Move logic away from platform dependend code

This commit is contained in:
loki 2019-12-22 21:24:50 +01:00
parent e4c81c3a97
commit 0deb5433d1
5 changed files with 204 additions and 93 deletions

View File

@ -15,6 +15,22 @@ extern "C" {
namespace input {
using namespace std::literals;
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;
void print(PNV_MOUSE_MOVE_PACKET packet) {
std::cout << "--begin mouse move packet--"sv << std::endl;
@ -116,12 +132,11 @@ void passthrough(platf::input_t &input, PNV_SCROLL_PACKET packet) {
platf::scroll(input, util::endian::big(packet->scrollAmt1));
}
void passthrough(platf::input_t &input, PNV_MULTI_CONTROLLER_PACKET packet) {
void passthrough(input_t &input, PNV_MULTI_CONTROLLER_PACKET packet) {
std::uint16_t bf;
static_assert(sizeof(bf) == sizeof(packet->buttonFlags), "Can't memcpy :(");
std::memcpy(&bf, &packet->buttonFlags, sizeof(std::uint16_t));
platf::gamepad_state_t gamepad_state {
gamepad_state_t gamepad_state {
bf,
packet->leftTrigger,
packet->rightTrigger,
@ -131,27 +146,81 @@ void passthrough(platf::input_t &input, PNV_MULTI_CONTROLLER_PACKET packet) {
packet->rightStickY
};
platf::gamepad(input, gamepad_state);
bf = gamepad_state.buttonFlags ^ input.gamepad_state.buttonFlags;
auto bf_new = gamepad_state.buttonFlags;
if(bf) {
// up pressed == -1, down pressed == 1, else 0
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);
}
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);
}
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(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.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.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);
}
input.gamepad_state = gamepad_state;
platf::gp::sync(input.input);
}
void passthrough(platf::input_t &input, void *payload) {
void passthrough(input_t &input, void *payload) {
int input_type = util::endian::big(*(int*)payload);
switch(input_type) {
case PACKET_TYPE_MOUSE_MOVE:
passthrough(input, (PNV_MOUSE_MOVE_PACKET)payload);
passthrough(input.input, (PNV_MOUSE_MOVE_PACKET)payload);
break;
case PACKET_TYPE_MOUSE_BUTTON:
passthrough(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, (PNV_SCROLL_PACKET)payload);
passthrough(input.input, (PNV_SCROLL_PACKET)payload);
}
else {
passthrough(input, (PNV_KEYBOARD_PACKET)payload);
passthrough(input.input, (PNV_KEYBOARD_PACKET)payload);
}
break;
@ -161,4 +230,6 @@ void passthrough(platf::input_t &input, void *payload) {
break;
}
}
input_t::input_t() : gamepad_state { 0 }, input { platf::input() } {}
}

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@ -8,9 +8,25 @@
#include "platform/common.h"
namespace input {
void print(void *input);
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;
};
void passthrough(platf::input_t &, void *input);
struct input_t {
input_t();
gamepad_state_t gamepad_state;
platf::input_t input;
};
void print(void *input);
void passthrough(input_t &, void *input);
}
#endif //SUNSHINE_INPUT_H

View File

@ -52,7 +52,29 @@ 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);
void gamepad(input_t &input, const gamepad_state_t &gamepad_state);
namespace gp {
void dpad_y(input_t &input, int button_state); // up pressed == -1, down pressed == 1, else 0
void dpad_x(input_t &input, int button_state); // left pressed == -1, right pressed == 1, else 0
void start(input_t &input, int button_down);
void back(input_t &input, int button_down);
void left_stick(input_t &input, int button_down);
void right_stick(input_t &input, int button_down);
void left_button(input_t &input, int button_down);
void right_button(input_t &input, int button_down);
void home(input_t &input, int button_down);
void a(input_t &input, int button_down);
void b(input_t &input, int button_down);
void x(input_t &input, int button_down);
void y(input_t &input, int button_down);
void left_trigger(input_t &input, std::uint8_t abs_z);
void right_trigger(input_t &input, std::uint8_t abs_z);
void left_stick_x(input_t &input, std::int16_t x);
void left_stick_y(input_t &input, std::int16_t y);
void right_stick_x(input_t &input, std::int16_t x);
void right_stick_y(input_t &input, std::int16_t y);
void sync(input_t &input);
}
}
#endif //SUNSHINE_COMMON_H

View File

@ -14,22 +14,6 @@
#include "sunshine/utility.h"
namespace platf {
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;
using namespace std::literals;
using evdev_t = util::safe_ptr<libevdev, libevdev_free>;
using uinput_t = util::safe_ptr<libevdev_uinput, libevdev_uinput_destroy>;
@ -217,72 +201,90 @@ void keyboard(input_t &input, uint16_t modcode, bool release) {
XFlush(disp.display);
}
void gamepad(input_t &input, const gamepad_state_t &gamepad_state) {
namespace gp {
// up pressed == -1, down pressed == 1, else 0
void dpad_y(input_t &input, int button_state) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_HAT0Y, button_state);
}
// left pressed == -1, right pressed == 1, else 0
void dpad_x(input_t &input, int button_state) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_HAT0X, button_state);
}
void start(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_START, button_down);
}
void back(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_SELECT, button_down);
}
void left_stick(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_THUMBL, button_down);
}
void right_stick(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_THUMBR, button_down);
}
void left_button(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_TL, button_down);
}
void right_button(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_TR, button_down);
}
void home(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_MODE, button_down);
}
void a(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_SOUTH, button_down);
}
void b(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_EAST, button_down);
}
void x(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_NORTH, button_down);
}
void y(input_t &input, int button_down) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_WEST, button_down);
}
void left_trigger(input_t &input, std::uint8_t abs_z) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_Z, abs_z);
}
void right_trigger(input_t &input, std::uint8_t abs_z) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_RZ, abs_z);
}
void left_stick_x(input_t &input, std::int16_t x) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_X, x);
}
void left_stick_y(input_t &input, std::int16_t y) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_Y, -y);
}
void right_stick_x(input_t &input, std::int16_t x) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_RX, x);
}
void right_stick_y(input_t &input, std::int16_t y) {
auto &gp = *(input_raw_t*)input.get();
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_RY, -y);
}
void sync(input_t &input) {
auto &gp = *(input_raw_t*)input.get();
auto bf = gamepad_state.buttonFlags ^ gp.gamepad_state.buttonFlags;
auto bf_new = gamepad_state.buttonFlags;
if(bf) {
// up pressed == -1, down pressed == 1, else 0
if(DPAD_UP & bf) {
int val = bf_new & DPAD_UP ? -1 : (bf_new & DPAD_DOWN ? 1 : 0);
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_HAT0Y, val);
}
else if(DPAD_DOWN & bf) {
int val = bf_new & DPAD_DOWN ? 1 : 0;
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_HAT0Y, val);
}
if(DPAD_LEFT & bf) {
int val = bf_new & DPAD_LEFT ? -1 : (bf_new & DPAD_RIGHT ? 1 : 0);
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_HAT0X, val);
}
else if(DPAD_RIGHT & bf) {
int val = bf_new & DPAD_RIGHT ? 1 : 0;
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_HAT0X, val);
}
if(START & bf) libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_START, bf_new & START ? 1 : 0);
if(BACK & bf) libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_SELECT, bf_new & BACK ? 1 : 0);
if(LEFT_STICK & bf) libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_THUMBL, bf_new & LEFT_STICK ? 1 : 0);
if(RIGHT_STICK & bf) libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_THUMBR, bf_new & RIGHT_STICK ? 1 : 0);
if(LEFT_BUTTON & bf) libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_TL, bf_new & LEFT_BUTTON ? 1 : 0);
if(RIGHT_BUTTON & bf) libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_TR, bf_new & RIGHT_BUTTON ? 1 : 0);
if(HOME & bf) libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_MODE, bf_new & HOME ? 1 : 0);
if(A & bf) libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_SOUTH, bf_new & A ? 1 : 0);
if(B & bf) libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_EAST, bf_new & B ? 1 : 0);
if(X & bf) libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_NORTH, bf_new & X ? 1 : 0);
if(Y & bf) libevdev_uinput_write_event(gp.uinput.get(), EV_KEY, BTN_WEST, bf_new & Y ? 1 : 0);
}
if(gp.gamepad_state.lt != gamepad_state.lt) {
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_Z, gamepad_state.lt);
}
if(gp.gamepad_state.rt != gamepad_state.rt) {
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_RZ, gamepad_state.rt);
}
if(gp.gamepad_state.lsX != gamepad_state.lsX) {
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_X, gamepad_state.lsX);
}
if(gp.gamepad_state.lsY != gamepad_state.lsY) {
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_Y, -gamepad_state.lsY);
}
if(gp.gamepad_state.rsX != gamepad_state.rsX) {
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_RX, gamepad_state.rsX);
}
if(gp.gamepad_state.rsY != gamepad_state.rsY) {
libevdev_uinput_write_event(gp.uinput.get(), EV_ABS, ABS_RY, -gamepad_state.rsY);
}
gp.gamepad_state = gamepad_state;
libevdev_uinput_write_event(gp.uinput.get(), EV_SYN, SYN_REPORT, 0);
}
}
input_t input() {
input_t result { new input_raw_t() };

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@ -468,7 +468,7 @@ void control_server_t::send(const std::string_view & payload) {
void controlThread(video::idr_event_t idr_events) {
control_server_t server { CONTROL_PORT };
auto input = platf::input();
input::input_t input;
server.map(packetTypes[IDX_START_A], [](const std::string_view &payload) {
session.pingTimeout = std::chrono::steady_clock::now() + config::stream.ping_timeout;