Sunshine/sunshine/platform/common.h

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//
// Created by loki on 6/21/19.
//
#ifndef SUNSHINE_COMMON_H
#define SUNSHINE_COMMON_H
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#include <string>
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#include "sunshine/utility.h"
namespace platf {
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constexpr auto MAX_GAMEPADS = 2;
constexpr std::uint16_t DPAD_UP = 0x0001;
constexpr std::uint16_t DPAD_DOWN = 0x0002;
constexpr std::uint16_t DPAD_LEFT = 0x0004;
constexpr std::uint16_t DPAD_RIGHT = 0x0008;
constexpr std::uint16_t START = 0x0010;
constexpr std::uint16_t BACK = 0x0020;
constexpr std::uint16_t LEFT_STICK = 0x0040;
constexpr std::uint16_t RIGHT_STICK = 0x0080;
constexpr std::uint16_t LEFT_BUTTON = 0x0100;
constexpr std::uint16_t RIGHT_BUTTON = 0x0200;
constexpr std::uint16_t HOME = 0x0400;
constexpr std::uint16_t A = 0x1000;
constexpr std::uint16_t B = 0x2000;
constexpr std::uint16_t X = 0x4000;
constexpr std::uint16_t Y = 0x8000;
struct gamepad_state_t {
std::uint16_t buttonFlags;
std::uint8_t lt;
std::uint8_t rt;
std::int16_t lsX;
std::int16_t lsY;
std::int16_t rsX;
std::int16_t rsY;
};
struct img_t {
public:
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std::uint8_t *data {};
std::int32_t width {};
std::int32_t height {};
std::int32_t pixel_pitch {};
std::int32_t row_pitch {};
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img_t() = default;
img_t(const img_t&) = delete;
img_t(img_t&&) = delete;
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virtual ~img_t() = default;
};
enum class capture_e : int {
ok,
reinit,
timeout,
error
};
class display_t {
public:
virtual capture_e snapshot(img_t *img, bool cursor) = 0;
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virtual std::unique_ptr<img_t> alloc_img() = 0;
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virtual ~display_t() = default;
};
class mic_t {
public:
virtual capture_e sample(std::vector<std::int16_t> &frame_buffer) = 0;
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virtual ~mic_t() = default;
};
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void freeInput(void*);
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using input_t = util::safe_ptr<void, freeInput>;
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std::string get_mac_address(const std::string_view &address);
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std::unique_ptr<mic_t> microphone(std::uint32_t sample_rate);
std::unique_ptr<display_t> display();
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input_t input();
void move_mouse(input_t &input, int deltaX, int deltaY);
void button_mouse(input_t &input, int button, bool release);
void scroll(input_t &input, int distance);
void keyboard(input_t &input, uint16_t modcode, bool release);
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void gamepad(input_t &input, int nr, const gamepad_state_t &gamepad_state);
int alloc_gamepad(input_t &input, int nr);
void free_gamepad(input_t &input, int nr);
}
#endif //SUNSHINE_COMMON_H