Files
antimicrox/src/inputdaemon.cpp
Travis Nickles a56e131f21 Current progress of GameController API integration. Related to issue #37.
Still a lot of work to do to make this more manageable. Definitely
need to move more classes into separate packages/folders.
2013-12-28 20:44:57 -06:00

375 lines
10 KiB
C++

#include <QtDebug>
#include <QTimer>
#include <QEventLoop>
#include <QHashIterator>
#include "inputdaemon.h"
#ifdef USE_SDL_2
InputDaemon::InputDaemon(QHash<SDL_JoystickID, InputDevice*> *joysticks, bool graphical, QObject *parent) :
#else
InputDaemon::InputDaemon(QHash<int, InputDevice*> *joysticks, bool graphical, QObject *parent) :
#endif
QObject(parent)
{
this->joysticks = joysticks;
this->stopped = false;
this->graphical = graphical;
eventWorker = new SDLEventReader(joysticks);
thread = new QThread();
eventWorker->moveToThread(thread);
if (graphical)
{
connect(thread, SIGNAL(started()), eventWorker, SLOT(performWork()));
connect(eventWorker, SIGNAL(eventRaised()), this, SLOT(run()));
thread->start();
}
refreshJoysticks();
}
InputDaemon::~InputDaemon()
{
if (eventWorker)
{
quit();
}
if (thread)
{
thread->quit();
thread->wait();
delete thread;
thread = 0;
}
}
void InputDaemon::run ()
{
SDL_Event event;
#ifdef USE_SDL_2
event.type = SDL_FIRSTEVENT;
#else
event.type = SDL_NOEVENT;
#endif
if (joysticks->count() > 0 && !stopped)
{
event = eventWorker->getCurrentEvent();
do
{
switch (event.type)
{
case SDL_JOYBUTTONDOWN:
{
#ifdef USE_SDL_2
InputDevice *joy = trackjoysticks.value(event.jbutton.which);
#else
InputDevice *joy = joysticks->value(event.jbutton.which);
#endif
if (joy)
{
SetJoystick* set = joy->getActiveSetJoystick();
JoyButton *button = set->getJoyButton(event.jbutton.button);
if (button)
{
button->joyEvent(true);
}
}
break;
}
case SDL_JOYBUTTONUP:
{
#ifdef USE_SDL_2
InputDevice *joy = trackjoysticks.value(event.jbutton.which);
#else
InputDevice *joy = joysticks->value(event.jbutton.which);
#endif
if (joy)
{
SetJoystick* set = joy->getActiveSetJoystick();
JoyButton *button = set->getJoyButton(event.jbutton.button);
if (button)
{
button->joyEvent(false);
}
}
break;
}
case SDL_JOYAXISMOTION:
{
#ifdef USE_SDL_2
InputDevice *joy = trackjoysticks.value(event.jaxis.which);
#else
InputDevice *joy = joysticks->value(event.jaxis.which);
#endif
if (joy)
{
SetJoystick* set = joy->getActiveSetJoystick();
JoyAxis *axis = set->getJoyAxis(event.jaxis.axis);
if (axis)
{
axis->joyEvent(event.jaxis.value);
}
}
break;
}
case SDL_JOYHATMOTION:
{
#ifdef USE_SDL_2
InputDevice *joy = trackjoysticks.value(event.jhat.which);
#else
InputDevice *joy = joysticks->value(event.jhat.which);
#endif
if (joy)
{
SetJoystick* set = joy->getActiveSetJoystick();
JoyDPad *dpad = set->getJoyDPad(event.jhat.hat);
if (dpad)
{
dpad->joyEvent(event.jhat.value);
}
}
break;
}
#ifdef USE_SDL_2
case SDL_CONTROLLERAXISMOTION:
{
InputDevice *joy = trackcontrollers.value(event.caxis.which);
if (joy)
{
SetJoystick* set = joy->getActiveSetJoystick();
JoyAxis *axis = set->getJoyAxis(event.caxis.axis);
if (axis)
{
axis->joyEvent(event.caxis.value);
}
}
break;
}
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
{
//InputDevice *joy = joysticks->value(event.cbutton.which);
InputDevice *joy = trackcontrollers.value(event.cbutton.which);
if (joy)
{
SetJoystick* set = joy->getActiveSetJoystick();
JoyButton *button = set->getJoyButton(event.cbutton.button);
if (button)
{
button->joyEvent(event.type == SDL_CONTROLLERBUTTONDOWN ? true : false);
}
}
break;
}
#endif
case SDL_QUIT:
{
stopped = true;
break;
}
default:
break;
}
}
while (SDL_PollEvent(&event) > 0);
}
if (stopped)
{
if (joysticks->count() > 0)
{
emit complete(joysticks->value(0));
}
emit complete();
stopped = false;
// Check for a grabbed instance of an SDL_QUIT event. If the last event was
// not an SDL_QUIT event, push an event onto the queue so SdlEventReader
// will finish properly.
#ifdef USE_SDL_2
if (event.type != SDL_FIRSTEVENT && event.type != SDL_QUIT)
#else
if (event.type != SDL_NOEVENT && event.type != SDL_QUIT)
#endif
{
event.type = SDL_QUIT;
SDL_PushEvent(&event);
QTimer::singleShot(0, eventWorker, SLOT(performWork()));
}
}
else
{
QTimer::singleShot(0, eventWorker, SLOT(performWork()));
}
}
void InputDaemon::refreshJoysticks()
{
#ifdef USE_SDL_2
QHashIterator<SDL_JoystickID, InputDevice*> iter(*joysticks);
#else
QHashIterator<int, InputDevice*> iter(*joysticks);
#endif
while (iter.hasNext())
{
InputDevice *joystick = iter.next().value();
if (joystick)
{
delete joystick;
joystick = 0;
}
}
joysticks->clear();
#ifdef USE_SDL_2
trackjoysticks.clear();
trackcontrollers.clear();
#endif
for (int i=0; i < SDL_NumJoysticks(); i++)
{
#ifdef USE_SDL_2
if (SDL_IsGameController(i))
{
SDL_GameController *controller = SDL_GameControllerOpen(i);
GameController *damncontroller = new GameController(controller, this);
SDL_Joystick *sdlStick = SDL_GameControllerGetJoystick(controller);
SDL_JoystickID joystickID = SDL_JoystickInstanceID(sdlStick);
joysticks->insert(joystickID, damncontroller);
trackcontrollers.insert(joystickID, damncontroller);
}
else
{
SDL_Joystick *joystick = SDL_JoystickOpen(i);
Joystick *curJoystick = new Joystick(joystick, this);
SDL_JoystickID joystickID = SDL_JoystickInstanceID(joystick);
joysticks->insert(joystickID, curJoystick);
trackjoysticks.insert(joystickID, curJoystick);
}
#else
SDL_Joystick *joystick = SDL_JoystickOpen(i);
Joystick *curJoystick = new Joystick(joystick, this);
joysticks->insert(i, curJoystick);
#endif
}
emit joysticksRefreshed(joysticks);
}
void InputDaemon::stop()
{
stopped = true;
}
void InputDaemon::refresh()
{
stop();
eventWorker->refresh();
QEventLoop q;
connect(eventWorker, SIGNAL(sdlStarted()), &q, SLOT(quit()));
q.exec();
disconnect(eventWorker, SIGNAL(sdlStarted()), &q, SLOT(quit()));
// Put in an extra delay before refreshing the joysticks
QTimer temp;
connect(&temp, SIGNAL(timeout()), &q, SLOT(quit()));
temp.start(100);
q.exec();
refreshJoysticks();
QTimer::singleShot(0, eventWorker, SLOT(performWork()));
}
void InputDaemon::refreshJoystick(InputDevice *joystick)
{
joystick->reset();
emit joystickRefreshed(joystick);
}
void InputDaemon::quit()
{
stopped = true;
eventWorker->stop();
// Wait for SDL to finish. Let worker destructor close SDL.
// Let InputDaemon destructor close thread instance.
if (graphical)
{
QEventLoop q;
connect(eventWorker, SIGNAL(finished()), &q, SLOT(quit()));
q.exec();
}
delete eventWorker;
eventWorker = 0;
}
#ifdef USE_SDL_2
void InputDaemon::refreshMapping(QString mapping, InputDevice *device)
{
bool found = false;
for (int i=0; i < SDL_NumJoysticks() && !found; i++)
{
SDL_Joystick *joystick = SDL_JoystickOpen(i);
SDL_JoystickID joystickID = SDL_JoystickInstanceID(joystick);
if (device->getJoyNumber() == joystickID)
{
found = true;
if (SDL_IsGameController(i))
{
// Mapping string updated. Perform basic refresh
QByteArray tempbarray = mapping.toUtf8();
SDL_GameControllerAddMapping(tempbarray.data());
}
else
{
// Previously registered as a plain joystick. Add
// mapping and check for validity. If SDL accepts it,
// close current device and re-open as
// a game controller.
SDL_GameControllerAddMapping(mapping.toUtf8().constData());
if (SDL_IsGameController(i))
{
device->closeSDLDevice();
trackjoysticks.remove(joystickID);
joysticks->remove(joystickID);
SDL_GameController *controller = SDL_GameControllerOpen(i);
GameController *damncontroller = new GameController(controller, this);
SDL_Joystick *sdlStick = SDL_GameControllerGetJoystick(controller);
joystickID = SDL_JoystickInstanceID(sdlStick);
joysticks->insert(joystickID, damncontroller);
trackcontrollers.insert(joystickID, damncontroller);
emit deviceUpdated(i, damncontroller);
}
}
}
}
}
#endif