Refactor in preparation of Gamepad support on Windows

This commit is contained in:
loki
2020-01-18 23:52:22 +01:00
parent 474324e1f5
commit 834d5cb59b
6 changed files with 194 additions and 198 deletions

View File

@ -16,22 +16,6 @@ extern "C" {
namespace input {
using namespace std::literals;
constexpr std::uint16_t DPAD_UP = 0x0001;
constexpr std::uint16_t DPAD_DOWN = 0x0002;
constexpr std::uint16_t DPAD_LEFT = 0x0004;
constexpr std::uint16_t DPAD_RIGHT = 0x0008;
constexpr std::uint16_t START = 0x0010;
constexpr std::uint16_t BACK = 0x0020;
constexpr std::uint16_t LEFT_STICK = 0x0040;
constexpr std::uint16_t RIGHT_STICK = 0x0080;
constexpr std::uint16_t LEFT_BUTTON = 0x0100;
constexpr std::uint16_t RIGHT_BUTTON = 0x0200;
constexpr std::uint16_t HOME = 0x0400;
constexpr std::uint16_t A = 0x1000;
constexpr std::uint16_t B = 0x2000;
constexpr std::uint16_t X = 0x4000;
constexpr std::uint16_t Y = 0x8000;
void print(PNV_MOUSE_MOVE_PACKET packet) {
BOOST_LOG(debug)
<< "--begin mouse move packet--"sv << std::endl
@ -146,7 +130,7 @@ void passthrough(std::shared_ptr<input_t> &input, PNV_MULTI_CONTROLLER_PACKET pa
std::uint16_t bf;
std::memcpy(&bf, &packet->buttonFlags, sizeof(std::uint16_t));
gamepad_state_t gamepad_state {
platf::gamepad_state_t gamepad_state{
bf,
packet->leftTrigger,
packet->rightTrigger,
@ -159,77 +143,36 @@ void passthrough(std::shared_ptr<input_t> &input, PNV_MULTI_CONTROLLER_PACKET pa
bf = gamepad_state.buttonFlags ^ input->gamepad_state.buttonFlags;
auto bf_new = gamepad_state.buttonFlags;
if(bf) {
// up pressed == -1, down pressed == 1, else 0
if((DPAD_UP | DPAD_DOWN) & bf) {
int val = bf_new & DPAD_UP ? -1 : (bf_new & DPAD_DOWN ? 1 : 0);
// up pressed == -1, down pressed == 1, else 0
if (platf::BACK & bf) {
if (platf::BACK & bf_new) {
input->back_timeout_id = task_pool.pushDelayed([input]() {
auto &state = input->gamepad_state;
platf::gp::dpad_y(input->input, val);
}
// Release Back button
// state.buttonFlags &= ~platf::BACK;
// platf::gamepad(input->input, state);
if((DPAD_LEFT | DPAD_RIGHT) & bf) {
int val = bf_new & DPAD_LEFT ? -1 : (bf_new & DPAD_RIGHT ? 1 : 0);
platf::gp::dpad_x(input->input, val);
}
// Press Home button
state.buttonFlags |= platf::HOME;
platf::gamepad(input->input, state);
if(START & bf) platf::gp::start(input->input, bf_new & START ? 1 : 0);
if(LEFT_STICK & bf) platf::gp::left_stick(input->input, bf_new & LEFT_STICK ? 1 : 0);
if(RIGHT_STICK & bf) platf::gp::right_stick(input->input, bf_new & RIGHT_STICK ? 1 : 0);
if(LEFT_BUTTON & bf) platf::gp::left_button(input->input, bf_new & LEFT_BUTTON ? 1 : 0);
if(RIGHT_BUTTON & bf) platf::gp::right_button(input->input, bf_new & RIGHT_BUTTON ? 1 : 0);
if(HOME & bf) platf::gp::home(input->input, bf_new & HOME ? 1 : 0);
if(A & bf) platf::gp::a(input->input, bf_new & A ? 1 : 0);
if(B & bf) platf::gp::b(input->input, bf_new & B ? 1 : 0);
if(X & bf) platf::gp::x(input->input, bf_new & X ? 1 : 0);
if(Y & bf) platf::gp::y(input->input, bf_new & Y ? 1 : 0);
// Release Home button
state.buttonFlags &= ~platf::HOME;
platf::gamepad(input->input, state);
if(BACK & bf) {
if(BACK & bf_new) {
platf::gp::back(input->input,1);
input->back_timeout_id = task_pool.pushDelayed([input]() {
platf::gp::back(input->input, 0);
platf::gp::home(input->input,1);
platf::gp::home(input->input,0);
input->back_timeout_id = nullptr;
}, config::input.back_button_timeout).task_id;
}
else if(input->back_timeout_id) {
platf::gp::back(input->input, 0);
task_pool.cancel(input->back_timeout_id);
input->back_timeout_id = nullptr;
}
}, config::input.back_button_timeout).task_id;
}
else if (input->back_timeout_id) {
task_pool.cancel(input->back_timeout_id);
input->back_timeout_id = nullptr;
}
}
if(input->gamepad_state.lt != gamepad_state.lt) {
platf::gp::left_trigger(input->input, gamepad_state.lt);
}
if(input->gamepad_state.rt != gamepad_state.rt) {
platf::gp::right_trigger(input->input, gamepad_state.rt);
}
if(input->gamepad_state.lsX != gamepad_state.lsX) {
platf::gp::left_stick_x(input->input, gamepad_state.lsX);
}
if(input->gamepad_state.lsY != gamepad_state.lsY) {
platf::gp::left_stick_y(input->input, gamepad_state.lsY);
}
if(input->gamepad_state.rsX != gamepad_state.rsX) {
platf::gp::right_stick_x(input->input, gamepad_state.rsX);
}
if(input->gamepad_state.rsY != gamepad_state.rsY) {
platf::gp::right_stick_y(input->input, gamepad_state.rsY);
}
platf::gamepad(input->input, gamepad_state);
input->gamepad_state = gamepad_state;
platf::gp::sync(input->input);
}
void passthrough_helper(std::shared_ptr<input_t> input, std::vector<std::uint8_t> &&input_data) {