2019-12-03 19:23:33 +00:00
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//
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// Created by loki on 6/20/19.
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//
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#ifndef SUNSHINE_INPUT_H
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#define SUNSHINE_INPUT_H
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2019-12-08 17:55:58 +00:00
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#include "platform/common.h"
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2019-12-22 22:34:12 +00:00
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#include "thread_pool.h"
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2019-12-03 19:23:33 +00:00
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namespace input {
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2020-01-20 19:39:30 +00:00
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enum class button_state_e {
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NONE,
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DOWN,
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UP
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};
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2019-12-03 19:23:33 +00:00
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2020-01-25 00:05:43 +00:00
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struct gamepad_t {
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gamepad_t();
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2020-01-18 22:52:22 +00:00
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platf::gamepad_state_t gamepad_state;
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2019-12-31 11:22:47 +00:00
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2019-12-22 22:34:12 +00:00
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util::ThreadPool::task_id_t back_timeout_id;
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2020-01-20 19:39:30 +00:00
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// When emulating the HOME button, we may need to artificially release the back button.
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2020-01-25 19:46:14 +00:00
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// Afterwards, the gamepad state on sunshine won't match the state on Moonlight.
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2020-01-20 19:39:30 +00:00
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// To prevent Sunshine from sending erronious input data to the active application,
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// Sunshine forces the button to be in a specific state until the gamepad state matches that of
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// Moonlight once more.
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2020-01-25 00:05:43 +00:00
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button_state_e back_button_state;
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};
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struct input_t {
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input_t();
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std::unordered_map<short, bool> key_press;
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std::array<std::uint8_t, 5> mouse_press;
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platf::input_t input;
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std::vector<gamepad_t> gamepads;
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2019-12-22 20:24:50 +00:00
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};
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void print(void *input);
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2019-12-22 22:34:12 +00:00
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void passthrough(std::shared_ptr<input_t> &input, std::vector<std::uint8_t> &&input_data);
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2019-12-31 11:22:47 +00:00
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void reset(std::shared_ptr<input_t> &input);
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2019-12-03 19:23:33 +00:00
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}
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#endif //SUNSHINE_INPUT_H
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