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Pad Refactoring
Adds a window to setup multiple input types as once All controllers are now handled by a single thread [hcorion] evdev refactor
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parent
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commit
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28 changed files with 1776 additions and 1416 deletions
121
rpcs3/pad_thread.cpp
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121
rpcs3/pad_thread.cpp
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#include "pad_thread.h"
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#include "rpcs3qt/gamepads_settings_dialog.h"
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#include "../ds4_pad_handler.h"
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#ifdef _WIN32
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#include "../xinput_pad_handler.h"
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#include "../mm_joystick_handler.h"
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#elif HAVE_LIBEVDEV
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#include "../evdev_joystick_handler.h"
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#endif
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#include "../keyboard_pad_handler.h"
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#include "../Emu/Io/Null/NullPadHandler.h"
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pad_thread::pad_thread(void *_curthread, void *_curwindow) : curthread(_curthread), curwindow(_curwindow)
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{
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}
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pad_thread::~pad_thread()
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{
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active = false;
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thread->join();
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handlers.clear();
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}
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void pad_thread::Init(const u32 max_connect)
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{
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std::memset(&m_info, 0, sizeof(m_info));
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m_info.max_connect = max_connect;
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m_info.now_connect = std::min(max_connect, (u32)7); // max 7 pads
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input_cfg.load();
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std::shared_ptr<keyboard_pad_handler> keyptr;
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//Always have a Null Pad Handler
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std::shared_ptr<NullPadHandler> nullpad = std::make_shared<NullPadHandler>();
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handlers.emplace(pad_handler::null, nullpad);
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for (u32 i = 0; i < m_info.now_connect; i++)
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{
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std::shared_ptr<PadHandlerBase> cur_pad_handler;
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if (handlers.count(input_cfg.player_input[i]) != 0)
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{
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cur_pad_handler = handlers[input_cfg.player_input[i]];
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}
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else
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{
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switch (input_cfg.player_input[i])
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{
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case pad_handler::keyboard:
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keyptr = std::make_shared<keyboard_pad_handler>();
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keyptr->moveToThread((QThread *)curthread);
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keyptr->SetTargetWindow((QWindow *)curwindow);
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cur_pad_handler = keyptr;
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break;
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case pad_handler::ds4:
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cur_pad_handler = std::make_shared<ds4_pad_handler>();
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break;
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#ifdef _MSC_VER
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case pad_handler::xinput:
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cur_pad_handler = std::make_shared<xinput_pad_handler>();
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break;
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#endif
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#ifdef _WIN32
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case pad_handler::mm:
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cur_pad_handler = std::make_shared<mm_joystick_handler>();
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break;
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#endif
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#ifdef HAVE_LIBEVDEV
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case pad_handler::evdev:
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cur_pad_handler = std::make_shared<evdev_joystick_handler>();
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break;
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#endif
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}
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handlers.emplace(input_cfg.player_input[i], cur_pad_handler);
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}
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cur_pad_handler->Init();
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m_pads.push_back(std::make_shared<Pad>(
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CELL_PAD_STATUS_DISCONNECTED,
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CELL_PAD_SETTING_PRESS_OFF | CELL_PAD_SETTING_SENSOR_OFF,
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CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE | CELL_PAD_CAPABILITY_ACTUATOR,
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CELL_PAD_DEV_TYPE_STANDARD));
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if (cur_pad_handler->bindPadToDevice(m_pads.back(), input_cfg.player_device[i]->to_string()) == false)
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{
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//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", input_cfg.player_device[i]->to_string(), input_cfg.player_input[i].to_string());
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nullpad->bindPadToDevice(m_pads.back(), input_cfg.player_device[i]->to_string());
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}
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}
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thread = std::make_shared<std::thread>(&pad_thread::ThreadFunc, this);
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}
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void pad_thread::SetRumble(const u32 pad, u8 largeMotor, bool smallMotor) {
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if (pad > m_pads.size())
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return;
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if (m_pads[pad]->m_vibrateMotors.size() >= 2)
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{
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m_pads[pad]->m_vibrateMotors[0].m_value = largeMotor;
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m_pads[pad]->m_vibrateMotors[1].m_value = smallMotor ? 255 : 0;
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}
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}
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void pad_thread::ThreadFunc()
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{
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active = true;
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while (active)
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{
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for (auto& cur_pad_handler : handlers)
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{
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cur_pad_handler.second->ThreadProc();
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}
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std::this_thread::sleep_for(1ms);
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}
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}
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