Input: Enable In-Game Pad Config Reset

This commit is contained in:
Megamouse 2018-12-17 19:13:35 +01:00
parent 5a40c1802b
commit bc3ab7a9d9
9 changed files with 142 additions and 32 deletions

View file

@ -1,4 +1,4 @@
#include "pad_thread.h"
#include "pad_thread.h"
#include "ds4_pad_handler.h"
#ifdef _WIN32
#include "xinput_pad_handler.h"
@ -12,27 +12,71 @@
namespace pad
{
atomic_t<pad_thread*> g_current = nullptr;
std::recursive_mutex g_pad_mutex;
}
struct pad_setting
{
u32 port_status;
u32 device_capability;
u32 device_type;
};
pad_thread::pad_thread(void *_curthread, void *_curwindow) : curthread(_curthread), curwindow(_curwindow)
{
Init();
thread = std::make_shared<std::thread>(&pad_thread::ThreadFunc, this);
pad::g_current = this;
}
pad_thread::~pad_thread()
{
pad::g_current = nullptr;
active = false;
thread->join();
handlers.clear();
}
void pad_thread::Init()
{
std::lock_guard lock(pad::g_pad_mutex);
// Cache old settings if possible
std::vector<pad_setting> pad_settings;
for (u32 i = 0; i < CELL_PAD_MAX_PORT_NUM; i++) // max 7 pads
{
if (i >= m_pads.size())
{
pad_settings.push_back({ CELL_PAD_STATUS_DISCONNECTED, CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE | CELL_PAD_CAPABILITY_ACTUATOR, CELL_PAD_DEV_TYPE_STANDARD });
}
else
{
pad_settings.push_back({ m_pads[i]->m_port_status, m_pads[i]->m_device_capability, m_pads[i]->m_device_type });
}
}
std::memset(&m_info, 0, sizeof(m_info));
m_info.now_connect = 0;
m_pads.clear();
handlers.clear();
g_cfg_input.load();
std::shared_ptr<keyboard_pad_handler> keyptr;
//Always have a Null Pad Handler
// Always have a Null Pad Handler
std::shared_ptr<NullPadHandler> nullpad = std::make_shared<NullPadHandler>();
handlers.emplace(pad_handler::null, nullpad);
for (u32 i = 0; i < 7 /* Max 7 pads */; i++)
for (u32 i = 0; i < CELL_PAD_MAX_PORT_NUM; i++) // max 7 pads
{
std::shared_ptr<PadHandlerBase> cur_pad_handler;
const auto &handler_type = g_cfg_input.player[i]->handler;
if (handlers.count(handler_type) != 0)
{
cur_pad_handler = handlers[handler_type];
@ -70,30 +114,15 @@ pad_thread::pad_thread(void *_curthread, void *_curwindow) : curthread(_curthrea
}
cur_pad_handler->Init();
m_pads.push_back(std::make_shared<Pad>(
CELL_PAD_STATUS_DISCONNECTED,
CELL_PAD_CAPABILITY_PS3_CONFORMITY | CELL_PAD_CAPABILITY_PRESS_MODE | CELL_PAD_CAPABILITY_ACTUATOR,
CELL_PAD_DEV_TYPE_STANDARD));
m_pads.push_back(std::make_shared<Pad>(CELL_PAD_STATUS_DISCONNECTED, pad_settings[i].device_capability, pad_settings[i].device_type));
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
// Failed to bind the device to cur_pad_handler so binds to NullPadHandler
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);
pad::g_current = this;
}
pad_thread::~pad_thread()
{
pad::g_current = nullptr;
active = false;
thread->join();
handlers.clear();
}
void pad_thread::SetRumble(const u32 pad, u8 largeMotor, bool smallMotor)
@ -108,11 +137,20 @@ void pad_thread::SetRumble(const u32 pad, u8 largeMotor, bool smallMotor)
}
}
void pad_thread::Reset()
{
reset = active.load();
}
void pad_thread::ThreadFunc()
{
active = true;
while (active)
{
if (reset && reset.exchange(false))
{
Init();
}
u32 connected = 0;
for (auto& cur_pad_handler : handlers)
{