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https://github.com/LizardByte/Sunshine.git
synced 2026-02-05 19:35:37 +00:00
Refactor in preparation of Gamepad support on Windows
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@ -36,6 +36,8 @@ struct input_raw_t {
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uinput_t mouse_input;
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keyboard_t keyboard;
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gamepad_state_t gamepad_state {};
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};
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void move_mouse(input_t &input, int deltaX, int deltaY) {
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@ -211,89 +213,65 @@ void keyboard(input_t &input, uint16_t modcode, bool release) {
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XFlush(keyboard.get());
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}
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namespace gp {
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// up pressed == -1, down pressed == 1, else 0
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void dpad_y(input_t &input, int button_state) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_HAT0Y, button_state);
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}
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// left pressed == -1, right pressed == 1, else 0
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void dpad_x(input_t &input, int button_state) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_HAT0X, button_state);
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}
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void start(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_START, button_down);
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}
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void back(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_SELECT, button_down);
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}
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void left_stick(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_THUMBL, button_down);
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}
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void right_stick(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_THUMBR, button_down);
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}
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void left_button(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_TL, button_down);
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}
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void right_button(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_TR, button_down);
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}
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void home(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_MODE, button_down);
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}
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void a(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_SOUTH, button_down);
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}
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void b(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_EAST, button_down);
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}
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void x(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_NORTH, button_down);
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}
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void y(input_t &input, int button_down) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_KEY, BTN_WEST, button_down);
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}
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void left_trigger(input_t &input, std::uint8_t abs_z) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_Z, abs_z);
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}
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void right_trigger(input_t &input, std::uint8_t abs_z) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_RZ, abs_z);
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}
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void left_stick_x(input_t &input, std::int16_t x) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_X, x);
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}
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void left_stick_y(input_t &input, std::int16_t y) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_Y, -y);
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}
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void right_stick_x(input_t &input, std::int16_t x) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_RX, x);
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}
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void right_stick_y(input_t &input, std::int16_t y) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_ABS, ABS_RY, -y);
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}
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void sync(input_t &input) {
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auto &gp = *(input_raw_t*)input.get();
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libevdev_uinput_write_event(gp.gamepad_input.get(), EV_SYN, SYN_REPORT, 0);
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}
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void gamepad(input_t &input, const gamepad_state_t &gamepad_state) {
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auto uinput = (input_raw_t*)input.get();
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auto bf = gamepad_state.buttonFlags ^ uinput->gamepad_state.buttonFlags;
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auto bf_new = gamepad_state.buttonFlags;
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if(bf) {
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// up pressed == -1, down pressed == 1, else 0
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if((DPAD_UP | DPAD_DOWN) & bf) {
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int button_state = bf_new & DPAD_UP ? -1 : (bf_new & DPAD_DOWN ? 1 : 0);
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_HAT0Y, button_state);
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}
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if((DPAD_LEFT | DPAD_RIGHT) & bf) {
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int button_state = bf_new & DPAD_LEFT ? -1 : (bf_new & DPAD_RIGHT ? 1 : 0);
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_HAT0X, button_state);
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}
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if(START & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_START, bf_new & START ? 1 : 0);
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if(BACK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_SELECT, bf_new & BACK ? 1 : 0);
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if(LEFT_STICK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_THUMBL, bf_new & LEFT_STICK ? 1 : 0);
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if(RIGHT_STICK & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_THUMBR, bf_new & RIGHT_STICK ? 1 : 0);
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if(LEFT_BUTTON & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_TL, bf_new & LEFT_BUTTON ? 1 : 0);
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if(RIGHT_BUTTON & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_TR, bf_new & RIGHT_BUTTON ? 1 : 0);
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if(HOME & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_MODE, bf_new & HOME ? 1 : 0);
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if(A & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_SOUTH, bf_new & A ? 1 : 0);
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if(B & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_EAST, bf_new & B ? 1 : 0);
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if(X & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_NORTH, bf_new & X ? 1 : 0);
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if(Y & bf) libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_KEY, BTN_WEST, bf_new & Y ? 1 : 0);
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}
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if(uinput->gamepad_state.lt != gamepad_state.lt) {
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_Z, gamepad_state.lt);
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}
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if(uinput->gamepad_state.rt != gamepad_state.rt) {
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RZ, gamepad_state.rt);
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}
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if(uinput->gamepad_state.lsX != gamepad_state.lsX) {
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_X, gamepad_state.lsX);
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}
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if(uinput->gamepad_state.lsY != gamepad_state.lsY) {
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_Y, -gamepad_state.lsY);
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}
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if(uinput->gamepad_state.rsX != gamepad_state.rsX) {
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RX, gamepad_state.rsX);
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}
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if(uinput->gamepad_state.rsY != gamepad_state.rsY) {
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_ABS, ABS_RY, -gamepad_state.rsY);
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}
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uinput->gamepad_state = gamepad_state;
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libevdev_uinput_write_event(uinput->gamepad_input.get(), EV_SYN, SYN_REPORT, 0);
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}
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int mouse(input_raw_t &gp) {
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