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SMX_PGE/sdk/Windows/SMXManager.h

94 lines
2.9 KiB

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