rpcsx/rpcs3/pad_thread.cpp

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#include "pad_thread.h"
CMake: Refactor CMake build (#5032) * CMake: Refactor build to multiple libraries - Refactor CMake build system by creating separate libraries for different components - Create interface libraries for most dependencies and add 3rdparty::* ALIAS targets for ease of use and use them to try specifying correct dependencies for each target - Prefer 3rdparty:: ALIAS when linking dependencies - Exclude xxHash subdirectory from ALL build target - Add USE_SYSTEM_ZLIB option to select between using included ZLib and the ZLib in CMake search path * Add cstring include to Log.cpp * CMake: Add 3rdparty::glew interface target * Add Visual Studio CMakeSettings.json to gitignore * CMake: Move building and finding LLVM to 3rdparty/llvm.cmake script - LLVM is now built under 3rdparty/ directory in the binary directory * CMake: Move finding Qt5 to 3rdparty/qt5.cmake script - Script has to be included in rpcs3/CMakeLists.txt because it defines Qt5::moc target which isn't available in that folder if it is included in 3rdparty directory - Set AUTOMOC and AUTOUIC properties for targets requiring them (rpcs3 and rpcs3_ui) instead of setting CMAKE_AUTOMOC and CMAKE_AUTOUIC so those properties are not defined for all targets under rpcs3 dir * CMake: Remove redundant code from rpcs3/CMakeLists.txt * CMake: Add BUILD_LLVM_SUBMODULE option instead of hardcoded check - Add BUILD_LLVM_SUBMODULE option (defaults to ON) to allow controlling usage of the LLVM submodule. - Move option definitions to root CMakeLists * CMake: Remove separate Emu subtargets - Based on discussion in pull request #5032, I decided to combine subtargets under Emu folder back to a single rpcs3_emu target * CMake: Remove utilities, loader and crypto targets: merge them to Emu - Removed separate targets and merged them into rpcs3_emu target as recommended in pull request (#5032) conversations. Separating targets probably later in a separate pull request * Fix relative includes in pad_thread.cpp * Fix Travis-CI cloning all submodules needlessly
2018-09-18 12:07:33 +02:00
#include "ds4_pad_handler.h"
#ifdef _WIN32
CMake: Refactor CMake build (#5032) * CMake: Refactor build to multiple libraries - Refactor CMake build system by creating separate libraries for different components - Create interface libraries for most dependencies and add 3rdparty::* ALIAS targets for ease of use and use them to try specifying correct dependencies for each target - Prefer 3rdparty:: ALIAS when linking dependencies - Exclude xxHash subdirectory from ALL build target - Add USE_SYSTEM_ZLIB option to select between using included ZLib and the ZLib in CMake search path * Add cstring include to Log.cpp * CMake: Add 3rdparty::glew interface target * Add Visual Studio CMakeSettings.json to gitignore * CMake: Move building and finding LLVM to 3rdparty/llvm.cmake script - LLVM is now built under 3rdparty/ directory in the binary directory * CMake: Move finding Qt5 to 3rdparty/qt5.cmake script - Script has to be included in rpcs3/CMakeLists.txt because it defines Qt5::moc target which isn't available in that folder if it is included in 3rdparty directory - Set AUTOMOC and AUTOUIC properties for targets requiring them (rpcs3 and rpcs3_ui) instead of setting CMAKE_AUTOMOC and CMAKE_AUTOUIC so those properties are not defined for all targets under rpcs3 dir * CMake: Remove redundant code from rpcs3/CMakeLists.txt * CMake: Add BUILD_LLVM_SUBMODULE option instead of hardcoded check - Add BUILD_LLVM_SUBMODULE option (defaults to ON) to allow controlling usage of the LLVM submodule. - Move option definitions to root CMakeLists * CMake: Remove separate Emu subtargets - Based on discussion in pull request #5032, I decided to combine subtargets under Emu folder back to a single rpcs3_emu target * CMake: Remove utilities, loader and crypto targets: merge them to Emu - Removed separate targets and merged them into rpcs3_emu target as recommended in pull request (#5032) conversations. Separating targets probably later in a separate pull request * Fix relative includes in pad_thread.cpp * Fix Travis-CI cloning all submodules needlessly
2018-09-18 12:07:33 +02:00
#include "xinput_pad_handler.h"
#include "mm_joystick_handler.h"
#elif HAVE_LIBEVDEV
CMake: Refactor CMake build (#5032) * CMake: Refactor build to multiple libraries - Refactor CMake build system by creating separate libraries for different components - Create interface libraries for most dependencies and add 3rdparty::* ALIAS targets for ease of use and use them to try specifying correct dependencies for each target - Prefer 3rdparty:: ALIAS when linking dependencies - Exclude xxHash subdirectory from ALL build target - Add USE_SYSTEM_ZLIB option to select between using included ZLib and the ZLib in CMake search path * Add cstring include to Log.cpp * CMake: Add 3rdparty::glew interface target * Add Visual Studio CMakeSettings.json to gitignore * CMake: Move building and finding LLVM to 3rdparty/llvm.cmake script - LLVM is now built under 3rdparty/ directory in the binary directory * CMake: Move finding Qt5 to 3rdparty/qt5.cmake script - Script has to be included in rpcs3/CMakeLists.txt because it defines Qt5::moc target which isn't available in that folder if it is included in 3rdparty directory - Set AUTOMOC and AUTOUIC properties for targets requiring them (rpcs3 and rpcs3_ui) instead of setting CMAKE_AUTOMOC and CMAKE_AUTOUIC so those properties are not defined for all targets under rpcs3 dir * CMake: Remove redundant code from rpcs3/CMakeLists.txt * CMake: Add BUILD_LLVM_SUBMODULE option instead of hardcoded check - Add BUILD_LLVM_SUBMODULE option (defaults to ON) to allow controlling usage of the LLVM submodule. - Move option definitions to root CMakeLists * CMake: Remove separate Emu subtargets - Based on discussion in pull request #5032, I decided to combine subtargets under Emu folder back to a single rpcs3_emu target * CMake: Remove utilities, loader and crypto targets: merge them to Emu - Removed separate targets and merged them into rpcs3_emu target as recommended in pull request (#5032) conversations. Separating targets probably later in a separate pull request * Fix relative includes in pad_thread.cpp * Fix Travis-CI cloning all submodules needlessly
2018-09-18 12:07:33 +02:00
#include "evdev_joystick_handler.h"
#endif
CMake: Refactor CMake build (#5032) * CMake: Refactor build to multiple libraries - Refactor CMake build system by creating separate libraries for different components - Create interface libraries for most dependencies and add 3rdparty::* ALIAS targets for ease of use and use them to try specifying correct dependencies for each target - Prefer 3rdparty:: ALIAS when linking dependencies - Exclude xxHash subdirectory from ALL build target - Add USE_SYSTEM_ZLIB option to select between using included ZLib and the ZLib in CMake search path * Add cstring include to Log.cpp * CMake: Add 3rdparty::glew interface target * Add Visual Studio CMakeSettings.json to gitignore * CMake: Move building and finding LLVM to 3rdparty/llvm.cmake script - LLVM is now built under 3rdparty/ directory in the binary directory * CMake: Move finding Qt5 to 3rdparty/qt5.cmake script - Script has to be included in rpcs3/CMakeLists.txt because it defines Qt5::moc target which isn't available in that folder if it is included in 3rdparty directory - Set AUTOMOC and AUTOUIC properties for targets requiring them (rpcs3 and rpcs3_ui) instead of setting CMAKE_AUTOMOC and CMAKE_AUTOUIC so those properties are not defined for all targets under rpcs3 dir * CMake: Remove redundant code from rpcs3/CMakeLists.txt * CMake: Add BUILD_LLVM_SUBMODULE option instead of hardcoded check - Add BUILD_LLVM_SUBMODULE option (defaults to ON) to allow controlling usage of the LLVM submodule. - Move option definitions to root CMakeLists * CMake: Remove separate Emu subtargets - Based on discussion in pull request #5032, I decided to combine subtargets under Emu folder back to a single rpcs3_emu target * CMake: Remove utilities, loader and crypto targets: merge them to Emu - Removed separate targets and merged them into rpcs3_emu target as recommended in pull request (#5032) conversations. Separating targets probably later in a separate pull request * Fix relative includes in pad_thread.cpp * Fix Travis-CI cloning all submodules needlessly
2018-09-18 12:07:33 +02:00
#include "keyboard_pad_handler.h"
#include "Emu/Io/Null/NullPadHandler.h"
pad_thread::pad_thread(void *_curthread, void *_curwindow) : curthread(_curthread), curwindow(_curwindow)
{
}
pad_thread::~pad_thread()
{
active = false;
thread->join();
handlers.clear();
}
void pad_thread::Init(const u32 max_connect)
{
std::memset(&m_info, 0, sizeof(m_info));
[Qt/Input] Improve pad_settings_dialog a bit (#3611) * Input: further work on remapping Xinput and begin work on remapping DS4 * Input: Improve pad_settings_dialog a bit and begin Remapping for XInput * Input: begin evdev remapping and change all handlers to use cfg::string * Input: finish work on remapping evdev and some more crap * Input: finish work on remapping Xinput and DS4 * Input: add DS4 Colors to DS4 config * Input: Improve DS4 deadzone scaling Jarves made some mistakes, so I'll fix them in the follow up commit * Input: fix Jarves fixes on DS4 deadzone and remove unnecessary usage of toUtf8 * Input: add primitive batterychecks to XInput and DS4 * Input: add mmjoystick remapping * Input: Fix evdev and some Vibration issues * Input: adjust capabilities to fix stick input for games like LoS 2 also fix threshold slider minimum also add ps button to all the handlers * Input: Further evdev work based on danilaml code review and own debugging: Fixed path issue, <= 0 issue, some captures, const, axis with same codes. Adds a map to each device that differentiates negative and positive axis mappings. adjusted rest of the file to tabs (ListDevices and beginning of threadProc) * Input: use 20ms vibration update time for xbox one elite controllers. * Input: Fix return type of Clamp() * Input: Evdev Fix * Input: Evdev Optional GetNextButtonPress presumably better than the other * Input: review changes * Input: evdev: fix wrong index in axis handling move bindpadtodevice down to keep consistency between handlers and not get crazy * Input: evdev: fix expensive add_device in GetNextButtonPress * cleanup * Input: mmjoy: fix type * Input: evdev: final fixes * Input: evdev: exclude unnecessary buttons while mapping Xbox 360 or DS4 * Input: add deadzone preview by passing necessary values in callback use 0.5 of max value for threshold in pad dialog * Input: get rid of all-uppercase variables
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m_info.max_connect = std::min(max_connect, (u32)7); // max 7 pads
m_info.now_connect = 0;
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g_cfg_input.load();
std::shared_ptr<keyboard_pad_handler> keyptr;
//Always have a Null Pad Handler
std::shared_ptr<NullPadHandler> nullpad = std::make_shared<NullPadHandler>();
handlers.emplace(pad_handler::null, nullpad);
[Qt/Input] Improve pad_settings_dialog a bit (#3611) * Input: further work on remapping Xinput and begin work on remapping DS4 * Input: Improve pad_settings_dialog a bit and begin Remapping for XInput * Input: begin evdev remapping and change all handlers to use cfg::string * Input: finish work on remapping evdev and some more crap * Input: finish work on remapping Xinput and DS4 * Input: add DS4 Colors to DS4 config * Input: Improve DS4 deadzone scaling Jarves made some mistakes, so I'll fix them in the follow up commit * Input: fix Jarves fixes on DS4 deadzone and remove unnecessary usage of toUtf8 * Input: add primitive batterychecks to XInput and DS4 * Input: add mmjoystick remapping * Input: Fix evdev and some Vibration issues * Input: adjust capabilities to fix stick input for games like LoS 2 also fix threshold slider minimum also add ps button to all the handlers * Input: Further evdev work based on danilaml code review and own debugging: Fixed path issue, <= 0 issue, some captures, const, axis with same codes. Adds a map to each device that differentiates negative and positive axis mappings. adjusted rest of the file to tabs (ListDevices and beginning of threadProc) * Input: use 20ms vibration update time for xbox one elite controllers. * Input: Fix return type of Clamp() * Input: Evdev Fix * Input: Evdev Optional GetNextButtonPress presumably better than the other * Input: review changes * Input: evdev: fix wrong index in axis handling move bindpadtodevice down to keep consistency between handlers and not get crazy * Input: evdev: fix expensive add_device in GetNextButtonPress * cleanup * Input: mmjoy: fix type * Input: evdev: final fixes * Input: evdev: exclude unnecessary buttons while mapping Xbox 360 or DS4 * Input: add deadzone preview by passing necessary values in callback use 0.5 of max value for threshold in pad dialog * Input: get rid of all-uppercase variables
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for (u32 i = 0; i < m_info.max_connect; i++)
{
std::shared_ptr<PadHandlerBase> cur_pad_handler;
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const auto &handler_type = g_cfg_input.player[i]->handler;
[Qt/Input] Improve pad_settings_dialog a bit (#3611) * Input: further work on remapping Xinput and begin work on remapping DS4 * Input: Improve pad_settings_dialog a bit and begin Remapping for XInput * Input: begin evdev remapping and change all handlers to use cfg::string * Input: finish work on remapping evdev and some more crap * Input: finish work on remapping Xinput and DS4 * Input: add DS4 Colors to DS4 config * Input: Improve DS4 deadzone scaling Jarves made some mistakes, so I'll fix them in the follow up commit * Input: fix Jarves fixes on DS4 deadzone and remove unnecessary usage of toUtf8 * Input: add primitive batterychecks to XInput and DS4 * Input: add mmjoystick remapping * Input: Fix evdev and some Vibration issues * Input: adjust capabilities to fix stick input for games like LoS 2 also fix threshold slider minimum also add ps button to all the handlers * Input: Further evdev work based on danilaml code review and own debugging: Fixed path issue, <= 0 issue, some captures, const, axis with same codes. Adds a map to each device that differentiates negative and positive axis mappings. adjusted rest of the file to tabs (ListDevices and beginning of threadProc) * Input: use 20ms vibration update time for xbox one elite controllers. * Input: Fix return type of Clamp() * Input: Evdev Fix * Input: Evdev Optional GetNextButtonPress presumably better than the other * Input: review changes * Input: evdev: fix wrong index in axis handling move bindpadtodevice down to keep consistency between handlers and not get crazy * Input: evdev: fix expensive add_device in GetNextButtonPress * cleanup * Input: mmjoy: fix type * Input: evdev: final fixes * Input: evdev: exclude unnecessary buttons while mapping Xbox 360 or DS4 * Input: add deadzone preview by passing necessary values in callback use 0.5 of max value for threshold in pad dialog * Input: get rid of all-uppercase variables
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if (handlers.count(handler_type) != 0)
{
[Qt/Input] Improve pad_settings_dialog a bit (#3611) * Input: further work on remapping Xinput and begin work on remapping DS4 * Input: Improve pad_settings_dialog a bit and begin Remapping for XInput * Input: begin evdev remapping and change all handlers to use cfg::string * Input: finish work on remapping evdev and some more crap * Input: finish work on remapping Xinput and DS4 * Input: add DS4 Colors to DS4 config * Input: Improve DS4 deadzone scaling Jarves made some mistakes, so I'll fix them in the follow up commit * Input: fix Jarves fixes on DS4 deadzone and remove unnecessary usage of toUtf8 * Input: add primitive batterychecks to XInput and DS4 * Input: add mmjoystick remapping * Input: Fix evdev and some Vibration issues * Input: adjust capabilities to fix stick input for games like LoS 2 also fix threshold slider minimum also add ps button to all the handlers * Input: Further evdev work based on danilaml code review and own debugging: Fixed path issue, <= 0 issue, some captures, const, axis with same codes. Adds a map to each device that differentiates negative and positive axis mappings. adjusted rest of the file to tabs (ListDevices and beginning of threadProc) * Input: use 20ms vibration update time for xbox one elite controllers. * Input: Fix return type of Clamp() * Input: Evdev Fix * Input: Evdev Optional GetNextButtonPress presumably better than the other * Input: review changes * Input: evdev: fix wrong index in axis handling move bindpadtodevice down to keep consistency between handlers and not get crazy * Input: evdev: fix expensive add_device in GetNextButtonPress * cleanup * Input: mmjoy: fix type * Input: evdev: final fixes * Input: evdev: exclude unnecessary buttons while mapping Xbox 360 or DS4 * Input: add deadzone preview by passing necessary values in callback use 0.5 of max value for threshold in pad dialog * Input: get rid of all-uppercase variables
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cur_pad_handler = handlers[handler_type];
}
else
{
[Qt/Input] Improve pad_settings_dialog a bit (#3611) * Input: further work on remapping Xinput and begin work on remapping DS4 * Input: Improve pad_settings_dialog a bit and begin Remapping for XInput * Input: begin evdev remapping and change all handlers to use cfg::string * Input: finish work on remapping evdev and some more crap * Input: finish work on remapping Xinput and DS4 * Input: add DS4 Colors to DS4 config * Input: Improve DS4 deadzone scaling Jarves made some mistakes, so I'll fix them in the follow up commit * Input: fix Jarves fixes on DS4 deadzone and remove unnecessary usage of toUtf8 * Input: add primitive batterychecks to XInput and DS4 * Input: add mmjoystick remapping * Input: Fix evdev and some Vibration issues * Input: adjust capabilities to fix stick input for games like LoS 2 also fix threshold slider minimum also add ps button to all the handlers * Input: Further evdev work based on danilaml code review and own debugging: Fixed path issue, <= 0 issue, some captures, const, axis with same codes. Adds a map to each device that differentiates negative and positive axis mappings. adjusted rest of the file to tabs (ListDevices and beginning of threadProc) * Input: use 20ms vibration update time for xbox one elite controllers. * Input: Fix return type of Clamp() * Input: Evdev Fix * Input: Evdev Optional GetNextButtonPress presumably better than the other * Input: review changes * Input: evdev: fix wrong index in axis handling move bindpadtodevice down to keep consistency between handlers and not get crazy * Input: evdev: fix expensive add_device in GetNextButtonPress * cleanup * Input: mmjoy: fix type * Input: evdev: final fixes * Input: evdev: exclude unnecessary buttons while mapping Xbox 360 or DS4 * Input: add deadzone preview by passing necessary values in callback use 0.5 of max value for threshold in pad dialog * Input: get rid of all-uppercase variables
2017-11-27 22:31:15 +01:00
switch (handler_type)
{
case pad_handler::keyboard:
keyptr = std::make_shared<keyboard_pad_handler>();
keyptr->moveToThread((QThread *)curthread);
keyptr->SetTargetWindow((QWindow *)curwindow);
cur_pad_handler = keyptr;
break;
case pad_handler::ds4:
cur_pad_handler = std::make_shared<ds4_pad_handler>();
break;
#ifdef _WIN32
case pad_handler::xinput:
cur_pad_handler = std::make_shared<xinput_pad_handler>();
break;
case pad_handler::mm:
cur_pad_handler = std::make_shared<mm_joystick_handler>();
break;
#endif
#ifdef HAVE_LIBEVDEV
case pad_handler::evdev:
cur_pad_handler = std::make_shared<evdev_joystick_handler>();
break;
#endif
default:
break;
}
[Qt/Input] Improve pad_settings_dialog a bit (#3611) * Input: further work on remapping Xinput and begin work on remapping DS4 * Input: Improve pad_settings_dialog a bit and begin Remapping for XInput * Input: begin evdev remapping and change all handlers to use cfg::string * Input: finish work on remapping evdev and some more crap * Input: finish work on remapping Xinput and DS4 * Input: add DS4 Colors to DS4 config * Input: Improve DS4 deadzone scaling Jarves made some mistakes, so I'll fix them in the follow up commit * Input: fix Jarves fixes on DS4 deadzone and remove unnecessary usage of toUtf8 * Input: add primitive batterychecks to XInput and DS4 * Input: add mmjoystick remapping * Input: Fix evdev and some Vibration issues * Input: adjust capabilities to fix stick input for games like LoS 2 also fix threshold slider minimum also add ps button to all the handlers * Input: Further evdev work based on danilaml code review and own debugging: Fixed path issue, <= 0 issue, some captures, const, axis with same codes. Adds a map to each device that differentiates negative and positive axis mappings. adjusted rest of the file to tabs (ListDevices and beginning of threadProc) * Input: use 20ms vibration update time for xbox one elite controllers. * Input: Fix return type of Clamp() * Input: Evdev Fix * Input: Evdev Optional GetNextButtonPress presumably better than the other * Input: review changes * Input: evdev: fix wrong index in axis handling move bindpadtodevice down to keep consistency between handlers and not get crazy * Input: evdev: fix expensive add_device in GetNextButtonPress * cleanup * Input: mmjoy: fix type * Input: evdev: final fixes * Input: evdev: exclude unnecessary buttons while mapping Xbox 360 or DS4 * Input: add deadzone preview by passing necessary values in callback use 0.5 of max value for threshold in pad dialog * Input: get rid of all-uppercase variables
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handlers.emplace(handler_type, cur_pad_handler);
}
cur_pad_handler->Init();
m_pads.push_back(std::make_shared<Pad>(
CELL_PAD_STATUS_DISCONNECTED,
CELL_PAD_SETTING_PRESS_OFF | CELL_PAD_SETTING_SENSOR_OFF,
CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE | CELL_PAD_CAPABILITY_ACTUATOR,
CELL_PAD_DEV_TYPE_STANDARD));
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if (cur_pad_handler->bindPadToDevice(m_pads.back(), g_cfg_input.player[i]->device.to_string()) == false)
{
//Failed to bind the device to cur_pad_handler so binds to NullPadHandler
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LOG_ERROR(GENERAL, "Failed to bind device %s to handler %s", g_cfg_input.player[i]->device.to_string(), handler_type.to_string());
nullpad->bindPadToDevice(m_pads.back(), g_cfg_input.player[i]->device.to_string());
}
}
thread = std::make_shared<std::thread>(&pad_thread::ThreadFunc, this);
}
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void pad_thread::SetRumble(const u32 pad, u8 largeMotor, bool smallMotor)
{
if (pad > m_pads.size())
return;
if (m_pads[pad]->m_vibrateMotors.size() >= 2)
{
m_pads[pad]->m_vibrateMotors[0].m_value = largeMotor;
m_pads[pad]->m_vibrateMotors[1].m_value = smallMotor ? 255 : 0;
}
}
void pad_thread::ThreadFunc()
{
active = true;
while (active)
{
u32 connected = 0;
for (auto& cur_pad_handler : handlers)
{
cur_pad_handler.second->ThreadProc();
connected += cur_pad_handler.second->connected;
}
m_info.now_connect = connected;
std::this_thread::sleep_for(1ms);
}
}