Sunshine/sunshine/input.h

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//
// Created by loki on 6/20/19.
//
#ifndef SUNSHINE_INPUT_H
#define SUNSHINE_INPUT_H
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#include "platform/common.h"
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#include "thread_pool.h"
namespace input {
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enum class button_state_e {
NONE,
DOWN,
UP
};
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struct gamepad_t {
gamepad_t();
platf::gamepad_state_t gamepad_state;
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util::ThreadPool::task_id_t back_timeout_id;
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// When emulating the HOME button, we may need to artificially release the back button.
// Afterwards, the gamepad state on sunshine won't match the state on Moonlight
// To prevent Sunshine from sending erronious input data to the active application,
// Sunshine forces the button to be in a specific state until the gamepad state matches that of
// Moonlight once more.
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button_state_e back_button_state;
};
struct input_t {
input_t();
std::unordered_map<short, bool> key_press;
std::array<std::uint8_t, 5> mouse_press;
platf::input_t input;
std::vector<gamepad_t> gamepads;
};
void print(void *input);
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void passthrough(std::shared_ptr<input_t> &input, std::vector<std::uint8_t> &&input_data);
void reset(std::shared_ptr<input_t> &input);
}
#endif //SUNSHINE_INPUT_H