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

@ -36,6 +36,8 @@ struct input_raw_t {
uinput_t mouse_input;
keyboard_t keyboard;
gamepad_state_t gamepad_state {};
};
void move_mouse(input_t &input, int deltaX, int deltaY) {
@ -211,89 +213,65 @@ void keyboard(input_t &input, uint16_t modcode, bool release) {
XFlush(keyboard.get());
}
namespace gp {
// up pressed == -1, down pressed == 1, else 0
void dpad_y(input_t &input, int button_state) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_HAT0Y, button_state);
}
// left pressed == -1, right pressed == 1, else 0
void dpad_x(input_t &input, int button_state) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_HAT0X, button_state);
}
void start(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_START, button_down);
}
void back(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_SELECT, button_down);
}
void left_stick(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_THUMBL, button_down);
}
void right_stick(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_THUMBR, button_down);
}
void left_button(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_TL, button_down);
}
void right_button(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_TR, button_down);
}
void home(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_MODE, button_down);
}
void a(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_SOUTH, button_down);
}
void b(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_EAST, button_down);
}
void x(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_NORTH, button_down);
}
void y(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_WEST, button_down);
}
void left_trigger(input_t &input, std::uint8_t abs_z) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_Z, abs_z);
}
void right_trigger(input_t &input, std::uint8_t abs_z) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_RZ, abs_z);
}
void left_stick_x(input_t &input, std::int16_t x) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_X, x);
}
void left_stick_y(input_t &input, std::int16_t y) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_Y, -y);
}
void right_stick_x(input_t &input, std::int16_t x) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_RX, x);
}
void right_stick_y(input_t &input, std::int16_t y) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_RY, -y);
}
void sync(input_t &input) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.gamepad_input.get(), EV_SYN, SYN_REPORT, 0);
}
void gamepad(input_t &input, const gamepad_state_t &gamepad_state) {
auto uinput = (input_raw_t*)input.get();
auto bf = gamepad_state.buttonFlags ^ uinput->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 button_state = bf_new & DPAD_UP ? -1 : (bf_new & DPAD_DOWN ? 1 : 0);
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_HAT0Y, button_state);
}
if((DPAD_LEFT | DPAD_RIGHT) & bf) {
int button_state = bf_new & DPAD_LEFT ? -1 : (bf_new & DPAD_RIGHT ? 1 : 0);
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_HAT0X, button_state);
}
if(START & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_START, bf_new & START ? 1 : 0);
if(BACK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_SELECT, bf_new & BACK ? 1 : 0);
if(LEFT_STICK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_THUMBL, bf_new & LEFT_STICK ? 1 : 0);
if(RIGHT_STICK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_THUMBR, bf_new & RIGHT_STICK ? 1 : 0);
if(LEFT_BUTTON & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_TL, bf_new & LEFT_BUTTON ? 1 : 0);
if(RIGHT_BUTTON & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_TR, bf_new & RIGHT_BUTTON ? 1 : 0);
if(HOME & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_MODE, bf_new & HOME ? 1 : 0);
if(A & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_SOUTH, bf_new & A ? 1 : 0);
if(B & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_EAST, bf_new & B ? 1 : 0);
if(X & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_NORTH, bf_new & X ? 1 : 0);
if(Y & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_WEST, bf_new & Y ? 1 : 0);
}
if(uinput->gamepad_state.lt != gamepad_state.lt) {
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_Z, gamepad_state.lt);
}
if(uinput->gamepad_state.rt != gamepad_state.rt) {
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RZ, gamepad_state.rt);
}
if(uinput->gamepad_state.lsX != gamepad_state.lsX) {
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_X, gamepad_state.lsX);
}
if(uinput->gamepad_state.lsY != gamepad_state.lsY) {
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_Y, -gamepad_state.lsY);
}
if(uinput->gamepad_state.rsX != gamepad_state.rsX) {
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RX, gamepad_state.rsX);
}
if(uinput->gamepad_state.rsY != gamepad_state.rsY) {
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RY, -gamepad_state.rsY);
}
uinput->gamepad_state = gamepad_state;
libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_SYN, SYN_REPORT, 0);
}
int mouse(input_raw_t &gp) {