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/*
* Copyright (C) 2014-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#pragma once
#include "IConfigurationWindow.h"
#include "games/controllers/input/PhysicalFeature.h"
#include "input/XBMC_keysym.h"
#include "input/joysticks/DriverPrimitive.h"
#include "input/joysticks/interfaces/IButtonMapper.h"
#include "input/keyboard/interfaces/IKeyboardDriverHandler.h"
#include "threads/CriticalSection.h"
#include "threads/Event.h"
#include "threads/Thread.h"
#include "utils/Observer.h"
#include <map>
#include <memory>
#include <set>
#include <string>
#include <vector>
namespace KODI
{
namespace KEYBOARD
{
class IActionMap;
}
namespace GAME
{
class CGUIConfigurationWizard : public IConfigurationWizard,
public JOYSTICK::IButtonMapper,
public KEYBOARD::IKeyboardDriverHandler,
public Observer,
protected CThread
{
public:
CGUIConfigurationWizard();
~CGUIConfigurationWizard() override;
// implementation of IConfigurationWizard
void Run(const std::string& strControllerId,
const std::vector<IFeatureButton*>& buttons) override;
void OnUnfocus(IFeatureButton* button) override;
bool Abort(bool bWait = true) override;
void RegisterKey(const CPhysicalFeature& key) override;
void UnregisterKeys() override;
// implementation of IButtonMapper
std::string ControllerID() const override { return m_strControllerId; }
bool NeedsCooldown() const override { return true; }
bool AcceptsPrimitive(JOYSTICK::PRIMITIVE_TYPE type) const override { return true; }
bool MapPrimitive(JOYSTICK::IButtonMap* buttonMap,
IKeymap* keymap,
const JOYSTICK::CDriverPrimitive& primitive) override;
void OnEventFrame(const JOYSTICK::IButtonMap* buttonMap, bool bMotion) override;
void OnLateAxis(const JOYSTICK::IButtonMap* buttonMap, unsigned int axisIndex) override;
// implementation of IKeyboardDriverHandler
bool OnKeyPress(const CKey& key) override;
void OnKeyRelease(const CKey& key) override {}
// implementation of Observer
void Notify(const Observable& obs, const ObservableMessage msg) override;
protected:
// implementation of CThread
void Process() override;
private:
void InitializeState(void);
bool IsMapping() const;
bool IsMapping(const std::string& location) const;
void InstallHooks(void);
void RemoveHooks(void);
void OnMotion(const JOYSTICK::IButtonMap* buttonMap);
void OnMotionless(const JOYSTICK::IButtonMap* buttonMap);
bool OnAction(unsigned int actionId);
// Run() parameters
std::string m_strControllerId;
std::vector<IFeatureButton*> m_buttons;
// State variables and mutex
IFeatureButton* m_currentButton;
INPUT::CARDINAL_DIRECTION m_cardinalDirection;
JOYSTICK::WHEEL_DIRECTION m_wheelDirection;
JOYSTICK::THROTTLE_DIRECTION m_throttleDirection;
std::set<JOYSTICK::CDriverPrimitive> m_history; // History to avoid repeated features
bool m_lateAxisDetected; // Set to true if an axis is detected during button mapping
std::string m_location; // Peripheral location of device that we're mapping
bool m_bIsKeyboard = false; // True if we're mapping keyboard keys
CCriticalSection m_stateMutex;
// Synchronization events
CEvent m_inputEvent;
CEvent m_motionlessEvent;
CCriticalSection m_motionMutex;
std::set<const JOYSTICK::IButtonMap*> m_bInMotion;
// Keyboard handling
std::unique_ptr<KEYBOARD::IActionMap> m_actionMap;
std::map<XBMCKey, CPhysicalFeature> m_keyMap; // Keycode -> feature
};
} // namespace GAME
} // namespace KODI
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