Emulate back/select gamepad button

This commit is contained in:
loki
2019-12-22 23:34:12 +01:00
parent 0deb5433d1
commit 29edc88294
12 changed files with 524 additions and 41 deletions

View File

@@ -9,6 +9,8 @@ extern "C" {
#include <cstring>
#include <iostream>
#include "main.h"
#include "config.h"
#include "input.h"
#include "utility.h"
@@ -132,7 +134,7 @@ void passthrough(platf::input_t &input, PNV_SCROLL_PACKET packet) {
platf::scroll(input, util::endian::big(packet->scrollAmt1));
}
void passthrough(input_t &input, PNV_MULTI_CONTROLLER_PACKET packet) {
void passthrough(std::shared_ptr<input_t> &input, PNV_MULTI_CONTROLLER_PACKET packet) {
std::uint16_t bf;
std::memcpy(&bf, &packet->buttonFlags, sizeof(std::uint16_t));
@@ -146,7 +148,7 @@ void passthrough(input_t &input, PNV_MULTI_CONTROLLER_PACKET packet) {
packet->rightStickY
};
bf = gamepad_state.buttonFlags ^ input.gamepad_state.buttonFlags;
bf = gamepad_state.buttonFlags ^ input->gamepad_state.buttonFlags;
auto bf_new = gamepad_state.buttonFlags;
if(bf) {
@@ -154,73 +156,94 @@ void passthrough(input_t &input, PNV_MULTI_CONTROLLER_PACKET packet) {
if((DPAD_UP | DPAD_DOWN) & bf) {
int val = bf_new & DPAD_UP ? -1 : (bf_new & DPAD_DOWN ? 1 : 0);
platf::gp::dpad_y(input.input, val);
platf::gp::dpad_y(input->input, val);
}
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);
platf::gp::dpad_x(input->input, val);
}
if(START & bf) platf::gp::start(input.input, bf_new & START ? 1 : 0);
if(BACK & bf) platf::gp::back(input.input, bf_new & BACK ? 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);
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);
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;
}
}
}
if(input.gamepad_state.lt != gamepad_state.lt) {
platf::gp::left_trigger(input.input, gamepad_state.lt);
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.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.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.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.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);
if(input->gamepad_state.rsY != gamepad_state.rsY) {
platf::gp::right_stick_y(input->input, gamepad_state.rsY);
}
input.gamepad_state = gamepad_state;
platf::gp::sync(input.input);
input->gamepad_state = gamepad_state;
platf::gp::sync(input->input);
}
void passthrough(input_t &input, void *payload) {
void passthrough_helper(std::shared_ptr<input_t> input, std::vector<std::uint8_t> &&input_data) {
void *payload = input_data.data();
int input_type = util::endian::big(*(int*)payload);
switch(input_type) {
case PACKET_TYPE_MOUSE_MOVE:
passthrough(input.input, (PNV_MOUSE_MOVE_PACKET)payload);
passthrough(input->input, (PNV_MOUSE_MOVE_PACKET)payload);
break;
case PACKET_TYPE_MOUSE_BUTTON:
passthrough(input.input, (PNV_MOUSE_BUTTON_PACKET)payload);
passthrough(input->input, (PNV_MOUSE_BUTTON_PACKET)payload);
break;
case PACKET_TYPE_SCROLL_OR_KEYBOARD:
{
char *tmp_input = (char*)payload + 4;
if(tmp_input[0] == 0x0A) {
passthrough(input.input, (PNV_SCROLL_PACKET)payload);
passthrough(input->input, (PNV_SCROLL_PACKET)payload);
}
else {
passthrough(input.input, (PNV_KEYBOARD_PACKET)payload);
passthrough(input->input, (PNV_KEYBOARD_PACKET)payload);
}
break;
@@ -231,5 +254,9 @@ void passthrough(input_t &input, void *payload) {
}
}
input_t::input_t() : gamepad_state { 0 }, input { platf::input() } {}
void passthrough(std::shared_ptr<input_t> &input, std::vector<std::uint8_t> &&input_data) {
task_pool.push(passthrough_helper, input, util::cmove(input_data));
}
input_t::input_t() : gamepad_state { 0 }, back_timeout_id { nullptr }, input { platf::input() } {}
}