97 lines
2.9 KiB
C++
97 lines
2.9 KiB
C++
#ifndef SMXManager_h
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#define SMXManager_h
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#include <windows.h>
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#include <memory>
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#include <vector>
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#include <functional>
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using namespace std;
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#include "Helpers.h"
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#include "../SMX.h"
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#include "SMXHelperThread.h"
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namespace SMX {
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class SMXDevice;
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class SMXDeviceSearchThreaded;
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struct SMXControllerState
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{
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// True
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bool m_bConnected[2];
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// Pressed panels for player 1 and player 2:
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uint16_t m_Inputs[2];
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};
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// This implements the main thread that controller communication and device searching
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// happens in, finding and opening devices, and running device updates.
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//
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// Connected controllers can be accessed with GetDevice(),
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// This also abstracts controller numbers. GetDevice(SMX_PadNumber_1) will return the
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// first device that connected,
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class SMXManager
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{
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public:
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// Our singleton:
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static shared_ptr<SMXManager> g_pSMX;
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// pCallback is a function to be called when something changes on any device. This allows
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// efficiently detecting when a panel is pressed or other changes happen.
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SMXManager(function<void(int PadNumber, SMXUpdateCallbackReason reason)> pCallback);
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~SMXManager();
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void Shutdown();
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shared_ptr<SMXDevice> GetDevice(int pad);
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void SetLights(const string sLights[2]);
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void SetPlatformLights(const string sLights[2]);
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void ReenableAutoLights();
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void SetPanelTestMode(PanelTestMode mode);
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void SetSerialNumbers();
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void SetOnlySendLightsOnChange(bool value) { m_bOnlySendLightsOnChange = value; }
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// Run a function in the user callback thread.
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void RunInHelperThread(function<void()> func);
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private:
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static DWORD WINAPI ThreadMainStart(void *self_);
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void ThreadMain();
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void AttemptConnections();
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void CorrectDeviceOrder();
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void SendLightUpdates();
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HANDLE m_hThread = INVALID_HANDLE_VALUE;
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shared_ptr<SMX::AutoCloseHandle> m_hEvent;
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shared_ptr<SMXDeviceSearchThreaded> m_pSMXDeviceSearchThreaded;
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bool m_bShutdown = false;
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vector<shared_ptr<SMXDevice>> m_pDevices;
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// We make user callbacks asynchronously in this thread, to avoid any locking or timing
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// issues that could occur by calling them in our I/O thread.
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SMXHelperThread m_UserCallbackThread;
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// A list of queued lights commands to send to the controllers. This is always sorted
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// by iTimeToSend.
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struct PendingCommand
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{
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PendingCommand(float fTime): fTimeToSend(fTime) { }
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double fTimeToSend = 0;
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string sPadCommand[2];
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};
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vector<PendingCommand> m_aPendingLightsCommands;
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int m_iLightsCommandsInProgress = 0;
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double m_fDelayLightCommandsUntil = 0;
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// Panel test mode. This is separate from the sensor test mode (pressure display),
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// which is handled in SMXDevice.
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void UpdatePanelTestMode();
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uint32_t m_SentPanelTestModeAtTicks = 0;
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PanelTestMode m_PanelTestMode = PanelTestMode_Off;
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PanelTestMode m_LastSentPanelTestMode = PanelTestMode_Off;
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bool m_bOnlySendLightsOnChange = false;
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};
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}
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#endif
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