b0af259 input_common: Eliminate most global state
Abstracts most of the input mechanisms under an InputSubsystem class
that is managed by the frontends, eliminating any static constructors
and destructors. This gets rid of global accessor functions and also
allows the frontends to have a more fine-grained control over the
lifecycle of the input subsystem.

This also makes it explicit which interfaces rely on the input subsystem
instead of making it opaque in the interface functions. All that remains
to migrate over is the factories, which can be done in a separate
change.
2020-08-27 16:11:17 -04:00

132 lines
4.6 KiB
C++

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